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Gundam Card Game, Explained: How Bandai's Newest TCG Actually Works

October 16, 2026

The Gundam Card Game has quietly become one of the busiest tables at your local shop, and it just passed its first birthday. If you've been putting off learning it, relax — the rules are leaner than most of Bandai's other TCGs, and the premise is one you'll pick up in a single game. Here's how it actually works.

What sits in front of you

Two decks, not one. Your main deck holds exactly 50 cards, and it can use one or two of the game's four colors — Blue, Green, Red, and White. A separate 10-card Resource deck is made up only of Resource cards, and it's what you pay costs from. Max four copies of any card that shares a card number, which keeps deck building honest.

Cards come in five types. Units are the fighters — the Gundams that do the damage. Pilots are characters like Amuro Ray, and pairing the right Pilot to the right Unit is a core decision all game. Commands are one-shot spells. Resources are your mana. And Bases sit in their own zone, protecting your Shields while adding an ability.

How a turn runs

The turn flows in five phases: Start, Draw, Resource, Main, and End. In the Resource phase you pull one card from the Resource deck into play. In the Main phase you play cards and attack.

Playing a Unit needs its Level and Cost to line up. A card's Lv. is how many Resources you need to have in play; its Cost is how many you rest to pay for it. A Lv. 4 / Cost 2 Unit needs four Resources on the board, but only two get tapped. The resource deck means you always have a steady trickle of mana — no hands flood with dead lands.

Linking to win

Your goal is to break through your opponent's defenses: Base, then Shields, then them. Everyone starts with six Shields. When a Unit's attack lands on a Shield, the Shield is destroyed — and if it has a [Burst] effect, the owner may play it for free. Lose the Base and all six Shields, and one more point of battle damage ends the game. Deck your opponent out and you win too.

Units can't attack the turn they're deployed — unless you pair a matching Pilot, which "links" the Unit and lets it swing immediately. That linking system is the heart of the game. Top decks revolve around it.

Where to start

For a first deck, the community's usual pick is Heroic Beginnings (ST01) — it opens with the original Gundam, Amuro, and White Base, and it teaches the winning loop cleanly. You'll want the current official rules PDF and Banned & Restricted list before a big event, since Bandai keeps refining things.

And if this hops you in at the right moment: the anniversary set Freedom Ascension (GD05, July 2026) brought Strike Freedom and ν Gundam into the game, and the next booster, Stardust Trails (GD06), rolls out late October 2026. It's a good time to learn.

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