Tabletop rules reference
GundamAssemble
A 2-inch Gunpla skirmish game with a timeline instead of turns. Here is how the round actually runs, what the 15 launch unit cards say, and what is inside each box.

Start here6
RulesHow a Round of Gundam Assemble Actually Runs
Activation, the four action slots and the two-phase clock, in the order you meet them at the table.
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RulesSetting Up Your First Game
Seven setup steps from a flat table to a legal first round, with the token checklist.
Read →Starter Set or Deluxe Set?
$35 versus $100, six miniatures versus thirteen, 3v3 versus 5v5 with battleships.
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DataEvery Launch Unit Card, Sorted
Fifteen cards, three timeline speeds, one Mass Produced unit. Sortable reference table.
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BuyingWhat Every Box Costs
Official MSRP for all fifteen SKUs, plus the Japan list price for the two boxes that matter first.
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BeginnerEight Mistakes New Players Make
Every one of these costs you a round you cannot get back.
Read →Gundam Assemble is Bandai's tabletop miniatures game built around 50 mm Gunpla: two players, three units each in the starter set, a hex map and a shared timeline instead of turns. The models will look familiar. The turn structure will not.

What makes it different
Every unit sits on a shared ten-round track. When a unit acts, its token moves forward by the timeline cost of what it did, so a fast unit with a cheap weapon activates three times while a heavy unit with an expensive one is still waiting. Ten rounds make a Phase, two Phases make a game, and most scenarios are won on victory points from kills, garrisons and objectives.
Before your first game
| Question | Short answer | Detail |
| What do I need besides the box? | Nippers and a knife | What you need |
| How long is a game? | 45-90 minutes at 3v3 | Game length |
| Do I have to paint? | No, not at all | Unpainted minis |
| Can I take two of the same unit? | Only if Mass Produced | Squad building |
|---|
The three numbers on every card
Hit points, victory points and a starting Timeline value. That is the whole stat line, and it decides almost everything: how long a unit survives, what it is worth to kill, and how often it acts.
Across the fifteen launch cards hit points run 8 to 17 and VP runs 5 to 10. The Torohachi is the cheapest thing on the board at 5 VP and 8 HP; Aerial, Unicorn, Barbatos and the Paint Pack Gundam cost 10 VP each when they die. All fifteen are in the unit card database.
Straight answers
Is it hard to learn? No. Four rules carry game one. The timeline takes a few games to read properly. See is it hard to learn.
Do I need the deluxe set? Not to start. The starter is a complete two-player game; the deluxe is a larger 5v5 format with a second map. See starter vs deluxe.
Where to start
Read how a round actually runs first, then setup before your first game. If you have not bought anything yet, starter vs deluxe answers the only purchase question that matters.
Core systems3
RulesThe Timeline Replaces Turns
Why a fast unit acts three times before a heavy one moves, and how Phase two resets the board.
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CombatAttack Dice, Hits and Criticals
The whole combat system is one dice pool, one threshold and one critical rule. Here is the maths.
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RulesNine Cards, Three in Hand
How the nine-card deck is built, when each card type can be played and the requirement trap.
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