IDEA - How Countdown and Damage works together to add Depth to the game.

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IDEA - How Countdown and Damage works together to add Depth to the game.

I'm not sure how I feel about direction of Gwent after I saw the released cards. Maybe not that good, but instead of complaining I try to think how I can improve this New direction so I can enjoy the game. I also add some new card idea.

These are my ideas :


  1. Some Special card will stay on the board.
  2. This Special card have certain Countdown on them.
  3. Adding some unit's ability to remove Countdown on card ,same like removing strength.



Biting Frost - Bronze, Melee row
Set the strength of any non-Gold unit on or added to either Melee row to 1.
After 6 turn remove this card from the battlefield.

As you can see this card have different logo, basically it's show it stay on the battlefield.



Blue Scorch- Bronze, Any row
After 5 turn destroy the strongest non-Gold unit(s) on the battlefield and remove this card.



Epidemic-Bronze, Any row
After 3 turn destroy the weakest non-Gold unit(s) on the battlefield and remove this card.



Mushrooms-Bronze, Any row
Add 2 strength to non-Gold unit in this row.
After 2 turn play this card again.



Red moon- Bronze, Any row
All card in this row cannot be targeted.
After 2 turn, move to your random row.

After all these Special Countdown card, it's time to add some card that can interact with it.

Clan Brokvar Hunter - Choose a non-Gold card on the battlefield and remove 3 strength or countdown from it.

Mahakam Guard - Choose 1 non-Gold card on your side of the battlefield and add 4 strength or countdown to it.


Vernon Roche - Set all Countdown on battlefield to 0.

Now instead of these add/removing strength on the card, we can have more decision and interaction in the game which I really want for Gwent.

Note : If multiple countdown trigger at the same time, card that place first in battlefield will trigger first.
 

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This is an example how it will look in the board.
 

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