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Gundam War Advanced Rulebook
To return to the main page of the Rulebook, click here. To go to the Index, click here.
Fixed Effects, Hand, Hangar, G and Nation Power
Fixed Effects
Hand
Hangar
G and Nation Power
Purple Nation Power
Fixed Effects
Fixed Effects exist for almost every Step, and have to be resolved. Fixed effects cannot be cut-in too.
- Reroll Phase: Reroll all your cards.
- Draw Phase: Draw 1 card.
- Disposition Phase: No fixed effects. You can play units, G, etc. during the Free Timing of this Phase.
- Attack Step: You can send Units out to Attack.
- Defend Step: Enemy Player can send Units out to Defend.
- Damage Calculation Step: Resolve all Squads' Battle Damage.
- Return Step: Move all Units from all Battle Areas to their respective Disposition Areas in Roll position.
Hand
Draw
card -moving the Top Card of your Nation or Lost Card Pile to your
Hand. Unless specified otherwise, you will always draw from your
Nation. If the number of cards is stated, draw that amount in order.
The
term "All" -"All of your Hand" will refer to all the cards in your
Hand. "All Hands" will refer to all cards in both Your Hand and Enemy
players Hand.
Hangar
Hangar is a place where cards will be
placed via effects. Its not included in the game's locations. There may
be cases when Enemy player puts cards (where Enemy player is the
original Owner of that card) in the Hangar. Cards in the Hangar are put
face-up, and the player Managing that Hangar can play cards from there
going through the same process when playing from Hand. Cards in Hangar
will only be affected by effects that target Hangar.
- Playing cards
in Hangar:
When a card in Hangar comes out onto the Field, normally,
the card will be put out onto the Disposition Area of the player that
played the card (regardless of who the original owner is). And when a
Command is being played from Hangar, or when cards in Hangar are moved
from Hangar to other locations (other than Field and other Hangars),
those cards will move to the Original Owner's location.
-
Differences between Hand and Hangar: Cards in Hangar cannot be used
for effects that require said cards to be in Hand. eg. Cards in Hangar
cannot be used for multiple Costs, or Change.
G and Nation Power
Basic G and Special G
Basic
Gs are Gs with "(Auto A: Give 1 (color) Nation Power)" as the only text
on it regardless of the name of the G. Even if the Basic G is treated
as another additional card type, or text is added/changed, it will be
treated as a Basic G as long as it is a G.
Special Gs are all other Gs
that are not included in the above example. If a card, whose Original
Card Type is not a G, is treated as a G, it will be handled as a
Special G.
Nation Power and types of Basic G
There
are 7 types of Nation Power: Blue, Green, Black, Red, Brown, White and
the special type Purple. When referring to a specific type in card
text, it will be done in the following way "Blue Nation Power/Green Nation Power" etc.
Basic Gs are divided into 6 types according to the Nation Power they give (there is no Basic Purple G). When referring to
a type of Basic G in card text, if for a Basic G that gives Blue, it
will be known as "Blue Basic G", and so on for other colors. This way
of differenciation will not change even if the Nation Power given is
changed.
Purple Nation Power
Purple Nation Power cannot be
used to pay for any Designated Nation Cost other than Purple. Purple's
Designated Nation Cost can be paid using any other color. However, if
the Designated Nation Cost is more than 2, 1 of the Nation Power types
have to be more than or equal to that amount.
Eg. For 2 Purple Designated Nation Cost, you can pay it using 2 Green. However it cannot
be paid if you only have 1 Green and 1 Red.
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