Project Warfare is a multi pronged expansion to Gwent that I believe would expand the player base and put a huge dent in the net decks issue. I will go through the project step by step below. I would love feedback.
1. A new Journey story debuts. This story tells of the empire sending out its vast army to capture and tame monsters. They send envoys with gold and weapons to the ST faction as well. The NR fearing this buildup send envoys to SK and SY to form an alliance to protect against another southern invasion. The Journey story takes place before the start of the war but quickly begins telling tales of the war.
2. A new warfare mode debuts. Players can build warfare exclusive decks that allow a mix of cards from either of three allied factions. NG, ST, and MO mix and match decks or NR, SK, SY mix and match decks. More importantly, the wins and losses are tracked and the players decide the course of the war. Different bonuses including EXP boosts and kegs (representing reinforcements) are given to the winning side every month.
3. Gwent releases a warfare expansion. The cards are multi factional and can play in any of the applicable decks in classic mode just like some of the new SY cards can be played in other factions presently. One example of a new card is a Pirate ship with a trebuchet, or a NG soldier mounting a monster. The cards are themed for the warfare but function in all other modes. Each card also can have a fun fact about the war on the bottom section of the description page.
4. New puzzles come out periodically. Each puzzle relates to the war in some way. Some could be battles, others troop detachments running into obstacles (terrain, weather, etc...) Puzzles offer whatever rewards the devs are willing to give. They tie into the journey story and help keep things fresh.
5. After a year the vampires shake things up by breaking off and leading Tousiant (probably misspelled that,) faction. They take with them some of MO and SY and now you have a three party war. Additionally you could have ST make peace with NR and SY make peace with NG and both switch sides to keep things fresh.
1. A new Journey story debuts. This story tells of the empire sending out its vast army to capture and tame monsters. They send envoys with gold and weapons to the ST faction as well. The NR fearing this buildup send envoys to SK and SY to form an alliance to protect against another southern invasion. The Journey story takes place before the start of the war but quickly begins telling tales of the war.
2. A new warfare mode debuts. Players can build warfare exclusive decks that allow a mix of cards from either of three allied factions. NG, ST, and MO mix and match decks or NR, SK, SY mix and match decks. More importantly, the wins and losses are tracked and the players decide the course of the war. Different bonuses including EXP boosts and kegs (representing reinforcements) are given to the winning side every month.
3. Gwent releases a warfare expansion. The cards are multi factional and can play in any of the applicable decks in classic mode just like some of the new SY cards can be played in other factions presently. One example of a new card is a Pirate ship with a trebuchet, or a NG soldier mounting a monster. The cards are themed for the warfare but function in all other modes. Each card also can have a fun fact about the war on the bottom section of the description page.
4. New puzzles come out periodically. Each puzzle relates to the war in some way. Some could be battles, others troop detachments running into obstacles (terrain, weather, etc...) Puzzles offer whatever rewards the devs are willing to give. They tie into the journey story and help keep things fresh.
5. After a year the vampires shake things up by breaking off and leading Tousiant (probably misspelled that,) faction. They take with them some of MO and SY and now you have a three party war. Additionally you could have ST make peace with NR and SY make peace with NG and both switch sides to keep things fresh.