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My thoughts on how to win in the early stages of Gwent in The Witcher 3: How to play Gwent

1. Strengthening of the deck

The only thing that needs to be strengthened in the original deck is to add one card each of (1) Bait and (2) Leadership Horn.

You can buy these two without fighting.

2. Strategy: The card-playing strategy in each round

The card-playing strategy in the first round is (1) play fewer cards, keep more cards and win the cards

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If (2) both sides have the same number of remaining cards and win, it will be very beneficial to the subsequent rounds

(3) If you decide to give up the first round, you must find a way to make the opponent have fewer remaining cards. Okay, the method will be explained later

The strategy of playing cards in the second round is divided into losing in the first round and winning in the first round

(1) Winning in the first round, almost winning in the second round You can play cards without reservation to attack twice in a row

Of course, you will also encounter situations where the opponent takes out all the treasures in the box

Depending on the situation, if the opponent wants to win the second round, it is better If all the cards are dealt

You can switch to the third round depending on the opponent's remaining cards and our own cards

(2) If you lose the first round, you must win the second round

But the strategy is the same as the first round. When you win in the end, you have more cards in your hand than the opponent

The third round, well, it is a hand-to-hand battle, just play all the good cards

3. Tactics: How to play cards

(1) Discard cards, giving priority to those with the smallest strength (especially below 2). Keep two weather cards that will not affect your own hand. You can also give up

(2) Use the minimum strength to achieve the lead (for example: the opponent's strength is 12, your own is 10, the strength is 3 and the strength is 6, of course, the strength is 3)

(3) After the middle of each round, you can use weather cards to harass the opponent to adjust their situation, and you can also draw out the opponent's sunny cards or special abilities

(4) In the first and second rounds, when we are leading but it is our turn to play cards, you can throw them away Use the weather card or the fog-throwing ability of the leader card to spy on the opponent once or twice

(5) When there is a group bonus, adopt a group attack posture

4. Early cards Group (Northern Realm) useful abilities and their applications

(1) Blue-clad Iron Guard Commando, Power 4: If you draw two at the same time, you can create a combination with a power of 8***16 each

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(2) Kaedwen siege expert, power 1: if two are drawn at the same time, the power will be 2***4 each, and other siege equipment 2

(3) Brown Flag Camp Doctor, Power 5: Since it can be used to replace the waste card pile, it will be played in the second and third rounds. If you have this card, you can boldly send cards with power 6 or above in the first round (anyway, the next round (can be called out again), this card can be regarded as Power 11

(4) Leadership Horn: Power Just one row

(5) Bait: There are four main uses in the early stage

1. If you want to give up the round, you can call the strongest card back and play it next round

2. You can call back the strong cards trapped in the weather

3. Call the opponent’s spies over and use them yourself

4. You can call back the brown flag camp doctor Heal another card from the waste pile

(6) Weather card and early leadership ability: There are two main ways to use it

1. Destroy the opponent's situation

2. When you are leading in a single round and have not heard a card, wait and see the opponent play one more card (which is equivalent to spending one more card on the opponent)

5. Summary

The key point of Gwent is Use the fewest cards to win

So no matter whether you win or lose in a single round, the person with more cards will have a higher final winning rate

Halfway through the early game, you will find that your opponent likes to throw spies. In order to draw more cards from your hand

If a spy is released, bait is very useful

If there is no bait, you should try to win the round when the spy is released (because the opponent has already sent you (Excessive strength)

But controlling the number of cards in both sides' hands is the key point of Gwent

The above are just some simple initial personal experiences

Use the above I played according to the principle. In my initial deck, I had 1 bait and 1 horn, and I had already won 10 cards and rarely lost.

For the reference of all beginners who want to try Gwent