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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.

  Other Rules

   Priority of Rules and Text
   Moving of Cards
   Effects that Force/Restrict Sorting
   "In that case ~..."
   Timing for 'Beginning of Turn', 'End of Turn'
   "Until End of Turn" and "For this Turn"
   Come out onto the Field
   Cards that cannot come out onto the Field
   Switch
   Variables
   Modifications of Special Effects
   Use the effect of (special effect)
   Text Negated
   "This(that) Unit"
   "Designated Card(s)" by Special Effects
   Paying of Costs that have 2 Variables
   Losing Control
   About "will not be repeated" ( Type A, Type B, Type C and Type D )

 Priority of Rules and Text
Follow the rules for any part of text effects that are not specified in the text. If the text effects has something that contradicts/is the opposite of what the rules state, follow the text effects.

 Moving of Cards
The moving of cards refers basically to the 3 actions below:
1) From 1 Location to another Location
eg. From Hand to Junkyard, or Field to Hand, ect.
* Also includes "Removing from Game."
2) From 1 Area to another Area
eg. From Disposition Area to Battle Area, or your Disposition Area to Enemy's Disposition Area, ect.
3) From 1 Set Group to another Set Group
eg. Setting 1 Character on another Unit ect.
When a card moves to a location other than Field or Hangar, that card will definitely move to the location that belongs to the original owner.
When a card moves to a Hangar, it will move to the Hangar specified, irregardless of who is the original owner. In that case, all cards Set-on that card will also be moved to the same Hangar.
When cards leave the Field and move to other locations except Field, they will move while reverted back to their original card type, and will follow the rules of that location after moving (cards will be put face down etc.)

 Effects that Force/Restrict Sorting
Any effects that control Sorting are treated as effects that target the player, not Units. In addition, similar enemy effects that control Sorting are effects that happen in the fixed effect of Attack/Defend Step, so its not treated as "being moved by enemy effects."

 In that case ~
For effects that has this text included, only when the first part of the effect has been applied can the second part happen. Cut-ins are not allowed within this period of time.
If in the case where the effect can't be applied normally (loss of targets, etc.) when it resolves, only the first part of the effect will take effect and the second part will be negated.
However, if in the first part the effect targets "all players", and that effect fails to be applied normally, only the player who played the card/effect will be affected by the first part of the effect.
The specification of targets for the second part will be done when played.

 Timing for Beginning of Turn, End of Turn
The 'beginning of the turn' and 'ending of the turn' will be handled at the same time as the 'start of Reroll Phase' and the 'end of Return Step', respectively.

 "Until end of Turn", and "for this Turn"
Effects that state "until end of turn" will be applied when resolved, and no matter how the situation changes after that the effect will not be changed.
For effects that state "for this turn", if, during the period where the effect has taken place, targets are lost/deemed illegal, or new targets appear, a check for targets will be done and the effect will once again be applied/removed appropriately.

 Come out onto the Field
If non-Set Cards, or Coins that are treated as Cards, come out onto the Field by effects, those cards will be put out onto the Area (where a card of that type will normally be put in when played) in Reroll Position.  However, this will not be the case for Cards that specify the location or the card to be Set-on.

 Cards that cannot come out onto the Field
If cards that cannot be put out onto the Field (a Character with the same Name etc.) appears on the Field, the card that appeared later will be Abolished. If those cards come out at the same time, the Controller of the cards will choose which card to Abolish if only 1 person controls the cards. If the cards belong to multiple players, the Attacking Player gets the right to choose which cards will be Abolished.

 Switch
For effects that "Switch a card", unless otherwise specified, the conditions below will be carried over from 1 card to the other.
- Location (Area, Order in the Squad). If a non-Hangar location has to be carried over, the location of the original owner will be used.
- Status (Reroll/Roll Position, Destruction, ect.)
- Battle Modifications or Status via Effects.
- Set Cards (restrictions on Setting are ignored).
- Any unresolved Effects that Targets the card.
However for cards that are in any other non-Field locations, only the location will be carried over, and unresolved effects, ect., are ignored.
Unless otherwise specified, the conditions below will not be carried over:
- Target/Status that relates to "Transform".
- Coins (that are not treated as Cards) that are put on the Card.

 Variables
Values that state X (or Y,Z) will change according to the situation. Refer to the given amounts to decide the value for X; or, if the player has been chosen, that player will make the decision. If nothing is specified, the player that played the effect/card will choose the value (0 cannot be chosen).
Or in other cases, X will be decided when the card effect is played. The value that was decided at this time will not change even when the value that was referred to when resolving is changed (except for Auto A effects, etc.).
If theres a need to refer to the value of X, treat X as 0. However, if referring to the Hand-size or the amount of cards in Hangar, use the amount that exists when the effect resolves unless otherwise specified.

 Modifications to Special Effects
Modifications that are made to Special Effects, like Psycommu +1 etc., are applied to the X value of that respective Special Effect. Cards that don not have that Special Effect will not gain that respective effect even if the Modification has been applied on it. And if the card has 2 or more of the same Special Effect, the Modification will be applied to all of those Effects.

 Use the effect of (special effect)
Effects that state "use the Effect of (special effect)" is different from "gaining" that respective effect, in which only the contents of the effect will be used and applied, and will not be targeted by other effects that affect that respective effect.
For example, the effect of using "Area Weapon (4)" will not be negated by effects that negate Area Weapon, nor will it gain any Modifications to the value of Area Weapon.

 Text Negated
If the cost specified by [X.Y] is not fulfilled, or if the text has been negated, that card will be treated as though it has no text written on it (temporarily). This will affect cards that are not on the Field, and text that are in the [ ] brackets. However, the text will still be regarded as "original writings/text on the card."

 This(that) Unit
Effects that state "this(that) Unit" as the targets will be treated as specifying the card itself. Thus, even if the card gets changed to another type that does not fit the targetting conditions, the target will not be deemed as an illegal target.
eg. For an effect that states "Abolish this Unit at the end of the turn", this effect will not be negated even if that Unit is changed to a G.

 "Designating Cards" by specific Effects
For text like "will not be the target of ~ effects", "will not be Destroyed or take Damage by ~", "will not be moved by ~ effects", if the card, or Unit, etc. has been specified, unless otherwise specified, it will refer to both cards that are on the Field and those that are not on the Field.

 Paying of Costs that have 2 Variables
If there are 2 variables in Resource Cost etc, pay the Total Amount of the 2 variables added up. And in the case where both variables are represented by the same figure (XX), the value for X must be the same.
eg. If you treat X as 2 when paying for XX, pay a total of 4.

 Losing Control
Cards that Lose Control will follow the rules below:
- None of the players have the right to use that card (play the text, sort it out, etc.).
- No one is the Controller, and, as theres no differenciation between Own Player and Enemy Player, the card cannot be the target of effects that need to choose Own/Enemy cards. However, it can still be targetted normally by effects that do not specify one's self or enemy.
eg. An Enemy Unit that has lost control cannot be targetted by an effect that states "Destroy 1 enemy Unit", but can be targetted normally by an effect that states "Destroy 1 Unit".
- There is no differenciation between Own Player and Enemy Player for the Card itself.
eg. Even if a card that has lost control has an Auto effect "Destroy 1 of your Units" taking place, the effect will not happen as that card will not recognise "your Unit".
- Cannot be moved into Battle Areas.
- If a card that has Lost Control has Set cards on it, All Cards in that Set Group will lose control.

 About "will not be repeated"
Effects that have the text "will not be repeated" will only have one of those effects applied in the case where multiple cards with the Same Name exist, or if there are multiple effects that are similar. There are 4 types in this category, depending on the card.

-------------------------------------------
 Type A
The cards that fall into this category can only have one effect being applied in the Same Turn, even if there are Multiple Cards with the same Name.

Blue O-81
Titans O-3
Titans O-9
Titans O-28
Zanscare O-Z9
Zanscare O-Z10
Gundam SEED O-S19
Purple U-6
-------------------------------------------

-------------------------------------------
 Type B
The Cards that fall into this Category can only have one effect (per player) being applied in the same turn, even if there are Multiple Cards with the same Name.

Blue U-282
Blue U-302
Blue C-110
Blue O-34
Blue O-68
Blue O-95
Blue O-122
Green U-206
Green U-237
Green U-260
Green C-109
Green O-47
Green O-54
Green O-55
Green O-56
Green O-60
Green O-62
Green O-72
Green O-78
Green O-94
Green O-100
Titans U-152
Titans U-158
Titans U-174
Titans C-65
Zanscare U-Z54
Zanscare O-Z15
Neo Zeon C-79
Neo Zeon O-8
Neo Zeon O-41
Neo Zeon O-49
Neo Zeon O-55
Neo Zeon O-80
Neo Zeon O-84
Crossbone Vanguard O-C2
Crossbone Vanguard O-C15
Turn A U-106
Turn A O-75
Gundam X U-X31
G Gundam U-G33
G Gundam U-G42
Gundam W C-71
Gundam W C-72
Gundam W C-76
Gundam W C-77
Gundam W C-79
Gundam W C-80
Gundam W C-81
Gundam SEED C-S78
Gundam SEED O-S12
G G-11
-------------------------------------------

-------------------------------------------
 Type C
The Cards that fall into this Category can only have one effect (per player) being applied in the same Turn in Contrast to each activation condition, even if there are Multiple Cards with the same Name.

Blue U-160
Blue U-161
Blue U-190
Blue U-209
Blue O-85
Blue O-125
Green O-52
Green SPC-3
Titans O-60
Neo Zeon O-6
Turn A U-59
Gundam X U-X28
Purple U-12
Special Effects Vulture
-------------------------------------------

-------------------------------------------
 Type D
The Cards that fall into this Category can only have one effect (per player) being applied to the same Target, even if there are Multiple Cards with the same Name.

Blue U-173
Blue U-158
Blue C-8
Blue O-16
Blue O-20
Blue O-28
Blue O-116
Green CH-65
Green O-13
Green O-61
Titans O-13
Titans O-21
Neo Zeon U-79
Neo Zeon U-81
Neo Zeon O-15
Turn A O-59
Gundam X U-X18
Gundam X U-X79
Gundam X U-X80
Gundam X O-X2
Gundam X O-X14
Gundam X O-X15
Gundam SEED U-S70
Special Effects Space Battle (X)