[GW] Booster 24 – ACE card and others
Sunday, February 14th, 2010 at 7:48 pm | Blog | gundam warThe starters for Booster 24 has been released in Japan. First of all, the following are the scans of the pages regarding the ruling of the new ACE card type from the new rule book (please click thumbnail to enlarge):
The brief translation for the first scan (left):
ACE
ACE is treated as carrying the following text:
(Auto B): When this card is being managed on places while facing up (field, hanger, junkyard, card being played), it can only be targeted by designated effect, or effect which targets ACE.
(Auto A): This card is treated as an unit which has character card set on it. (Doesn’t treat as a character.)Playing an ACE
While playing an ACE, follow to the rules below. These rules won’t be changed unless by effect which targets ACE.
- It follows the rule of “Playing a card”
- When it becomes “a card which has been played”, “put on field effect” will be triggered.
- After resolving “put on field effect”, put it in your Deposition Area in reroll position.
- Can only be played in the Deposition Phase.
- In 1 turn, a player can only play 1 piece of it. (Doesn’t include in the play of unit.)
- If another of your ACE is put on field while there’s already an ACE on your field, the existing ACE will be moved to its owner’s Hanger before the new ACE is put on field.
- The playing of ACE can only be affected by effect which targets the play of ACE.
Roll Cost [X]
One of the cost for its text.
It can be paid by rolling X of your own cards other than unit. The cards rolled by this cost can’t be rerolled until the beginning of your next turn.The Timing for text which has roll cost
Similar to normal text, if there’s stated specify timing, then the text can only be played at that timing. If the Timing and Roll Cost is written like (Self Turn / Opponent Turn)[3/4], the timing for the right side of “/” (in this example, Opponent Turn) will use the Roll Cost of the right side of “/” (in this example, 4), and vise versa.
And if the text is Special Effect (eg. Swift Strike) or “Auto” type (eg. Auto D), the roll cost can be paid at any timing, and the card will gain the text until end of turn.
For the text of the ACE card shown in the rulebook, Unicorn Gundam & Banagher:
ACE
Blue 2 – 3 – 0
(Self Draw Phase): [2] Until end of the cut, if your hand cards are 3 or below, then draw 1 card.
—
(Self Turn / Opponent Turn): [4/5] This card gains [Space/Earth] until end of the turn.
—
[2] (Auto D): When opponent unit is destroyed due to the battle damage dealt by this card’s detachment, move 1 opponent unit which doesn’t have set card set on it to your Disposition Area.
—
Battle Stats: 5 / 3 / 5
The battle stats will be used when the card is treated as an unit.
Well, currently the ACE card seems quite god like. Since it can only be targeted by stuffs which mention “ACE”, so for now there’s nothing to counter / bounce / move / outgame / destroy / abolish / “steal” it. You can’t even outgame it while it’s in hanger or junkyard.
The only set back is it’ll be just a blank card on the field if you doesn’t have enough cards to pay its Roll Cost. And ofcoz, to use it as an unit (eg the 2nd effect for the ACE card “Unicorn Gundam & Banagher”), you’ll also need to make sure you have the enough resources for the Roll Cost. You might just end up all you Gs and other operation being tapped.
By the way, the new cards:
Translating in process…





























