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GWENT DLC Idea: GWENT Rules!

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GWENT DLC Idea: GWENT Rules!

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    Votes: 1 100.0%
  • Nope

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  • Total voters
    1
M

MistroPain

Rookie
#1
Jun 17, 2015
GWENT DLC Idea: GWENT Rules!

Dear All,
Sorry if I am clogging up the space in the suggestions and modding area, but GWENT, for reasons beyond me, reminded me of the Final Fantasy 8 card game, and as a result I have been playing FF8 again. So to the idea:

GWENT Rules
The idea is that different areas in the game world follow different rules, just as they do in FF8. The rules would affect certain deck-elements, and therefore impact on your strategy considerably.

Examples of Rules:
-The White Orchard, Upper Velen, and Vizima: Generic GWENT Rules; decks are faction specific with 22 minimum Unit Cards, and a 10-card cap on Specials (though I would add a 6-card cap for Hero cards).
-Skellige Rules: Free Deck Rules; decks are no longer composed of factions and can feature any card (22 minimum Unit cards), Special Cards are disallowed.
-Druid and Mage Rules (when facing Druids/Mages): Hero Deck rules; No Faction Leader allowed, instead you get a Hero to play instantly who is drawn onto the field at the beggining of each round (not simply left there as their special effects would be lost); 22 minimum Unit Cards, 10 minimum Special Cards; No further Heroes allowed!
-Novigrad Rules: Weather Blitz Rules; Games start with a Weather set (randomly drawn by the game), the Weather is replaced at the end of each round (one possible draw is Clear Weather, the other is all weather), otherwise normal rules apply (22 min unit cards, 10 max special cards).
-Oxenfurt Rules: Kings Deck Rules; No faction specific decks, any leader may be chosen, only Hero and Special Cards allowed (Heroes are susceptible to special cards). Deck capped to 18 cards total (Special and Hero).
-Crookback Bog/South Velen: Monstrosity Deck Rules; Monster Decks are disallowed, instead the three factions must be chosen and the deck must consist of a min and max of 12 faction/neutral cards; 10 monster cards, and specials are capped at 10 cards as always. Monster cards automatically given a +1 damage output.

Aim of introducing GWENT rules:
The aim of introducing these rules are obviously to add more variety to the game, and give players a reason to travel around and play the game in different areas.

Tavern Owners:
Tavern owners should, after beating them the first time, be able to play the game with a completely random deck, and with any rules of your choice, to add to replayability.

Please comment if you like the idea, or if you have your own ideas to contribute to the GWENT game (not card wishlists).
 
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