One card a day out of — — every English set from ST-01 to GD-05. You are identifying a specific printing, not a mobile suit: five different cards are called Gundam and they do not share a stat line.
Name any card. Eleven attributes are graded against the day's answer:
The dashed green tile is the strongest clue in the game. A Command card has no Zone, no AP and no HP; a Base has no AP and no Link; a Pilot has no Zone. Those fields do not exist on those cards. So when a tile comes back green with a dash, it is not saying "no data": it is saying the answer does not have this field either. Guess one Command and four columns light up at once, and all 560 Units are gone.
AP and HP are two different scales, and the grid will not pretend otherwise. A Unit prints an absolute number; a Pilot — and the Command cards that carry a pilot side — prints a modifier like +1 that gets added to whatever it pairs with. A cell only turns green, or points anywhere, between two values measured the same way. Cross the scales and it simply misses.
Partial credit is for overlapping Zone, Trait or Link — a card that operates in Space when the answer works in Space and Earth, or that shares one of two traits. Everything else is right or wrong.
The Set arrow points in time, not at the set number: ↑ means the answer comes from a later English release than the card you guessed. The numbers interleave, so this is not the same thing — ST-05 shipped between GD-01 and GD-02, and ST-07 and ST-08 both landed a fortnight before GD-03. Four sets launched on the same day as another, and two sets released together have no order between them, so those miss without an arrow rather than inventing one.
A slit of the illustration, blown up past the point of recognition. Every guess widens it, down to a floor it never passes — because a Gundam card prints the unit's name across the art at about two-thirds of the way down, with the rules box under it, the Lv/COST badge over the top-left corner and the card type set vertically down the left edge. The window stays between 22% and 52% of the card's height and inside both edge strips, so none of that ever comes into view.
The card's rules text, with its own name blanked out. References to other cards are left intact — a text that deploys a [Zaku II] token is telling you something real. The 117 cards with no printed effect at all sit this mode out.
Art and Effect do not show the comparison grid. The clue is the mode; all you get back is a list of what you have ruled out.
Type the way you talk about cards. gd01 aerial finds the Gundam Aerial from GD-01 without you having to remember it is 070. char zaku finds Char's Zaku II. A bare set code works on its own, and so does a full card number with or without the dash. Every word you type has to match something, so adding a word always narrows the list.
Anything the grid grades is searchable, not just names. lv3 — or lvl 3, or level 3 — gives you the level threes; unit, pilot, base and command the card types; blue a colour; earth and space the zones; zeon, zaft and earth federation traits; amuro ray a link; seed, unicorn and witch from mercury a series; legendary the LR rarity. Numbers want their field named: cost2, ap3, hp4.
Because every word has to land, these stack with each other and with names: lv3 blue unit, zeon space, gd01 lv5 pilot, lv6 gundam. Cards matching on their name are listed above cards matching only on a field, so gundam still opens with the suits called Gundam.
A day counts only when all three daily modes fall — Classic, Art and Effect. Solving one and walking away does not take the day, which is why the bar at the top names the ones still outstanding. Stand down on a mode and that mode simply stays unsolved; you can come back to it until midnight UTC.
The rating beside the resource gauge climbs with the run: Cadet at one day, then Rookie, Pilot, Veteran, Ace, and Newtype at twenty. Miss a day entirely and it resets to nothing — though your best run is kept.
Daily is the same card for everyone, from a fixed year-long schedule; it never repeats a card inside a year and keeps the same card name at least two months apart. Your progress is saved, so you can close the tab. Endless deals a fresh card whenever you want one and works through the whole pool before it repeats anything — nothing is saved and nothing counts toward your streak.
Everything is kept in this browser, so a new device or a cleared cache starts you at nothing. Copy the code below and paste it in on the other machine.
The code carries which days you finished, not the number itself — the streak is recounted from those days when it lands, and restoring merges with whatever this browser already has rather than overwriting it.