The other day I was digging through a closet looking for an obscure figure for a comparison photo and happened upon this thing that I had completely forgotten about. I had filed it away for later and hadn't even bothered to remove the re-seal from the shop that sold it to me back in... 2017. So, rather than let it sit unattended for another ten years I decided it was high time to profile it here on the blog (sorry Converge #29, you are getting pushed back again...).
So, what do we have here? Well, it is obviously a card game riding on the Zeta Gundam fame of 1985 and so I suspect this game to have been released thereabouts. I didn't see any obvious year in the printed material and Gundam products are often weirdly antagonistic towards putting it on the box, must be some superstitious thing about threatening your product's evergreen status or something - that or I was just not looking hard enough to find the information. To my surprise, the game is actually listed on BGG with the release year of 1985 but I have no means of verifying it.
The game was published by Yanoman Corporation, mostly known for jigsaw puzzles and I certainly haven't come across any other Gundam-themed products from this brand. There may well be some awesome puzzles out there with motives that have the 1980's retro-feel to them. Perhaps not a 1000 pcs Messala but something more mainstream like Amuro and the RX-78 but you never know...
Inside my banged up box we find a rules-sheet, a punch-out board of really thin tokens, a set of cards and seven tiny, tiny dice. The cards apparently came in three separate bundles held together with those three paper bands still left inside the box but the cards are supposed to be stored in the plastic tray once you break them out. I suppose the space below the plastic tray would be the natural place for the tokens when you put the game away.
The tokens are one-sided and incredibly generic, with values from one through seven printed on them. I suppose these act as damage counters or maybe also keeping track of scored points. I will confess that I have not attempted to read up on the rules because I suspect it would fall very short of the current boardgame standards of 2026. Alas, I will bring you the next best thing, the chance to peruse the rules system yourself.
Do you remember back when boardgames came with the entire rules printed inside the lid of the box? Well, this system is also covered in a simple 8-page manual with exceedingly dry presentation and a couple of drawings giving you an insight into how the ruleset works.
The main meat of the game is the deck of cards. Just like the other components they are printed on very thin stock and different cards actually have a different finish to them, some cards are brighter than others where the contrast is muddier. I expect this game to be complete and it contains a nice even number of 120 cards divided into four different categories. I will proceed to show you the entire set of cards below.
We'll start of with the 35 unit cards which depict various mobile suits and the like from the Gryps Conflict that took place between U.C.0087 and 0088. All will be familiar to you if you watched the Zeta Gundam show and there is a really good display of mobile suits represented here although there are a couple of notable exclusions. Most suits only get a single card although there are a couple that have multiple entries, the Hambrabi trio under Yazan Gable being the most obvious. The most egregious gap in the line-up is the Titans Hizack and Hizack Custom, especially when two of the crew cards refer to specific Titans Hizack pilots. The flightline is also very top-heavy, with only a few mass-production suits represented in a see of hurt.
Each card presents the MS or MA with oftentimes amusing Engrish translations and a consistent mistake of placing the character H instead of X in the model designations. We also see some confusion in designations like 004 instead of 044 for the Asshimar, 005 as opposed to 055 for the Baund-Doc and for some reason 179 on the Hambrabi - I guess the graphic designer mistook it for a GM II. :)
Each unit also has a numeric rating of some kind, I don't know if it represents power level, deployment cost or health - perhaps it is used in conjunction with die-rolls somehow. Some of the high-end machines have a yellow background; I am tempted to say these would be restricted to newtype pilots only except there is no such colour coding on the pilot cards. The most confusing attribute however is the faction alignment. Each suit has the logo of either the E.F.S.F., Titans, A.E.U.G. or Neo Zeon (with Neo Zeon coming up awfully short there with only two units...). While the ranks of the A.E.U.G. and the Neo Zeon seem pretty much on point the Feddies seem to have been distributed willy-nilly between the Titans and the E.F.S.F., I suspect the game doesn't really care about faction alignment that much if at all.
Next we have 31 different named characters divided up among the four factions (well, Neo Zeon only has Haman). Did you know that Paptimus Scirocco and Amuro Ray are playing on the same team? Half-a-dozen of the Federation pilots are also showing up in their spiffy Titans uniforms but never mind that. :) A lot of the cards also show their ranks which I think is a neat touch. The crew selection is really good, down to really minor characters like Second Lieutenant Ajis Aziba and Sergeant Major Adol Zeno - I love this stuff! If you like obscure suits and characters the old Gundam War collectible card game from the turn of the century also contains a wealth of characters like these.
Let's continue, our next category are vessels; both spaceships and Garuda-class mobile suit-carriers. I don't really know how the game expects you to mix these in a single engagement but I think the designers didn't take this task too seriously. Out of the 24 vessels Neo Zeon have a surprising showing with a total of six hulls for that single Gaza-C to protect, you've got your work cut out for you buddy. Most of the ships also have their correct names like the Mont Blanc and the Bosnia if you remember. I assume that the ships act as objectives for the players to try and sink.
Our last category of cards is a mixed batch of 30 action cards of various types, you can get a basic idea of some of the game's concepts from reading their titles. The cease fire cards are interesting, I wonder if they are played to bring a game scenario to an end.
Well, that pretty much sums up everything I had to say and cover about this 40 year old boardgame. I'll try to get back on track with some more contemporary releases again. :)








































