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Gundam War Advanced Rulebook


  This is the Japanese Advanced Rulebook for Gundam War (graciously translated by ILoveJamProject of Gundam War Central~ Pics of the Advanced Rulebook provided by Zeta_Gundam). This rulebook will be updated as newer rules versions come out.

 This Rulebook is current as of August, 2007 (Gundam War Booster 19 version).

 These are the Advanced Rules of Gundam War, aimed at detailed explanations of specific effects, situations, and rules. For new players to the game, don't let this rulebook chase you away -many veteran players don't exactly have this thing memorized, and we have Flash tutorials in the works to help you~ as long as you know the basic flow of the game, and basic gameplay rules, the rest of the rules can be referenced when the situation arises where you need these rules. I will put up a basic-gameplay version of the rules 'soon'.

 Index

 Card Descriptions
   Type
   Original Card Type and cards that are treated as other Types
   Cost
   Name
   Same Type of Card, and Cards with Same Name
   Terrain Aptitude
   Characteristics
   Text
   Battle Stats
   Battle Modifications
   *

 Locations and Field
   Locations
   Field
   Locations where Cards are handled face-down
   Effects that target multiple Locations

 Own Player and Enemy Player
   Control and Controller
   Original Owner
   Differences between 'Own Player' and 'Enemy Player'

 Fixed Effects, Hand, Hangar, G and Nation Power
   Fixed Effects
   Hand
   Hangar
   G and Nation Power
   Purple Nation Power

  Play
   Playing a Unit, Character, Operation or G
   Playing a Command
   Playing Text on Cards that are on the Field

 Timings for Play
   Free Timing
   Start and End of Free Timing
   Priority of Free Timing
   Timing for Playing Text
      Battle Phase Chart

 Steps for Playing a card, Steps for Playing text
   Steps for Playing a Card
   Steps for Playing Text

  Play and Cost
   Processing the Play of Cards/Text
   Paying of Cost
   Actions deemed as Normal Playing
   Paying Normal Cost
   Cost of cards that have no text for Cost
   Negating a Play
   Location for putting Cards

  Play and Targets
   Targetting effects
   Play and Targets
   Field and 'Target of Effects'
   Card being Played
   Timing for choosing Targets
   Loss of Targets
   Effects that Target Multiple Cards
   Effects that Target a Single Card
   Effects that have "all ~" as the Target
   Effects that choose Target when Resolving
   "...will not be the target of..." Effects

 Auto Effects
   Auto A
   Auto B
   Auto C
   Auto D
   Differences between Auto A, C and D
   Activation timing for Auto B and D effects
   Effects that happen at Special Timings
   Application in the Middle of a Cut
   Auto effects that can be Activated by Player
   Effects that will definately happen at the beginning of a Cut

 Activating and Resolving of Effects
   Resolving of Effects
   Failure in Resolving of Effects
   Unresolved Effects
   Effects that are "Put on hold"
   Effects that Activate and take effect at the Same Timing
   Priority of Contradictive Effects
   Effects that require Special Conditions
   Amount of Times an Effect can be Played, and Effects that have Restrictions on Targets
   Fixed Effects
   Effects that Activate Outside of Free Timing
   'End of Return Step' and 'End of Turn'
   Effective Interval of Effects

 Text Descriptions
   Timing
   Cost
   [ ]

  Sortie and Squads
   Order of Sorting out Squads
   Order of Squads, Timing where Battling Status is checked
   If Engaged in Battle
   Organising Units into Squads

 Resolving Battle Damage
   Battle Damage
   Handling Battle Damage
   Calculating using *
   Handling Multiple Squads

 Destruction and Abolish
   Destruction
   Negating Destruction
   Abolish
   Effects activated by Cards
   Effects activated by being Abolished
   "...will not be Destroyed..." Effects
   Unit with Defense of '0'
   Destruction by Decreasing Defense
   Abolish effect thats Activated by Destruction
   Damage Calculation while in Destroyed Status
   Destruction by Terrain
   Destruction by Effects
   Remove from Game

  Set
   Set
   Set Group
   Playing a Set card
   Rerolling/Rolling of a Set Group
   Destruction/Abolishment/Moving of a Set Group
   Destruction and Abolishment of multiple cards in a Set Group
   Control of Set cards
   Set Conditions
   Text of Set Group
   Changing Targets for Set cards
   Choosing cards in a Set Group
   Set of 'Personal Machine'

  Coin
   Coin
   Coins that are placed on cards
   Coins that are managed by Player
   Coins that are treated as cards

  MF and Ring Area; Dual Cards
   MF
   Ring Area
   Battle Stats that are seperated by /
   Dual Cards
   Playing of Dual Cards
   Designated Nation Cost of Dual Cards
   Designated Nation Double 0

 Text Glossary
   -This card
   -Look at card
   -Reveal ~ card
   -Gain ~
   -Lose ~
   -that has ~
   -[Name: A]
   -Recover
   -Cards which (don't) have [M][Ch]
   -Cards which (don't) have [M] and [Ch]
   -Opposite sex
   -Shuffle
   -1st/Head Unit of the Squad
   -Other than the 1st/Head Unit of the Squad
   -Resetting Damage
   -Original ~
   -Battle Modifications
   - +-X/+-Y/+-Z
   -Total Battle Stats/Modifications
   -Squad Battle Stats
   - ~ Squad
   -Enganged in Battle with ~
   -Total Cost
   - ~ in the Game
   -Randomly
   -Pull out
   -Skip
   -There can be 3 or more of this card in a Deck

 Special Effects
   High Mobility
   Water
   Desert
   Raid  (Assault)
   Swift Strike (and Swift Strike timing)  (Preemptive Attack)
   Abbreviated Effects that are not acounted as 'Special Effects'
   Vulture (and Vulture Points)  (Voucher, and Voucher Points)
   Space Battle (X)
   Special Rules for High Mobility, Water, Desert, Raid, Swift Strike, Vulture, and Space Battle (X)
   Special Shield (X)
   Psycommu (X)
   Area Weapon (X)  (Wide Range Weapon (X))
   Atmospheric Entry
   Multiple -> A
   Team ->[A]B  or Team ->[A]
   Change [A]  (Switch [A])
   Dismantle (and Dismatle Coin)
   PS Armor (and PS Armor (X))
   Transformer (and Transformed Mode)
   Crusier  (Battleship)
   Base
   Support
   Special Rules for Crusier, Base, and Support
   Crusier-use-Modification  (Battleship Booster)
   Resupply
   MF
   Variable (X)
   Quick
   Restrict to 1/Turn
   Extra Cost ->[A]
   Substitute Cost ->[B]: A
   Prevent (X)
   Restrict to 1
   Restrict to 1/Self
   Restrict to 1/Deck
   Set/Character (Set/Ch)
   Set/G
   Colony
   Tire
   Royalty / Family Name  (Family)
   School : Undefeatable East
   Pollution Coin
   Effects that are treated as the Same
   Timings for Special Effects and Costs

 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 )