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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 )
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