Gundam Card Game ST11-ST14 Card Lists - All 64 Cards
On 11 September 2026 Bandai put the ST11 through ST14 card lists into the official card database, two weeks before the decks reach shelves. That is 64 distinct cards, 2 Legend Rare and 14 Common per deck, all of them Block 2. It also shipped 62 new rulings and Comprehensive Rules Ver. 1.9.0 the same day. Here is every card, what the four decks are actually built to do, the ruling that changes cards you already own, and the one card whose database entry already disagrees with Bandai's own errata.
![Official Bandai key visual for the Gundam Card Game starter deck Raging Onslaught [ST12], showing the crimson and black Gundam Epyon in its mobile suit form, wings spread and heat rod in hand, against a blue starfield.](/images/blog/gundam-tcg/gundam-card-game-st11-st14-card-lists/gundam-st12-raging-onslaught-key-visual.webp)
The four September starter decks do not reach shelves until 25 September 2026. Their card lists went live on 11 September, which is the part worth acting on now, because a starter deck you can read is a starter deck you can decide about.
Bandai put all 64 cards into the official card database that day, alongside 62 new FAQ entries and a fresh revision of the Comprehensive Rules. Everything below is read off those three sources on 12 September 2026. Where Bandai has published nothing, this post says so rather than filling the gap.
Three things landed on 11 September
The product pages for Aquatic Assault [ST11], Raging Onslaught [ST12], Silent Barrage [ST13] and Heavy Dominion [ST14] all carry an 11 September news stamp, and three separate systems moved at once:
- The card database gained 64 new entries, ST11-001 through ST14-016.
- The FAQ database gained 62 rulings, numbered Q427 to Q488, every one of them dated 11 September 2026.
- The Comprehensive Rules PDF was replaced with Ver. 1.9.0, dated 11 September 2026. It replaces Ver. 1.8.0, dated 10 July 2026.
That third one changes the version number any Gundam rules citation should carry, and it is the last section of this post.
Every card in ST11 through ST14
Sixteen distinct cards per deck, 2 Legend Rare and 14 Common in each. Until 11 September that split was unconfirmed for this wave. The four September product pages carry no rarity block at all, so this is counted off the 64 database entries rather than read off a Bandai summary. It matches the card numbering of ST01 through ST04 and Generation Pulse [ST10], which are the other 16-card starters.
One caveat if you go checking that against Bandai's own pages. The ST01 through ST08 product pages all print the same rarity block, "x2 Legend Rare, x14 Common" - but the card database only carries 15 numbered cards each for ST05, ST06, ST07 and ST08, one short of what those blocks add up to. ST11 through ST14 have no such gap: 001 through 016 all resolve, and 017 does not.
Every one of these 64 cards carries a Block 2 indicator. Block 2 began with the Freedom Ascension [GD05] booster in July 2026; ST01 through ST10, GD01 through GD04 and Eternal Nexus [EB01] are all Block 1. These are the first Block 2 starter decks.
Aquatic Assault [ST11] - Blue / Purple
| Card | Name | Type | Colour | Lv. | Cost | AP / HP | Rarity |
|---|---|---|---|---|---|---|---|
| ST11-001 | Char's Z'Gok | Unit | Blue | 4 | 3 | 3 / 3 | LR |
| ST11-002 | Acguy | Unit | Blue | 3 | 2 | 3 / 1 | C |
| ST11-003 | Zock | Unit | Blue | 3 | 2 | 3 / 3 | C |
| ST11-004 | ZnO | Unit | Blue | 3 | 3 | 3 / 2 | C |
| ST11-005 | Ash | Unit | Blue | 5 | 4 | 4 / 4 | C |
| ST11-006 | Shamblo | Unit | Purple | 6 | 5 | 4 / 5 | LR |
| ST11-007 | Gundam Leopard | Unit | Purple | 3 | 2 | 4 / 3 | C |
| ST11-008 | Daughseat | Unit | Purple | 2 | 1 | 2 / 2 | C |
| ST11-009 | Kapool | Unit | Purple | 1 | 1 | 1 / 1 | C |
| ST11-010 | Abyss Gundam | Unit | Purple | 4 | 3 | 4 / 3 | C |
| ST11-011 | Char Aznable | Pilot | Blue | 4 | 1 | +2 / +1 | C |
| ST11-012 | Loni Garvey | Pilot | Purple | 4 | 1 | +2 / +1 | C |
| ST11-013 | Poorly Planned Offensive | Command | Blue | 4 | 2 | - | C |
| ST11-014 | The Orca of Red Sea | Command | Blue | 3 | 1 | +1 / +1 | C |
| ST11-015 | A Twinkle from the Abyss | Command | Purple | 5 | 2 | - | C |
| ST11-016 | Mad Angler | Base | Blue | 3 | 1 | - / 5 | C |
Raging Onslaught [ST12] - Red / Purple
| Card | Name | Type | Colour | Lv. | Cost | AP / HP | Rarity |
|---|---|---|---|---|---|---|---|
| ST12-001 | Gundam Epyon | Unit | Red | 7 | 6 | 5 / 5 | LR |
| ST12-002 | Shining Gundam | Unit | Red | 5 | 4 | 5 / 4 | C |
| ST12-003 | Tallgeese III | Unit | Red | 5 | 4 | 4 / 4 | C |
| ST12-004 | Gundam Exia | Unit | Red | 4 | 3 | 3 / 4 | C |
| ST12-005 | GQuuuuuuX (Omega Psycommu) | Unit | Red | 3 | 2 | 3 / 2 | C |
| ST12-006 | Unicorn Gundam 02 Banshee (Destroy Mode) | Unit | Purple | 6 | 5 | 5 / 4 | LR |
| ST12-007 | Gyan | Unit | Purple | 2 | 2 | 3 / 1 | C |
| ST12-008 | Efreet Schneid | Unit | Purple | 4 | 2 | 4 / 3 | C |
| ST12-009 | Unicorn Gundam 02 Banshee (Unicorn Mode) | Unit | Purple | 4 | 3 | 3 / 4 | C |
| ST12-010 | Slash Zaku Phantom | Unit | Purple | 2 | 1 | 2 / 2 | C |
| ST12-011 | Milliardo Peacecraft | Pilot | Red | 5 | 1 | +3 / +1 | C |
| ST12-012 | Ple-Twelve | Pilot | Purple | 4 | 1 | +1 / +2 | C |
| ST12-013 | The Final Victor | Command | Red | 6 | 2 | - | C |
| ST12-014 | Wise Leader's Pride | Command | Purple | 3 | 1 | +1 / +0 | C |
| ST12-015 | Two Unicorns | Command | Purple | 4 | 1 | - | C |
| ST12-016 | Libra | Base | Red | 3 | 1 | - / 5 | C |
Silent Barrage [ST13] - Green / Red
| Card | Name | Type | Colour | Lv. | Cost | AP / HP | Rarity |
|---|---|---|---|---|---|---|---|
| ST13-001 | Qubeley | Unit | Green | 7 | 5 | 5 / 5 | LR |
| ST13-002 | Elmeth | Unit | Green | 4 | 3 | 3 / 3 | C |
| ST13-003 | Bertigo | Unit | Green | 4 | 2 | 3 / 4 | C |
| ST13-004 | GX-Bit | Unit | Green | 2 | 2 | 3 / 1 | C |
| ST13-005 | GFreD | Unit | Green | 3 | 2 | 3 / 2 | C |
| ST13-006 | Gundam Aerial | Unit | Red | 6 | 5 | 5 / 4 | LR |
| ST13-007 | Gyunei's Jagd Doga | Unit | Red | 4 | 3 | 3 / 4 | C |
| ST13-008 | Gundam Throne Zwei | Unit | Red | 3 | 2 | 4 / 3 | C |
| ST13-009 | Gundam Pharact | Unit | Red | 3 | 2 | 3 / 3 | C |
| ST13-010 | Red Gundam (0079) | Unit | Red | 5 | 4 | 4 / 4 | C |
| ST13-011 | Haman Karn | Pilot | Green | 6 | 1 | +2 / +2 | C |
| ST13-012 | Suletta Mercury | Pilot | Red | 4 | 1 | +2 / +1 | C |
| ST13-013 | I'm a Newtype | Command | Green | 4 | 1 | +1 / +1 | C |
| ST13-014 | Final Duty | Command | Red | 6 | 2 | - | C |
| ST13-015 | Operation to Intercept Solomon | Command | Red | 4 | 2 | - | C |
| ST13-016 | Sodon | Base | Green | 2 | 1 | - / 5 | C |
Heavy Dominion [ST14] - Green / White
| Card | Name | Type | Colour | Lv. | Cost | AP / HP | Rarity |
|---|---|---|---|---|---|---|---|
| ST14-001 | The-O | Unit | White | 9 | 8 | 6 / 7 | LR |
| ST14-002 | Gundam NT-1 Full Armor | Unit | White | 5 | 4 | 4 / 4 | C |
| ST14-003 | Palace Athene | Unit | White | 4 | 3 | 3 / 4 | C |
| ST14-004 | Geara Doga (Heavy Armed Type) | Unit | White | 1 | 1 | 2 / 1 | C |
| ST14-005 | G-Falcon DX | Unit | White | 7 | 6 | 5 / 5 | C |
| ST14-006 | Full Armor Unicorn Gundam (Destroy Mode) | Unit | Green | 8 | 6 | 3 / 6 | LR |
| ST14-007 | Full Armor Unicorn Gundam (Unicorn Mode) | Unit | Green | 5 | 3 | 4 / 4 | C |
| ST14-008 | Gundam Heavyarms Custom (EW) | Unit | Green | 6 | 4 | 6 / 4 | C |
| ST14-009 | Duel Gundam (Assault Shroud) | Unit | Green | 3 | 3 | 3 / 2 | C |
| ST14-010 | Perfect Strike Gundam | Unit | Green | 4 | 2 | 4 / 3 | C |
| ST14-011 | Paptimus Scirocco | Pilot | White | 4 | 1 | +2 / +1 | C |
| ST14-012 | Banagher Links | Pilot | Green | 4 | 1 | +2 / +1 | C |
| ST14-013 | Natural Talent | Command | White | 4 | 2 | - | C |
| ST14-014 | Blazing Mobile Suit Rider | Command | White | 5 | 1 | +2 / +1 | C |
| ST14-015 | Battlefield Emotions | Command | Green | 4 | 4 | - | C |
| ST14-016 | Gryphios 2 | Base | White | 3 | 1 | - / 5 | C |
All four decks share one skeleton
Line the four lists up by card number and they are the same deck four times over. Not similar - identical, slot for slot:
| Card numbers | What sits there | Colour |
|---|---|---|
| 001-005 | Five Units | Colour A |
| 006-010 | Five Units | Colour B |
| 011 | One Pilot | Colour A |
| 012 | One Pilot | Colour B |
| 013-015 | Three Commands | Mixed |
| 016 | One Base | Colour A |
Ten Units, two Pilots, three Commands, one Base, in every deck. The two Legend Rares are always 001 and 006, which means one LR per colour. The only slot with any give in it is the Command block, and that is where the colour counts diverge: ST11 and ST14 land 9 cards in their first colour and 7 in their second, while ST12 and ST13 split 8 and 8.
If you have read the deckbuilding guide, this is the two-colour rule made concrete. Every one of these decks is a legal two-colour list with a Base, a low-Level Pilot in each colour, and a Command suite that can be cast off either side.
ST11 is the only tribal deck of the four
Aquatic Assault is built around a single trait in a way the other three are not. Eleven of its sixteen cards carry the (Marine) trait, and ten of the sixteen mention (Marine) somewhere in their text. Char's Z'Gok, while paired with a Pilot, cannot be chosen as an attack target so long as two or more other friendly (Marine) Units are in play. Acguy, while rested on your opponent's turn, stops friendly (Marine) Units with 2 or less HP receiving enemy effect damage. Kapool draws you a card when it is destroyed on your opponent's turn with a friendly (Marine) Unit in play - and Bandai's Q432 confirms that works even when there is no other (Marine) Unit on the board.
That is a real payoff structure, and it is also a real constraint - the Units that turn those effects on are the same Units the deck is made of. Nothing else in the wave is built this tightly around one word.
ST11 is also the Earth deck: nine of its eleven Units and Bases are labelled Earth, and the remaining two read Space Earth. Nothing in the rest of the wave looks like that - ST12 has a single Earth-only card, ST13 and ST14 have none, and their Units are almost all Space Earth. Worth knowing that this is flavour, not a rule - zone labels in this game gate nothing, as covered in Space and Earth zones do nothing.
ST12 ships with a card that is already wrong

On 4 September 2026, a week before the card list went up, Bandai published an errata notice for ST12-001 Gundam Epyon. The before text reads 【During Pair・Lv.5 or Higher Pilot】. The after text reads 【During Pair・Lv.5 or Higher Pilot】【Once per Turn】. Bandai's wording is that the corrected version "shall be regarded as the correct wording", and that no corrected cards will be distributed.
Read the database entry as of 12 September 2026 and the 【Once per Turn】 is not there. The effect shown is still the pre-errata version: during your turn, when this Unit destroys an enemy Unit with damage, deal 2 damage to all enemy Units with 5 or less AP - with no frequency limit on it.
So two official Bandai channels currently disagree about the same card. The printed card will carry the database version, because the errata's "Before" text is what went to print and Bandai says no corrected cards are coming. The errata notice is the one that governs anyway.
You can see what the corrected template is meant to look like two numbers later, on ST12-003 Tallgeese III, which prints the limiter Bandai is retrofitting onto Epyon:

Tallgeese III reads 【Once per Turn】 first, then the same shape of trigger at a smaller size. Epyon without the limiter chains once per destroyed Unit; with it, once per turn. In a deck whose whole pitch is repeated attacks, that is the difference between a board wipe and a ping.
Bandai answered two questions about the Epyon trigger on 11 September, Q436 and Q437, and both widen it: the effect fires even when both Units are destroyed in the battle, and it fires when the enemy Unit is destroyed by effect damage rather than battle damage. Those answers are about what counts as a destruction, not about how often the trigger may fire, so they sit on top of the errata rather than replacing it.
ST13 is a token engine, ST14 is a curve

Silent Barrage puts four token-makers in sixteen cards. Qubeley deploys one to two [Bit / Funnel] tokens - a (Long-Range Weapon) body at AP 2 / HP 2 that cannot be paired with a Pilot and cannot attack - every time you pair a Pilot with one of your Units, once per turn, and its second effect spends a resource to throw one of your tokens into a damage-step-only battle with an enemy Unit. Elmeth deploys one on arrival. Sodon, the Base, deploys one when it hits the field. I'm a Newtype deploys one to two for a single resource. Red Gundam (0079) then eats a token to gain <Breach 3> for a turn.
Tokens that cannot attack and cannot take a Pilot are not a clock; they are chump blockers and ammunition. Qubeley's second effect is what turns them into damage.

Heavy Dominion goes the other direction. Its Units run Level 1 to Level 9 and cost 1 to 8, the widest and highest spread of the four decks - ST11 tops out at a Level 6 for 5, ST12 at Level 7 for 6, ST13 at Level 7 for 5. The-O sits at the top at Level 9 for 8 resources, with AP 6 / HP 7, <Suppression> printed on it, and a second effect that stops each enemy player's lowest-Level rested Units from being set as active in their start phase.
Bandai published three rulings on that second effect. Q462: if several Units are tied for lowest Level, none of them untaps. Q463: the lock only covers the start phase, so an effect that sets Units active in another phase still works. Q464: in a multiplayer battle it applies to each opponent separately.
The multiplayer claim, checked against the text
All four product pages carry the same line - the decks are "strong in 1-on-1 battles" and also contain "many cards that truly shine in multiplayer matches". That is marketing copy, so it is worth checking against the card text, and it survives the check. Six of the 64 cards are written against a board with more than one opponent - four of them address an enemy player individually, and two change rate with how many enemy players there are:
| Card | Deck | The multiplayer wording |
|---|---|---|
| ST12-013 The Final Victor | ST12 | Choose 1 enemy player, then each of you picks a Unit for a damage-step-only battle |
| ST13-009 Gundam Pharact | ST13 | Choose 1 enemy player; that player exiles 2 Unit cards from their trash |
| ST14-001 The-O | ST14 | Each enemy player's lowest-Level rested Units are not set as active |
| ST14-003 Palace Athene | ST14 | Choose 1 enemy player; that player exiles 2 Unit cards from their trash |
| ST14-006 Full Armor Unicorn Gundam (Destroy Mode) | ST14 | Reveal a number of cards equal to the number of enemy players |
| ST14-015 Battlefield Emotions | ST14 | Set active a number of your Resources equal to the number of enemy players |

None of the six is multiplayer-only - they all resolve fine against a single opponent, which is what the product pages mean by "in addition to being strong in 1-on-1 battles". Two other cards in the wave use the phrase "enemy player" in the plain heads-up sense and are not in this table: ST13-006 Gundam Aerial, which checks whether you are attacking the player rather than a Unit, and ST14-004 Geara Doga (Heavy Armed Type), which cannot attack the player at all.
Note where the six cluster. Four of them are in Heavy Dominion, and the two that scale off the number of enemy players are both ST14 cards. In a heads-up game Battlefield Emotions sets one Resource active; in a four-player battle royale it sets three. That is the difference between a card that merely works in multiplayer and one whose rate changes with the pod.
The Comprehensive Rules have carried a multiplayer section for some time - section 12, battle royale for three or more players and team battle for four - and Bandai has published a battle-royale deck list of its own since June 2026, so pod play is not a new idea here. The ST14 pair is simply the clearest case in this wave of a card whose rate is read off the opponent count.
The card lists explain the token counts
Bandai's product pages list token counts that do not match each other: ST11 and ST13 ship 4 Token Cards, ST12 and ST14 ship 2. No explanation is given on any of the four pages.
The card lists account for it. ST11 contains one card that makes a named token - ST11-004 ZnO, which deploys a rested [GOOhN] token. ST13 contains four cards that make [Bit / Funnel] tokens. ST12 and ST14 contain no card that deploys a named token at all. The only token-adjacent text anywhere in those two decks is "Place 1 EX Resource" on ST14-009 Duel Gundam (Assault Shroud) and ST14-015 Battlefield Emotions, and an EX Resource is standard kit; no ST12 card mentions one.
So the two decks that print a unique token ship two extra token cards, and the two that do not, do not. Bandai has not stated that this is the reason, but the card lists and the contents lists line up without an exception.
The ruling that changes cards you already own
The 62 rulings published on 11 September are not all about the new decks. Forty-three of them (Q427-Q469) sit on ST11 through ST14 cards; seventeen (Q470-Q486) sit on cards from ST03, GD01, GD02, GD04, GD05 and EB01; and two (Q487-Q488) are filed under Fundamental Terminology with no card attached.
The single biggest theme is one question asked sixteen times: can you decline a "look at the top N cards" effect? The answer, every time, is no.
| Ruling | Card | Product |
|---|---|---|
| Q457 | GFreD | ST13 |
| Q458 | Haman Karn | ST13 |
| Q467 | Full Armor Unicorn Gundam (Destroy Mode) | ST14 |
| Q470 | Char's Zaku II | ST03 |
| Q471 | Duel Gundam (Assault Shroud) | GD01 |
| Q472 | Elmeth | GD02 |
| Q473 | GQuuuuuuX (Omega Psycommu) | GD02 |
| Q474 | Flit Asuno | GD02 |
| Q475 | GN Armor Type-D (Trans-Am) | GD04 |
| Q476 | Gundam Aerial Rebuild | GD04 |
| Q477 | Re-GZ | GD05 |
| Q478 | Demi Barding | GD05 |
| Q479 | Gundam Maxter | GD05 |
| Q480 | Big-Rang | EB01 |
| Q481 | Gundam Lfrith Ur | EB01 |
| Q482 | Asuna Elmarit | EB01 |
Bandai's answer is the same sentence on all sixteen: you are forced to activate the effect up to and including the "look at the top N cards of your deck" portion, and only the part after that - whether you add, deploy or reveal an eligible card - is a choice.
Thirteen of those sixteen cards are already in circulation, some of them since the July 2025 launch set. If you play any of them, the decision you thought you had at the top of the effect is not a decision. The obvious place it bites is a deck that is thin and counting cards, or any spot where you would rather not disturb a known top card. See the rulings guide for how Bandai's FAQ layers over the Comprehensive Rules generally.
Comprehensive Rules 1.9.0 landed the same day
The Comprehensive Rules PDF at gundam-gcg.com now reads Ver. 1.9.0, Updated Sep 11, 2026. It replaces Ver. 1.8.0 of 10 July 2026, which had stood since the summer. If you have a rules citation in a deck primer or a judge note, the version string on it is now wrong.
What did not change is the structure. Section 8 is still Attacking and Battles, section 9 still Action Steps, section 12 still Multiplayer Battle, section 13 still Keyword Effects and Keywords, so citations by section number still resolve. Two rules are worth having open while you read the new cards, and neither is new to this revision - both appear word for word in Ver. 1.7.0 of 22 May 2026, the last revision archived publicly:
- 5-21. Reduce. The terminology section defines Reduce as decreasing damage a Unit, Base or Shield receives by the indicated amount before it is received, and 5-21-2 says that if the reduction equals or exceeds the incoming damage, damage received becomes zero, with no damage dealt or received at all.
- 9-1. An action step occurs after the block step and during the end phase.
Reduce is the one to have at hand, because the 11 September rulings lean on it four times. ST11-006 Shamblo reduces enemy effect damage to your shield area by 5; ST11-012 Loni Garvey reduces battle damage to a (Marine) Unit by 2. Bandai answered "What does 'reduce' mean?" on both of those cards (Q430, Q433) and again under Fundamental Terminology (Q487), and then Q488 settles the stacking question: two reduce effects on the same Unit, one for 2 and one for 3, reduce by a total of five.
What Bandai still has not published
Being specific about the holes, because the card list closes some and not others:
- No copy counts. The database tells you the 16 distinct cards in each deck. It does not tell you how many of each the 50-card list runs. Anyone publishing an exact ST11 through ST14 decklist today is guessing at that part.
- No rarity breakdown block on the product pages. The 2 LR / 14 C split is derivable from the 64 database entries, not printed as a summary on any of the four product pages.
- No MSRP for the three accessories sharing the 25 September date - the Card Case Set 02, Card Sleeves 02 and the Gundam 00 Playmat and Card Set.
- No stated reason for the 4 / 2 token split. The card lists explain it cleanly; Bandai does not.
- No corrected Gundam Epyon cards. The errata notice says so directly.
If you want the box contents, prices and the rest of the product slate rather than the cards, that is the starter decks and products guide.
Frequently Asked Questions
How many cards are in the Gundam Card Game ST11, ST12, ST13 and ST14 starter decks?
When did Bandai publish the ST11 to ST14 card lists?
What is the Gundam Card Game errata on ST12-001 Gundam Epyon?
Can you choose not to activate a look-at-the-top-cards effect in the Gundam Card Game?
Which Gundam Card Game block are the ST11 to ST14 starter decks in?
What is the current Gundam Card Game Comprehensive Rules version?
Keep Reading
- GUNDAM CARD GAME Official Card Database (all 64 ST11-ST14 entries, every field read 12 September 2026)
- Apology for the errata and revision in card description of Raging Onslaught [ST12], Bandai news, 4 September 2026
- GUNDAM CARD GAME Official FAQ, 11 September 2026 update (62 rulings, Q427-Q488)
- Gundam Card Game Comprehensive Rules Ver. 1.9.0, updated 11 September 2026 (Bandai, PDF)
- GUNDAM CARD GAME official deck lists (no ST11-ST14 list published; battle-royale deck dated 26 June 2026), checked 12 September 2026
- Aquatic Assault [ST11] official product page (release date, MSRP, contents)
- Heavy Dominion [ST14] official product page (release date, MSRP, contents)
Related Guides
![Official key visual for the Gundam Card Game starter deck Aquatic Assault [ST11], showing Char's Z'gok with its claw arms extended against smoke and blue water.](/images/blog/gundam-tcg/gundam-card-game-starter-decks-guide/gundam-st11-aquatic-assault-key-visual-hero.webp)
Gundam Card Game Starter Decks and Products - Every ST Deck, What Is Actually in the Box, and What Ships Next
A Gundam Card Game starter deck is 50 cards but only 16 distinct card types - Bandai says so on the box. This is the full confirmed product slate as of August 2026: what is physically inside an ST deck versus a booster pack, which of the fourteen starters plays which colour pair, what the Ultimate Deck and Deck Build Box actually are, and which entry point is right for you. Every product name, date and MSRP checked against gundam-gcg.com, with the gaps in Bandai's own published info called out rather than filled in.

Gundam Card Game Rulings - Bandai Has Answered 425 Questions, and These Are the Ones That Change How You Play
Pair Char Aznable with a Unit that demands Amuro Ray and you have not wasted a card - Bandai says so in writing. That ruling is one of 425 the company publishes in an official FAQ database sitting one click off the rules page, and it is where the fine print of this game actually lives. I read all 425 of them, cross-checked every principle against Comprehensive Rules Ver. 1.8.0, and pulled out the resolution order, the priority exceptions, and the fifth zone that is not the trash.

How to Play the Gundam Card Game - Resources, Shields, Pilots, and the Six-Card Life Total
Your entire life total in the Gundam Card Game is six face-down cards with 1 HP each, plus a token base with 3 HP. This is the complete rules walkthrough - the separate resource deck, the Level and Cost split, setup, the five card types, pairing Pilots into Link Units, the five phases, and combat - checked line by line against Bandai's Comprehensive Rules Ver. 1.8.0.

Gundam Card Game Space and Earth Zones Do Nothing
628 of the 1,078 cards in the Gundam Card Game database print a Zone field reading Space, Earth or both - and not one card in the game refers to it. The Comprehensive Rules give zones two lines and never name the values. The FAQ has no Zone category and no ruling that mentions one. So I counted the whole field anyway: the Unit split, the Base split that inverts it, the trait pattern that explains both, and why the first booster printed 43% of the game's Earth-only Units.

Gundam Card Game Commands - All 145, and When to Play Them
Comprehensive Rules 9-2 makes Command the only card type in the Gundam Card Game you can play out of your hand on someone else's turn, and whether a given Command can is written on one line of the card: 84 of the 145 Commands in the game carry an Action effect, which Bandai's own FAQ says can be played during your action steps or your opponent's. I read the timing line off all 145 of them, then counted what Bandai actually puts in its own 41 decklists - and 15 of those lists run none of it at all.

Gundam Card Game Series - All 20, and Which Are Buildable
Gundam 00 has 65 cards in the Gundam Card Game and Gundam Wing has 50 - and Wing is the far easier deck to build, because all 50 Wing cards sit inside one legal colour pair and Gundam 00 is split across four colours. Card count is not the number that decides whether your favourite series is playable. I read the Source Title field off all 892 deck-legal cards and worked out which of the 20 series survive contact with the two-colour rule.