Gundam War Collectible Card Game

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Gundam War
Image:Gw logo.gif
Publisher Bandai
Players 2
Age range 13 and up
Setup time < 3 minutes
Playing time ~ 15 minutes
Random chance Some
Skills required Card playing
Arithmetic

Gundam War is a collectible card game based on the Gundam anime series produced by Bandai. The purpose of the game is to simulate the battles in the anime series. This is done by creating supports, generating Units, and creating Tactics. The game is designed for 2 players, though there may be different fan-created multiplayer rules. This game is sometimes confused with the Gundam M.S. War Trading Card Game, since both are published by Bandai and are based on the Gundam series.

Contents

[edit] History

Gundam War is a collectible card game based on the Gundam anime series. It was first released in Japan in February 1999, and later an English version in early 2005. The English version of the game was canceled after only three sets. The Japanese version of the game still continues to be released, with sixteen sets so far.

[edit] Gameplay

Each player starts with a deck called "The Nation", which has 50 cards. When a player has lost all of the cards in their deck, they have lost the game. There are six different colors for the cards, which are divided into factions, and five different types of cards.

[edit] Colors and Factions

In the Japanese card game, the following are the six colors and their related factions.

Blue: This color is best at fast production, defense, and recovery. (Similar to White in Magic: the Gathering) This color includes the "good guys" from the Universal Century, which include but are not limited to

Green: This color is known for damaging effect from the Command cards, and low-cost Units. (Similar to Red in Magic: the Gathering) The factions include in this color include but are not limited to

Black: This color is known for effects that affect all cards on the field, direct removal of cards, and big effects with drawback. (Similar to Black in Magic: the Gathering) The factions include in this color include

Red: This color is known for effects that stop the play of the opponent's card and effects. (Similar to Blue in Magic: the Gathering) The factions include in this color include

Brown: This color is known for effects that affect the Lost Card and Junkyard. The factions include in this color include

White: This color is known for the Big Unit cards and the high number of Command cards. The factions include in this color include

Purple: This color is used for all the cards that have no specific factions. This type of card can be played with any color. Some of the most powerful cards in the game belong to this color. Purple cards are similar to Artifact cards in Magic: the Gathering

Also, there a new "Dual Card" coming in September. This type of card has two specific colors at its cost.

[edit] Card Types

[edit] Unit cards

Unit cards are the representation of the Mobile Suits, Mobile Armors, Cruisers, and Colonies in the anime series. They are the main way to battle and deal damages to the opponent's Nation, as they are the only type of cards that can be played into the Battle Area alone. Only one Unit card can be played per turn.

[edit] Character cards

Character cards are the representation of the characters in the anime series. Usually they are set onto an Unit and bring extra effects and battle modifications to the set Unit, through there are few characters that can be set onto other types of card. Only one Character card can be played per turn.

[edit] Command cards

Command cards are the representation of scenes in the anime series. This type of card is the only one to go straight to the Junkyard after its resolution. Any amount of Command cards can be played per turn, providing the text on the card permits it.

This type of card is similar to Instant and Sorcery cards in the Magic: the Gathering game.

[edit] Operation cards

Operation cards are the representation of important events and battles in the anime series. This type of card is played onto the field, and brings effects to the whole field. Some of this type of card are set onto Units, Characters, or Generations. Only one Operation card can be played per turn.

This type of card is similar to Enchantment in the Magic: the Gathering game.

[edit] Generation cards

Generation cards are the representation of the resources, soldiers, and supporters in the anime series. This type of card produces a "Nation Power" (similar to Mana in many other card games) that one can use to play other cards. There are two types of this card: "Basic G" cards and "Special G" cards.

Basic G cards usually have effects of "Producing a NP for certain color", and one can have any amount of it in a deck, while Special G cards have diverse effects.

This is similar to Land cards in Magic: the Gathering.

[edit] Basic Rules and Fields

  1. A deck must have exactly 50 cards
  2. The two players in this game are called "Yourself" and "Opponent" respectively
  3. The two players take turns (explained in follow section) when playing cards
  4. A player with 0 cards left in the deck loses the game

[edit] Order of a Turn

During each turn, it is further divided into 4 phases and steps. It would have happened in the following order:

  1. Re-roll Phase: This phase would re-roll all cards that had been rolled (or, "used") during the previous turn
  2. Draw Phase: The turn player would draw a card
  3. Disposition Phase/Assign Phase: The turn player can play Units, Characters, Operations, Gs, and Command cards (depending on the Timing) at this phase.
  4. Battle Phase: The phase where the actual battle occurs. It is further divided into four steps, as following:
  • Attack Step: The turn player can bring (sortie) his/her Units into the Battle Area in a Squad (detachment)
  • Defense Step: The defending player (non-Turn player) can bring (sortie) his/her Units into Battle Area to defend the attacking Unit
  • Damage Calculation/Resolution Step: During this step, damages would be assign, calculate, and resolved. Unless by specific text, both the attacking and the defending side would assign damages to the opposing Unit (this is called "in battle") at the same time. If there is not an Unit in the defending side and there is at least one in the attacking side in an Battle Area, the damages would be assigned to the defending side's Nation instead.
  • Return Step: Move all the Units that are not destroyed in the battle back to the Station/Disposition Area rolled.

5. End of turn: While this is not a Phase or Step, this is the time where all damages would "wear off", all effects that happen at the "End of Turn" would resolved, and the turn player must discard cards from hand until he/she have maximum of 6 cards. After everything, the turn player would change unless by other effects.

[edit] Field

The field is divided into two areas: The Station/Disposition Area and the Battle Area. The Battle Area is further divided into three different area:

  • Earth Area - On the left side of the Battle Area of the player going first
  • Space Area - On the right side of the Battle Area
  • Ring Area - A special Battle Area on the left side of the Earth Area.

Also, there is a place for the deck (Nation), a Lost card (where all cards "damaged" or Resource cost goes), Junkyard, hand, and Hangar. All are not part of the "field", but a space in the game mat reserved for its specific purposes.

[edit] Product Information

[edit] Common Terminology

[edit] Links