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Gwent Terminology for The Witcher Card Game
- Writing language: Korean
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Summarized by durumis AI
- Gwent is a fantasy strategy card game that can be enjoyed for free on PC and Android. While similar to Hearthstone, it is set in the Witcher universe, making it more enjoyable for fans.
- Gwent features various types of cards, including unit cards, trap cards, spell cards, tactic cards, and scenario cards. These cards are deployed on four rows of the battlefield, each exhibiting its unique abilities.
- Gwent cards have various abilities assigned to them, including placement, creation, summoning, symbiosis, command, zeal, cooldown, charge, vitality, bleeding, reset, healing, bond, will, movement, barrier, harmony, assimilation, recruit, burst, veteran, frenzy, bloodthirst, and more.
Gwent: The Witcher Card Game is a fantasy strategy card game that you can enjoy for free on PC and Android apps. It's similar to Hearthstone, but it's set in the world of The Witcher, so fans of the novels, movies, or games will have a more enjoyable experience.
Gwent: The Witcher Card Game
*Battlefield: Rows where cards can be placed. There are a total of 4 rows, including allies and enemies, with 1 melee row + 1 ranged row for each ally and enemy. Even the same card will have different abilities depending on which row it is placed in, depending on whether it is melee or ranged.
*Graveyard: Cards that are placed face down on the left side of the hand. At the end of the round, all cards removed from the battlefield are placed in the graveyard. However, if the status is annihilation or exile, it will not be placed in the graveyard.
*Hand: Cards given at the start of each round, which can be played on the battlefield but are still in your hand. Only you can see your cards, and you cannot see your enemy's cards. There is no separate sorting function.
*Deck: Cards that are placed face down on the right side of the hand. Cards that have the possibility of being brought into the hand in the next round.
*Turn: When it's your turn to play cards. The rule is that you can play one card from your hand on your turn, but depending on special cards, you can also create other cards.
*Round: Gwent has a total of 3 rounds to determine the winner. Each round is a separate battle, but depending on special cards, you can remain in the battle or use the graveyard/deck for the battle, so it is not completely irrelevant.
[Types of cards]
*Unit card: Refers to one card placed on the battlefield, regardless of whether it is an ally or enemy. The original power is displayed at the top left. It can be amplified or reduced by bleeding.
*Ally: Ally unit.
*Enemy: Enemy unit.
*Trap card: Placed on the battlefield with the back (ambush) visible. When the activation condition is met, it shows the front side, uses its ability, and is disabled.
*Nature card: A special card that increases its ability when used with a Scoia'tael unit.
*Spell card (weather, alchemy): It has abilities such as attack/amplify, but it can be used only once and cannot remain on the battlefield unlike units.
*Strategy card: If you win the first move randomly, it is placed on the melee row of your allies in the first round and can be used.
*Scenario card: When the activation condition is met, it creates a total of 3 specific cards on the row.
*Token: A type of unit that is created with other cards.
[Types of units]
Demon Monster Beast Remaining Creatures
Human Witcher Mage Rogue Cursed
Elf Dwarf Gnome Dryad Tree Spirit
Weapon (artifact)
[Gwent card abilities]
*Placement: When a card is played on the battlefield, it automatically activates its ability.
*Spawn: It calls a designated card to the battlefield row that is not in the deck. It does not have the ability to place.
*Summon: It calls a specific card from the deck to the battlefield row. It does not have the ability to place.
*Symbiosis: When you play a symbiosis card, you will create a [Roaming Treant] card for each symbiotic unit when you play a nature card next time.
*Command: It must be played manually on the battlefield row and can usually be used from the second turn.
* Zeal: When playing a card that requires a turn to activate, you can immediately use its power without waiting for a turn.
*Cooldown: Cooldown cards can be used again after the cooldown number is reached.
*Charge: Charge cards can be used again for the number of charges.
*Vigor: Adds +1 to the unit's original power.
*Bleeding: Subtracts -1 from the unit's original power.
*Reset: Regardless of whether it has been amplified or bled, it resets to the unit's original power.
*Healing: The points deducted by bleeding are restored to the original power.
*Bond: This ability is activated if there is one card of the same type in my camp.
*Only if there are neutral cards, both the card's placement abilities (melee + ranged) are activated.
*Will: When a card is destroyed and loses all its power and goes to the graveyard, it automatically activates its ability.
*Movement: You can move the row of a unit you have already placed once, or you can move the row if there is a special card that allows you to move the row every time it's your turn.
*Barrier: Barrier ability is activated only if the unit has armor.
*Harmony: When you play this card, if you play a "Scoia'tael unit card whose basic type is different from the unit placed on the battlefield" next time, you will amplify your own score. It usually amplifies by 1, but it may amplify more depending on the special card.
*Assimilation: Amplifies itself +1 every time you play a card that is not in your starting deck.
*Bond: It automatically activates its ability if there is another bond card on the battlefield.
*Squad: The effect is activated when it is among soldiers.
*Burst: At the end of the turn, the unit's power deals damage to itself by the amount of its own power, and then removes its status.
*Veteran: At the start of the 2nd and 3rd rounds, the unit's basic power is increased by +1.
*Frenzy: The card's effect is activated only when the power is 3 or less.
*Bloodthirst: Bloodthirst cards automatically activate their abilities when the number of allied units that have been attacked by the enemy reaches the specified number.
*Annihilation: The card is removed at the end of the round. (It does not go to the graveyard)
*Exile: The card is removed immediately. (It does not go to the graveyard)
[Status attached to cards]
Cards with statuses all show their status values as icons at the bottom left or bottom center.
*Guardian: Other cards on the row where this card is placed cannot be attacked and only this card can be attacked.
*Armor: It is displayed as a number at the top right, and it deflects all attacks as many times as the number.
*Shield: It deflects all attacks for the first time. If it receives even one attack, the shield disappears. It does not have the protection function from the second attack. It is purified by playing a purification card.
*Veil: All status cannot be assigned. It is similar to immunity, but it cannot deflect attacks. It is purified by playing a purification card.
*Immunity: Targeting is impossible. Attack/bleeding/poisoning is impossible, but at the same time, shields/amplification are also impossible. It is purified by playing a purification card.
*Poison: If 2 poisonings accumulate, the card is immediately exiled. It is purified by playing a purification card.
*Bind: It disables the unit's ability. It is purified by playing a purification card.
*Annihilation: When destroyed, it is exiled from my graveyard. It is powerless against the ability to destroy cards with statuses assigned. It is purified by playing a purification card.
*Persistence: It is not removed from the battlefield at the end of the round and is inherited to the next round. However, the amount of amplification and armor are not inherited. It is purified by playing a purification card.
*Spy (Agent): Unlike normal unit cards, it can only be placed on the enemy row. It creates an allied unit by copying the enemy unit or assigns a status to the enemy unit. However, the unit's score is that of the enemy.
*Flourish: Flourish cards are amplified by 1 if you play a unit card with a higher power than the flourish card.