[Suggestion] make gwent more tactical -

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1) Add much much more MOVEMENT and LEFT/RIGHT side effects (all factions)
-- it would greately improve the importance of placement and players would need to take into account future position of each unit

A) move self to the left
B) move self to the right
C) move self to the opposite row (opponent)
D) move self to the other row (just own other row)

E) Boost the unit on the left
F) Boost the unit on the right
G) Damage opposing unit. If the number of opposing units is eg. 1:2, 2:3, 2:5 then....
H) Damage unit to the left every round (spy)
J) Damage unit to the right every round (spy)

2) formations... many people have suggested it. My opinion, it would add more interaction. Now each player just plays in pre-invented order which is known once the hand is seen, and not much can change it. Even if you LOCK or kill a unit, still the rest of the SEQUENCE is the same.
Formations would improve messing with opponent's plans and changing own plans.
... so you might think 2-3 turns ahead and count up to 20, instead of thinking 0-1 rounds ahead and counting up to 12...

My favourite card game ever (now bankrupted and deleted) Nightbanes had a lot of it, so you had to actually think of various ways to make your units survive and move to the right spot on the right round.
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G) Damage opposing unit. If the number of opposing units is eg. 1:2, 2:3, 2:5 then....
there is a problem. I think it should be handled like Assasination is: damage is reduced for each more units the opponent has on a particular row. So you would need to put more supporting units adjecent to major units even if they don't have any 'adjecent' effects - just so it would be more difficult to get them, like in a real battlefield.
 
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"My favourite card game ever (now bankrupted and deleted) Nightbanes had a lot of it"

Pretty sure you answered the question of whether this is a good idea or not for yourself. :)
 
Heh... You see, the reason behind financial problems can have nothing to do with gameplay...
I might try to explain to you why small browser games with designs difficult and expensive to develope, fail to be profitable these days, but I wish to stop after saying that your question should be like "Is Gwent tactical enough?" or "Isn't Homecoming terribly boring?"
 
Sounds intresting although i'm pretty sure that in order to make it work any control options must be nerfed to the ground. Imagine playing in such style vs hard removal deck (esp. devastating for your formation idea). It will change the game completly (idk if for better or worse) so i doubt that the devs will take such drastic steps after the release, its something that would have fit during the beta stages.
I do however miss the third row, no idea why that was changed (i haven't been playing for the last year , just came back a week ago so i missed a lot of changes).
 
All these are great ideas, but I doubt CDPR is interested in doing anything interesting with the game at this point.

They have this sub-par "foundation" that they're building on and I doubt we'll see a lot of new mechanics in the future (maybe they'll bring armor back?) - it's mostly going to be new cards and fine-tuning from here on.

My favourite card game ever (now bankrupted and deleted) Nightbanes had a lot of it

Replace "Nightbanes" with "Gwent" and you can time travel to the end of 2019.
 
I think that in following expansions developers will venture deeper into ideas of positioning and horizontal movement. We have seen these mechanics in beta (ships) and also some of them are present on current cards, such as rot tosser, makham horn or that dwarfy boy.
However, I believe that they are trying to keep the basic set as clear and simple as possible and will develop expansions focused on specific mechanics/keywords.

Maybe...
 
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