- 궨트: 더 위쳐 카드게임
- 위쳐 세계관에서 가장 사랑받는 카드 게임을 만나보세요! 궨트는 적절한 전략, 신속한 판단 그리고 신중하게 구성한 덱을 무기 삼아 상대와 빠른 페이스로 전투를 벌이는 게임입니다.
Gwent: The Witcher Card Game is a free-to-play fantasy strategy card game available on PC and Android apps. It's similar to Hearthstone, but with the Witcher universe as its setting, so fans of the novels, movies, or games can enjoy it even more.
Gwent: The Witcher Card Game
*Battlefield: Rows where cards can be placed. There are a total of 4 rows, including allied and enemy rows, with each side having 1 melee row and 1 ranged row. Even the same card will trigger different melee/ranged abilities depending on the row it's placed in.
*Graveyard: Cards stacked face-down to the left of the hand. At the end of a round, all cards removed from the battlefield are placed in the graveyard. However, if a card's status is 'disintegrate' or 'exile', it won't be placed in the graveyard.
*Hand: Cards given at the start of each round, which can be played onto the battlefield but are currently held in your hand. Only you can see your own cards, and you can't see your opponent's cards. There's no sorting function for cards.
*Deck: Cards stacked face-down to the right of the hand. These are cards that have the potential to be drawn into your hand in the next round.
*Turn: Your chance to play a card. The basic rule is that you can play 1 card from your hand during your turn, but special cards can create other cards or have other variations.
*Round: Gwent determines the winner through a total of 3 rounds. Each round is a separate battle, but special cards can make cards persist or be used in battle from the graveyard/deck, so they are not completely unrelated.
[Card Types]
*Unit Card: Refers to a single card placed on the battlefield, regardless of whether it's an allied or enemy unit. The original power is displayed in the top left corner. It can be boosted or weakened by bleeding.
*Ally: Allied unit.
*Enemy: Enemy unit.
*Trap Card: Placed on the battlefield with its back (ambush) showing. When the activation condition is met, it flips to reveal the front, uses its ability, and becomes deactivated.
*Nature Card: A special card whose ability is enhanced when used with Scoia'tael units.
*Spell Card (Weather, Alchemy): Possesses abilities like attack or boost but can only be used once, and unlike units, it doesn't remain on the battlefield.
*Stratagem Card: If you randomly secure first strike, it's placed in the allied melee row during the first round and can use its ability.
*Scenario Card: When the activation condition is met, it generates a total of 3 specific cards on the row.
*Token: A type of unit generated alongside other cards.
[Unit Types]
Demon, Monster, Beast, Remnant
Human, Witcher, Mage, Rogue, Cursed
Elf, Dwarf, Gnome, Dryad, Tree Spirit
Artillery (Artifact)
[Gwent Card Abilities]
*Deploy: When a card is played onto a row on the battlefield, it automatically activates its ability.
*Spawn: Although not in the deck, it summons a designated card to a row on the battlefield. It does not have a deploy ability.
*Summon: Summons a specific card from the deck to a row on the battlefield. It does not have a deploy ability.
*Symbiosis: When a Symbiosis card is played, from the next turn onwards, if a Nature card is played, it creates [Roaming Wandering Spirit] cards equal to the number of Symbiosis units.
*Order: Needs to be manually used after playing the card onto a row on the battlefield, and typically can be used from the 2nd turn onwards.
*Muster: If you are going to play a card that needs to wait for the next turn to activate, you can use its power immediately without waiting for the turn.
*Cooldown: A cooldown card can be used again after the cooldown count is over.
*Charge: A charge card can be used again as many times as the charge count allows.
*Vitality: Increases the original power of a unit by +1.
*Bleeding: Reduces the original power of a unit by -1.
*Reset: Regardless of whether a unit has been boosted or bled, it's restored to its original power.
*Heal: The power reduced by bleeding is restored to the original power.
*Bond: This ability activates if the same card is on your side of the field.
*If only neutral cards are present, the deploy ability (melee + ranged) of the card is activated.
*Last Wish: When a card is destroyed and completely loses its power, and goes to the graveyard, it automatically activates its ability.
*Move: You can move the row of an already deployed unit once, or if there is a special card that allows you to move the row during your turn, you can move it.
*Barrier: The barrier ability is activated only if the unit has armor.
*Harmony: When this card is played, if you next play a 'Scoia'tael unit card that has a different basic type than the unit on the battlefield', it boosts its own score. It generally boosts by 1, but depending on the special card, it can boost by more.
*Assimilation: Whenever you play a card not in your starting deck, it boosts itself by +1.
*Bond: Automatically activates its ability if another Bond card is on the battlefield.
*Squad: The effect is activated when it's among soldiers.
*Burst: The effect of the card is activated only when the power becomes 3 or less.
*Bloodthirst: A Bloodthirst card automatically activates its ability if the number of allied units that have been attacked by the enemy is equal to or greater than the specified number.
*Disintegrate: Removes the card at the end of the round. (Does not go to the graveyard)
*Exile: Immediately removes the card. (Does not go to the graveyard)
[Status Applied to Cards]
Cards with status are all displayed with an icon representing the status value in the bottom left or bottom center.
*Guardian: Other cards in the row where this card is placed cannot be targeted for attack, and only this card can be attacked.
*Armor: Displayed as a number in the top right corner, and it deflects that number of attacks.
*Shield: Deflects all attacks in the first instance. The shield disappears if it takes even a single attack. From the second attack onwards, it loses its protective function. It can be purified by playing a purify card.
*Veil: All status cannot be applied. It's similar to immunity, but it doesn't deflect attacks. It can be purified by playing a purify card.
*Immune: Cannot be targeted. It prevents attack, bleeding, and poisoning, but it also prevents shield/boosting. It can be purified by playing a purify card.
*Poison: If 2 poison stacks accumulate, the card is immediately exiled. It can be purified by playing a purify card.
*Immobilize: Renders the unit's ability unusable. It can be purified by playing a purify card.
*Disintegrate: If destroyed, it is also exiled from your graveyard. It's ineffective against abilities that destroy status-applied cards. It can be purified by playing a purify card.
*Persistent: Even if the round ends, it doesn't get removed from the battlefield and carries over to the next round. However, boost amount and armor are not carried over. It can be purified by playing a purify card.
*Spy (Agent): Unlike regular unit cards, it can only be placed in the enemy row. It either duplicates an enemy unit to create an allied unit or applies a status to an enemy unit. However, the unit's score remains the enemy's.
*Flourish: A Flourish card boosts by 1 if you play a unit card with higher power than it.
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