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I still have no idea what the heck I'm doing in Gwent. If that's the combat system in Thronebreaker, I'm not sure if I'm going to be able to enjoy it much. I can't help but wish for a standard turn-based tactical combat system.

How can I learn how tf to play Gwent if I'm still clueless after the tutorial?

And why tf would anyone ever want to "pass"? Even if I'm 15 points ahead, if I pass, my opponent always pulls 16 points out of their butt and I lose the round.
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Jesse_Dylan: And why tf would anyone ever want to "pass"? Even if I'm 15 points ahead, if I pass, my opponent always pulls 16 points out of their butt and I lose the round.
The only scenario is that you are:
1) sure of the outcome - your win, by judging/knowing opponents cards what he can pull at you
2) you want to lose on purpose to save on your cards for next round - you can also redraw your cards 2nd time if you didn't exhaust the option before round 1 - so more strategy/luck

There's no point for a "pass" for the puzzle or shortened battles, because you will immediately lose such game, cause it's the last round. Normal battles are played for 3 rounds with best of 2 for win.
Post edited October 26, 2018 by Martan
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Jesse_Dylan: I still have no idea what the heck I'm doing in Gwent. If that's the combat system in Thronebreaker, I'm not sure if I'm going to be able to enjoy it much. I can't help but wish for a standard turn-based tactical combat system.

How can I learn how tf to play Gwent if I'm still clueless after the tutorial?

And why tf would anyone ever want to "pass"? Even if I'm 15 points ahead, if I pass, my opponent always pulls 16 points out of their butt and I lose the round.
It's really spoiling things for me as well. I'm pretty sure it's bugged.

The game play seems inconsistent, the instructions vague.

Added to that, the version in Witcher 3, which I was gradually getting the hang of, is entirely different.

I'm repeatedly loosing, despite trying every possible permutation, especially on the single round games.

I've abandoned playing until either the bugs are sorted out or someone comes up with some better explanations.
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Jesse_Dylan: I still have no idea what the heck I'm doing in Gwent. If that's the combat system in Thronebreaker, I'm not sure if I'm going to be able to enjoy it much. I can't help but wish for a standard turn-based tactical combat system.

How can I learn how tf to play Gwent if I'm still clueless after the tutorial?

And why tf would anyone ever want to "pass"? Even if I'm 15 points ahead, if I pass, my opponent always pulls 16 points out of their butt and I lose the round.
the game is really simple. you have two lines. the enemy has two lines.
(in gwent you had three)
you can put your cards in one of your lines. and they have all different abilities. Some are just number cards, which give you points, some make damage on the enemy. some are buff cards, which strengthen your cards.

goal is, to have more points at the end of the battle. sometimes a battle is just one turn . Sometimes a battle can go up to three rounds. If you win two of them, you win the battle. If you have a battle, which holds three rounds and you fire up all your cards in the first round, you still lose the battle, as you will lose the second and third round.

and passing is, if you have either way more points then your enemy, or you want to play your better cards on the next round, as you reallze, that you cannot really win this round any more and want to hope for the next round.

Some enemies live even on that. Monsters for example live from devouring the dead ones (the cards, which were played in the first round). so, they try to burn up cards in the first round and then strengthen their cards with this on the second round. And from that then in the third round.
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Jesse_Dylan: I still have no idea what the heck I'm doing in Gwent. If that's the combat system in Thronebreaker, I'm not sure if I'm going to be able to enjoy it much. I can't help but wish for a standard turn-based tactical combat system.

How can I learn how tf to play Gwent if I'm still clueless after the tutorial?

And why tf would anyone ever want to "pass"? Even if I'm 15 points ahead, if I pass, my opponent always pulls 16 points out of their butt and I lose the round.
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dessoul: the game is really simple. you have two lines. the enemy has two lines.
(in gwent you had three)
you can put your cards in one of your lines. and they have all different abilities. Some are just number cards, which give you points, some make damage on the enemy. some are buff cards, which strengthen your cards.

goal is, to have more points at the end of the battle. sometimes a battle is just one turn . Sometimes a battle can go up to three rounds. If you win two of them, you win the battle. If you have a battle, which holds three rounds and you fire up all your cards in the first round, you still lose the battle, as you will lose the second and third round.

and passing is, if you have either way more points then your enemy, or you want to play your better cards on the next round, as you reallze, that you cannot really win this round any more and want to hope for the next round.

Some enemies live even on that. Monsters for example live from devouring the dead ones (the cards, which were played in the first round). so, they try to burn up cards in the first round and then strengthen their cards with this on the second round. And from that then in the third round.
Thank you. Few questions.

What are the two lines for? How do that affect anything?

Can you describe what Deploy, Charge and Order are? The terms seem obvious but that doesn't appear to translate into effect.

An example of a card description:
[i]Regiment Drummer Blitz
Play the top blitz?
Charge 1.[/i]

What is Blitz?

[i]Field Medic
Deploy Play a random ally from your graveyard[/i]

Where is my graveyard?

I deployed Wagenberg first, since this was suggesed during the tutorial. But the opponents hit it, reducing it to 4 and making it useless.
Can you describe what happened here?

I just used a Lyrian Arbalest from the second row to attack a card on the opponent's second row. It stuck but no effect on the opponent.

Would really appreciate some advice.
Post edited October 26, 2018 by Surfinjo
im in the same boat as you. i have no clue what im doing. i keep wanting to attack, but i cant attack. my number on the right is higher than the enemy, yet when passing i still lose. the explanation on the cards are confusing. i guess this isnt for me and i sort of regret buying it. but at least i supported cd projekt with some money and thats always a good thing (or usually is)
Almost everything I've seen you guys questioning can literally be found by looking.

- If you're passing and you lose you're either paying no attention to your win condition or the enemy is continuing to take turns until they beat you (They can keep playing cards if they want)
- Blitz is a tag and it is listed on many cards, just look at them.
- If you do what the tutorial tells you (play a wagenberg) - It doesn't matter what happens, just do what it tells you.
-Arbalest has a reach of 2, the card tells you this.
- Your graveyard is one of the facedown card piles at the bottom of your screen (Left side).
- Not every card can attack.
- Right click the cards, you get more info.

If you guys are trying to enjoy the game and you're getting confused I will do my best to help you should you want it. Just be aware I don't really use GOG, or check the forums much.
Post edited October 26, 2018 by SpaceHamster06
You didn't mean me, but I will try to answer/explain as best as I can.

In Thronebreaker you can right-click any card (even those of the opponent) and Leader (Meve and the opponents Leader) to see more detail information and what keywords associated with those cards/leader mean.
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Surfinjo: What are the two lines for? How do that affect anything?
By themselves they don't effect anything (as far as I've seen in the 20 hours I played Thronebreaker so far).
You can place your cards whereever you want, but if you want to play Wagenburg you might want to use a line with as few cards on it as possible because it only gains "ammunition" for cards placed on the same row after it has been played.
For the Lyrian Arbalest in most cases you want to place it on the line with the most cards already present because it's a "deploy" card and it's description states it does damage equal to the cards on the same line it gets played on. = If it is the only card on that line it does one damage. If there is already one card it does 2 dmg, two cards already = 3 dmg and so forth.
There are cards causing "environmental" effects like fire. Fire has a % chance to do 2 damage to every card on that line. So if the enemy sets fire to one of your line you may want to place your cards on the non-burning line. Other effects may strenghten or weaken specific enemy cards or your own.
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Surfinjo: Can you describe what Deploy, Charge and Order are? The terms seem obvious but that doesn't appear to translate into effect.
Deploy means the stated effect happens when you put that card down. You have only this one use and you have to use it immediatly. For Lyrian Arbalest that means it shoots. For Reynard Odo that means he gives allies with depleted order ability one order back. For example if you already used the Wagenberg to shoot it gives it another chance to shoot (if it has armor value, which it gets if you put cards in its line; Meves ability to strenghten a unit and give it one armor also works to charge the Wagenberg if you use it on the Wagenberg).
Order means you can decide to activate this ability at will whenever you feel it is best used. Unlike with Deploy for example where it has to happen when you put the card down.
Charge means how often you can use an ability. If it is one you can only use it once. For example the card Xavier Lemmens order ability has two charges. He can give a unit with order ability a charge and since he has two charges he can do that two times. Either the same card (if it allows it / if it is wise to do so) or two different cards. Remember: It is an order ability so you don't have to use up both when you just want to use one. You can wait and use the other charge later (unless Xavier Lemmens gets killed than he goes to the graveyard with unused orders)
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Surfinjo: An example of a card description:
[i]Regiment Drummer Blitz
Play the top blitz?
Charge 1.[/i]

What is Blitz?
Blitz means that you have to place the card you draw right away. It does not go into your hand. Depending on your cards in your deck that could be a problem. The Stray/Vagabond Cavalry (not sure about the english title; I play in german) requires a target (enemy or your own). If the enemy has no targetable card you have to target one of your own cards. The Stray/Vagabond Slinger requires three targets (enemy or your own or mix of both).
Of course this could be strategically useful. For example the Light Infantry (only 2 "Health" points) does 5 damage to a random enemy card when it is destroyed. So if the enemy has targetable high health cards you could target your own 2 Light Infantry and 1 enemy card to increase your total damage to the enemy (you take 4 damage and the enemy 12). (The Cavalry -as stated in the description- will target a random enemy card NOT one of your own when the original card gets destroyed.) EDIT: Actually I just tested this on the training ground (where you fight a double of yourself) to be sure and those 5 damage can even hit non-targetable enemy cards. (I just killed "other Meve's" Bruchhold. I'm so sorry buddy. :-( )
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Surfinjo: [i]Field Medic
Deploy Play a random ally from your graveyard[/i]

Where is my graveyard?
On the left side of your cards there is a stack with a skull icon on top. That is your graveyard. (The enemy has one too.) The number above shows how many cards are in there. If you right click it you can view what cards are in there. The Field Medic can only bring back allies, meaning if you only have artefactc or something like that in there. Playing it isn't gonna do anything besides adding that cards victory points to your total of victory points.
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Surfinjo: I deployed Wagenberg first, since this was suggesed during the tutorial. But the opponents hit it, reducing it to 4 and making it useless.
Can you describe what happened here?
It is not useless. (Unless you already used the order ability to shoot). On the bottom of the card there should be a red x1. This means it has 1 unused order, but it has no "ammunition" to use. The description (hover over the card or right-click on the card for more detail) states it uses/needs armor value as ammunition. It also states that putting a card in the same line as the Wagenberg gives it 1 armor per unit placed there. Also Meves Longsword order gives 1 armor in addition to +6 Health points. If you place a card in the same line and use Meves order on the Wagenberg gives it two armor=ammunition. If you order it two shoot it will do two damage to everyone in the line you selected. If you want to increase damage by putting more cards in the same line with it first, there is a chance the enemy will hit the Wagenberg. Armor gets reduced before health, so if the enemy does at least two damage to it, your ammunition is gone and you will have to try again or change your tactic.
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Surfinjo: I just used a Lyrian Arbalest from the second row to attack a card on the opponent's second row. It stuck but no effect on the opponent.
If the Lyrian Arbalast was the only card on its row it does only one damage. Armor gets reduced before health. The enemy should have lost at least one 1 armor if it had armor. If no armor it should have lost 1 health.
Post edited October 26, 2018 by FlockeSchnee
https://imgur.com/a/aiyPh5f

I put a picture up there for better understanding.
the red markers are the gravejard. here comes every card, which gets destroyed. When a round is over, all cards laying openly on the table gets destroyed too and are put here.

the green marker is for the reserve cards, your deck. If an round is over, you get 3 new cards from there. but some cards tell you, to take cards from the deck as well during your round. For example, i have an card, telling me to take every same card as this from the deck. And as i have 6 of them in my deck, i have 7 cards on the table in one instant.

the cards you can see on the bottom are your hand cards. If i have played them all, i cannot do anything any more and can only pass. If you have to survive for three rounds, its wise not to play all of them, as you need some of them to defeat the enemy in the next round, too. You get 3 new cards from your deck at the beginning of the next round. But 3 cards are not much to be able to win. Therefore its better then to keep some of your cards for the following rounds.

On the left side is the leader. When choosing your deck in one of the tents, and you have played for some time, you can choose another leader with different ability. In my example, i can deal up to 4 damage to enemy cards every 3 turns, and so on. the green 1 on the bottom left side tells me, that i can do it.

for the rest, the other guys wrote a lot there ;)

but, blitz just means "fast card". its just some ability. You could even write "green card". Play the next green card from your deck.

regarding the field medic: IF you have somebody on your graveyard, you can use him. If your graveyard is empty, you cannot take somebody from there.

I played gwent from the beginning. It was easier back then. the front line took all the damage and the back line were for ranged weapons. you would not want to put ranged weapons there, as they got destroyed very fast then. now there is not really a big difference any more.
Post edited October 26, 2018 by dessoul
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FlockeSchnee: You didn't mean me, but I will try to answer/explain as best as I can.

In Thronebreaker you can right-click any card (even those of the opponent) and Leader (Meve and the opponents Leader) to see more detail information and what keywords associated with those cards/leader mean.
avatar
Surfinjo: What are the two lines for? How do that affect anything?
avatar
FlockeSchnee: By themselves they don't effect anything (as far as I've seen in the 20 hours I played Thronebreaker so far).
You can place your cards whereever you want, but if you want to play Wagenburg you might want to use a line with as few cards on it as possible because it only gains "ammunition" for cards placed on the same row after it has been played.
For the Lyrian Arbalest in most cases you want to place it on the line with the most cards already present because it's a "deploy" card and it's description states it does damage equal to the cards on the same line it gets played on. = If it is the only card on that line it does one damage. If there is already one card it does 2 dmg, two cards already = 3 dmg and so forth.
There are cards causing "environmental" effects like fire. Fire has a % chance to do 2 damage to every card on that line. So if the enemy sets fire to one of your line you may want to place your cards on the non-burning line. Other effects may strenghten or weaken specific enemy cards or your own.
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Surfinjo: Can you describe what Deploy, Charge and Order are? The terms seem obvious but that doesn't appear to translate into effect.
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FlockeSchnee: Deploy means the stated effect happens when you put that card down. You have only this one use and you have to use it immediatly. For Lyrian Arbalest that means it shoots. For Reynard Odo that means he gives allies with depleted order ability one order back. For example if you already used the Wagenberg to shoot it gives it another chance to shoot (if it has armor value, which it gets if you put cards in its line; Meves ability to strenghten a unit and give it one armor also works to charge the Wagenberg if you use it on the Wagenberg).
Order means you can decide to activate this ability at will whenever you feel it is best used. Unlike with Deploy for example where it has to happen when you put the card down.
Charge means how often you can use an ability. If it is one you can only use it once. For example the card Xavier Lemmens order ability has two charges. He can give a unit with order ability a charge and since he has two charges he can do that two times. Either the same card (if it allows it / if it is wise to do so) or two different cards. Remember: It is an order ability so you don't have to use up both when you just want to use one. You can wait and use the other charge later (unless Xavier Lemmens gets killed than he goes to the graveyard with unused orders)
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Surfinjo: An example of a card description:
[i]Regiment Drummer Blitz
Play the top blitz?
Charge 1.[/i]

What is Blitz?
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FlockeSchnee: Blitz means that you have to place the card you draw right away. It does not go into your hand. Depending on your cards in your deck that could be a problem. The Stray/Vagabond Cavalry (not sure about the english title; I play in german) requires a target (enemy or your own). If the enemy has no targetable card you have to target one of your own cards. The Stray/Vagabond Slinger requires three targets (enemy or your own or mix of both).
Of course this could be strategically useful. For example the Light Infantry (only 2 "Health" points) does 5 damage to a random enemy card when it is destroyed. So if the enemy has targetable high health cards you could target your own 2 Light Infantry and 1 enemy card to increase your total damage to the enemy (you take 4 damage and the enemy 12). (The Cavalry -as stated in the description- will target a random enemy card NOT one of your own when the original card gets destroyed.) EDIT: Actually I just tested this on the training ground (where you fight a double of yourself) to be sure and those 5 damage can even hit non-targetable enemy cards. (I just killed "other Meve's" Bruchhold. I'm so sorry buddy. :-( )
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Surfinjo: [i]Field Medic
Deploy Play a random ally from your graveyard[/i]

Where is my graveyard?
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FlockeSchnee: On the left side of your cards there is a stack with a skull icon on top. That is your graveyard. (The enemy has one too.) The number above shows how many cards are in there. If you right click it you can view what cards are in there. The Field Medic can only bring back allies, meaning if you only have artefactc or something like that in there. Playing it isn't gonna do anything besides adding that cards victory points to your total of victory points.
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Surfinjo: I deployed Wagenberg first, since this was suggesed during the tutorial. But the opponents hit it, reducing it to 4 and making it useless.
Can you describe what happened here?
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FlockeSchnee: It is not useless. (Unless you already used the order ability to shoot). On the bottom of the card there should be a red x1. This means it has 1 unused order, but it has no "ammunition" to use. The description (hover over the card or right-click on the card for more detail) states it uses/needs armor value as ammunition. It also states that putting a card in the same line as the Wagenberg gives it 1 armor per unit placed there. Also Meves Longsword order gives 1 armor in addition to +6 Health points. If you place a card in the same line and use Meves order on the Wagenberg gives it two armor=ammunition. If you order it two shoot it will do two damage to everyone in the line you selected. If you want to increase damage by putting more cards in the same line with it first, there is a chance the enemy will hit the Wagenberg. Armor gets reduced before health, so if the enemy does at least two damage to it, your ammunition is gone and you will have to try again or change your tactic.
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Surfinjo: I just used a Lyrian Arbalest from the second row to attack a card on the opponent's second row. It stuck but no effect on the opponent.
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FlockeSchnee: If the Lyrian Arbalast was the only card on its row it does only one damage. Armor gets reduced before health. The enemy should have lost at least one 1 armor if it had armor. If no armor it should have lost 1 health.
I cannot thank you enough for your efforts here. I'm beginning to understand.

I will make another effort.

Thanks again!
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dessoul: https://imgur.com/a/aiyPh5f

I put a picture up there for better understanding.
the red markers are the gravejard. here comes every card, which gets destroyed. When a round is over, all cards laying openly on the table gets destroyed too and are put here.

the green marker is for the reserve cards, your deck. If an round is over, you get 3 new cards from there. but some cards tell you, to take cards from the deck as well during your round. For example, i have an card, telling me to take every same card as this from the deck. And as i have 6 of them in my deck, i have 7 cards on the table in one instant.

the cards you can see on the bottom are your hand cards. If i have played them all, i cannot do anything any more and can only pass. If you have to survive for three rounds, its wise not to play all of them, as you need some of them to defeat the enemy in the next round, too. You get 3 new cards from your deck at the beginning of the next round. But 3 cards are not much to be able to win. Therefore its better then to keep some of your cards for the following rounds.

On the left side is the leader. When choosing your deck in one of the tents, and you have played for some time, you can choose another leader with different ability. In my example, i can deal up to 4 damage to enemy cards every 3 turns, and so on. the green 1 on the bottom left side tells me, that i can do it.

for the rest, the other guys wrote a lot there ;)

but, blitz just means "fast card". its just some ability. You could even write "green card". Play the next green card from your deck.

regarding the field medic: IF you have somebody on your graveyard, you can use him. If your graveyard is empty, you cannot take somebody from there.

I played gwent from the beginning. It was easier back then. the front line took all the damage and the back line were for ranged weapons. you would not want to put ranged weapons there, as they got destroyed very fast then. now there is not really a big difference any more.
Thank you so much, your notations are perfect.

I was getting a bit confused about the two different lines, assuming one was ranged and the other melee. It seems, in this version of Gwent, that is no-longer the case.

Thank you to you and FlockeSchnee once again.
Post edited October 27, 2018 by Surfinjo
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Surfinjo: I was getting a bit confused about the two different lines, assuming one was ranged and the other melee. It seems, in this version of Gwent, that is no-longer the case.
Well, they are still called that, but other than some specific card effects - particularly Range 1 attacks - that's not how they work anymore (and should therefore really be renamed).
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Jesse_Dylan: I still have no idea what the heck I'm doing in Gwent. If that's the combat system in Thronebreaker, I'm not sure if I'm going to be able to enjoy it much. I can't help but wish for a standard turn-based tactical combat system.

How can I learn how tf to play Gwent if I'm still clueless after the tutorial?

And why tf would anyone ever want to "pass"? Even if I'm 15 points ahead, if I pass, my opponent always pulls 16 points out of their butt and I lose the round.
I feel ya man. I was pretty good at Gwent in Witcher 3, I build up my deck and was able to beat everyone. But this new Gwent is crazy confusing, don't even know what's happening most of the time.