Possible Fix to Card Advantage Issues
UPDATED
These 2 rules fix CA problems we're having that originate from coin-flip and carry-overs, which are the things our current CA spies trying to fix.
Second Player Rule:
"A player that went second on the first round can't declare a pass just after the other player declared one."
(Fixes a major coin-flip issue)
Winner's Rule:
"When round 2 starts, the winner of the previous round must choose to play at least 1 card in the round, or lose the round and draw 1 card."
(Fixes some carry-over problems)
More details for Winner's Rule:
At the start of the winner's first turn in round 2, a choice-screen appears for that player (like how we select choose one effects). The choices are:
- Advance: Play a card. (Cannot declare a pass this turn.)
- Retreat: Draw 1 card, but you lose this round immediately. (Your opponent won't need to play any card to win.)
Credits:
- TrompeLaMort for his Yield effect. It's implemented as a part of Winner's rule here.
- time_drainer for supportive feedbacks.
- hydra66 for enlightening me to rework CA spies in a CA-way.
Silver Spies Rework
New keyword: Final (If both players have won a round, apply the following effects on deploy)
Basically, the ability can only happen on round 3, or after a tie.
Frightener - 14-power, Spying
Final: Move 2 units on each side of this unit to random rows and deal 3 damage to each unit moved. Then draw 1 card.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Cantarella - 14-power, Spying
Final: Charm a Bronze or Silver enemy with 5 power or less. Choose 1 card in your deck, draw that card, then reveal it.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Thaler - 14-power, Spying
Final: Draw 1 card, then swap 1 card. Repeat the ability of a Bronze or Silver ally.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Yaevinn - 14-power, Spying
Final: Draw 1 card and boost self by 4. Then create a Silver card from your starting deck, except Yaevinn.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Udalryk - 14-power, Spying
Final: Deal 10 damage to an enemy on this row. Then return a Bronze or Silver unit from your graveyard to your hand.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
The changes in general:
- Can no longer be played in round 1.
- In round 2, can only be played by the first-round-winner, it can no longer be countered by the other player's CA spy.
- Both above are no longer effective if a player plays Tibor or offensive Vilgefortz.
- Always playable in round 3 as around -4 points play, to gain last-say and for their Final effects.
- In other matter, Final can possibly improve some cards that have Resilience.
Old thread. Sorry I'm rather lazy and I don't even know if this'd be important for anyone but me, so I just wrapped this in spoiler-tags without any changes.
UPDATED
These 2 rules fix CA problems we're having that originate from coin-flip and carry-overs, which are the things our current CA spies trying to fix.
Second Player Rule:
"A player that went second on the first round can't declare a pass just after the other player declared one."
(Fixes a major coin-flip issue)
Winner's Rule:
"When round 2 starts, the winner of the previous round must choose to play at least 1 card in the round, or lose the round and draw 1 card."
(Fixes some carry-over problems)
More details for Winner's Rule:
At the start of the winner's first turn in round 2, a choice-screen appears for that player (like how we select choose one effects). The choices are:
- Advance: Play a card. (Cannot declare a pass this turn.)
- Retreat: Draw 1 card, but you lose this round immediately. (Your opponent won't need to play any card to win.)
Credits:
- TrompeLaMort for his Yield effect. It's implemented as a part of Winner's rule here.
- time_drainer for supportive feedbacks.
- hydra66 for enlightening me to rework CA spies in a CA-way.
Silver Spies Rework
New keyword: Final (If both players have won a round, apply the following effects on deploy)
Basically, the ability can only happen on round 3, or after a tie.
Frightener - 14-power, Spying
Final: Move 2 units on each side of this unit to random rows and deal 3 damage to each unit moved. Then draw 1 card.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Cantarella - 14-power, Spying
Final: Charm a Bronze or Silver enemy with 5 power or less. Choose 1 card in your deck, draw that card, then reveal it.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Thaler - 14-power, Spying
Final: Draw 1 card, then swap 1 card. Repeat the ability of a Bronze or Silver ally.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Yaevinn - 14-power, Spying
Final: Draw 1 card and boost self by 4. Then create a Silver card from your starting deck, except Yaevinn.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
Udalryk - 14-power, Spying
Final: Deal 10 damage to an enemy on this row. Then return a Bronze or Silver unit from your graveyard to your hand.
If you have 2 less cards in hand than your opponent and this turn you played this card, draw 1 card on turn end.
The changes in general:
- Can no longer be played in round 1.
- In round 2, can only be played by the first-round-winner, it can no longer be countered by the other player's CA spy.
- Both above are no longer effective if a player plays Tibor or offensive Vilgefortz.
- Always playable in round 3 as around -4 points play, to gain last-say and for their Final effects.
- In other matter, Final can possibly improve some cards that have Resilience.
Old thread. Sorry I'm rather lazy and I don't even know if this'd be important for anyone but me, so I just wrapped this in spoiler-tags without any changes.
These 2 rules fix CA problems we're having that originate from coin-flip and carry-overs, which are the things our current CA spies trying to fix.
Second Player Rule:
"A player that went second on a round can't declare a pass just after the other player declared one. (Applies to each round)"
Just to be very clear, this re-applies on each new round, that means the 'second' player will change in each new round.
Reinforcement Rule:
"The loser of the first round gets bonus starting points on the second round, with a value of 13-15 points."
What the rules fix, and some other details about them:
Second Player Rule
- The second player can no longer win with the same number of cards as his opponent through out-tempo-ing the first player. (Fixes a major coin-flip issue)
- A player that lost the first round, but have any-form of carry-overs, still need to play at least 1 card before he can pass because he can't just pass after his opponent (that won the first round) just declared a pass. (Fixes losers' carry-over problem)
- Removes the need of CA spies, they should not exist anymore, or should exist in a different form. (Fixes CA spies issues)
- BUT, this rule makes the winner of the first round can bleed the other player with zero risk.
Reinforcement Rule
- A player that won the first round, but have any-form of carry-overs, have a harder time to win round 2. (Fixes winner's carry-over problem)
- Adds limitation to how many cards that the first-round-winner can bleed on the other player due to the existence of 'Second Player Rule'.
- Can manifest in different forms, just bonus points, units, or even by Leader-dependent ability.
An example of a Leader with reinforcement ability (for 'Reinforcement Rule'):
Brouver Hoog - 4-power (Dwarf, Leader)
Play a Silver unit or a Bronze Dwarf from your deck.
Reinforcement: Trigger this leader's ability.
(Reinforcement - trigger this ability on the start of round 2 if you lost the first round, after Mulligan phase, even if you have played this leader.)
Those 2 rules might create other side-effects that I haven't realized yet. So if you find any, please post it down below.
Hopefully CA issues will be fixed soon.
Btw, some other card games do take weird mechanics to balance their first/second player advantage-differences. So I'm sure Gwent can go that way just fine, it's hard to find a super-simple solution to such complicated problems we're having.
Silver Spies Rework
New keyword: Final (If both players have won a round, apply the following effects on deploy)
Frightener - 12-power
Move up to 3 units to the row above.
Final: Draw a card, then consume self.
(Allies are moved to the row above, e.g. Ranged to Melee. Consume self won't provide any points, but still trigger Nekkers.)
Cantarella - 1-power, Spying
Choose one:
Lock and destroy a Bronze or Silver unit on this row, or Final: Choose 1 card in your deck, draw that card, then reveal it.
Thaler - 1-power, Spying
Choose one:
Repeat the ability of a Bronze or Silver ally then boost it by 3, or Final: Draw 1 card, then swap up to 2 cards.
(Can only repeat a 'deploy' ability.)
Yaevinn - 1-power, Spying
This card cannot be Created.
Create a Silver card from your starting deck. Final: Set self base power to 15. Draw a card.
(That means this card can't be created by any other Create effects as well.)
Udalryk - 1-power, Spying
Choose one:
Resurrect a Bronze or Silver unit from either graveyard, or Final: Draw 2 cards, then discard a card.
The idea is to make them playable on round 1-2 as ~12 points cards. And make them ~0 points play that give last-say in round 3.
Second Player Rule:
"A player that went second on a round can't declare a pass just after the other player declared one. (Applies to each round)"
Just to be very clear, this re-applies on each new round, that means the 'second' player will change in each new round.
Reinforcement Rule:
"The loser of the first round gets bonus starting points on the second round, with a value of 13-15 points."
What the rules fix, and some other details about them:
Second Player Rule
- The second player can no longer win with the same number of cards as his opponent through out-tempo-ing the first player. (Fixes a major coin-flip issue)
- A player that lost the first round, but have any-form of carry-overs, still need to play at least 1 card before he can pass because he can't just pass after his opponent (that won the first round) just declared a pass. (Fixes losers' carry-over problem)
- Removes the need of CA spies, they should not exist anymore, or should exist in a different form. (Fixes CA spies issues)
- BUT, this rule makes the winner of the first round can bleed the other player with zero risk.
Reinforcement Rule
- A player that won the first round, but have any-form of carry-overs, have a harder time to win round 2. (Fixes winner's carry-over problem)
- Adds limitation to how many cards that the first-round-winner can bleed on the other player due to the existence of 'Second Player Rule'.
- Can manifest in different forms, just bonus points, units, or even by Leader-dependent ability.
An example of a Leader with reinforcement ability (for 'Reinforcement Rule'):
Brouver Hoog - 4-power (Dwarf, Leader)
Play a Silver unit or a Bronze Dwarf from your deck.
Reinforcement: Trigger this leader's ability.
(Reinforcement - trigger this ability on the start of round 2 if you lost the first round, after Mulligan phase, even if you have played this leader.)
Those 2 rules might create other side-effects that I haven't realized yet. So if you find any, please post it down below.
Hopefully CA issues will be fixed soon.
Btw, some other card games do take weird mechanics to balance their first/second player advantage-differences. So I'm sure Gwent can go that way just fine, it's hard to find a super-simple solution to such complicated problems we're having.
Silver Spies Rework
New keyword: Final (If both players have won a round, apply the following effects on deploy)
Frightener - 12-power
Move up to 3 units to the row above.
Final: Draw a card, then consume self.
(Allies are moved to the row above, e.g. Ranged to Melee. Consume self won't provide any points, but still trigger Nekkers.)
Cantarella - 1-power, Spying
Choose one:
Lock and destroy a Bronze or Silver unit on this row, or Final: Choose 1 card in your deck, draw that card, then reveal it.
Thaler - 1-power, Spying
Choose one:
Repeat the ability of a Bronze or Silver ally then boost it by 3, or Final: Draw 1 card, then swap up to 2 cards.
(Can only repeat a 'deploy' ability.)
Yaevinn - 1-power, Spying
This card cannot be Created.
Create a Silver card from your starting deck. Final: Set self base power to 15. Draw a card.
(That means this card can't be created by any other Create effects as well.)
Udalryk - 1-power, Spying
Choose one:
Resurrect a Bronze or Silver unit from either graveyard, or Final: Draw 2 cards, then discard a card.
The idea is to make them playable on round 1-2 as ~12 points cards. And make them ~0 points play that give last-say in round 3.
Last edited: