BASIC CONCEPTS OF GWENT: THE BASIS OF EVERYTHING
In this section we are going to deal with three basic concepts that, in a personal opinion, summarize everything you should know about this wonderful card game that is Gwent. As it is of general knowledge, the genre of cards already is present for a long time inside the digital games, reason why the basic concepts will be related in this article with the concepts already known inside the community of card games.
It could be said that Gwent focuses on three basic concepts: Time, Value and Control; under these three concepts move effects, strategies and plays in Gwent. We will give a general breakdown of each of these terms by relating them to their counterparts in other card games and giving examples to differentiate the concepts. It should be emphasized that these concepts are not mutually exclusive, but complementary.
Tempo: This concept in other card games can be said to be: "Use all your resources every turn". In different card games this refers to mana, i.e. playing tempo is using all your available mana in a turn so it is not wasted. Well, within Gwent this concept is somewhat different because there is no such thing as manna. The resource that is used in Gwent are the provisions, but these have no impact on the game, they are directly related to deckbuilding. The tempo inside Gwent means to make a certain amount of points with a single move; the more points are achieved the more tempo the move or card has. Instead of making the most of a resource such as manna, in Gwent what you do is make the most of a move in a single turn. In short, Gwent's tempo is: "Amount of points made in the same turn".
Value: The value has been known in the community of card games as: "The generation of resources over time". The value within Gwent has a similar meaning: to generate points over time and this is considered in relation to the provisions that it costs to include the card within the deck. In other words, a card has more value the more points it has than its cost of supplies. Some cards give a good value immediately while others need several turns to get it, the type of cards that most represent the value over time are what are called engines.
Control: This is the most similar concept in relation to other card games, and basically lies in controlling through damage, blockades and similar rival units. Basically they are reactive plays whose points are normally represented in which they can be removed from the opponent.
These three concepts behave complementarily on each card and effect. Now we will see some examples of cards where you can see the differences in the approach of the cards in relation to each of them:
Old spearhead: This card is 12 points, costs 14 provisions and has no additional effect. It is a perfect example of something that is totally tempo-guided. Its value is quite low as you exchange 14 provisions for only 12 points, it has no controlling effect, but it immediately puts 12 points on the table which is currently quite a high tempo and helps you get out of a round or put your opponent in trouble to match that move.
Primitive savagery: This card is a 5 supply card, deals two damage points and if it kills its target it generates a doomed bear of 5 points. It's a pretty interesting case where the three concepts are seen in full; it gives a good tempo by immediately making 7 points on the table immediately, good value because it's a 5 supply card that gives 5 points and gives some control since you kill the target. Clearly, if you don't do the latter, the card falls far behind in all the aspects mentioned.
Arbalestero Lyrio: This card is a representation of a card with great value, sustained control and scarce tempo. It is a card of 4 provisions with 3 body points whose effect is that with a charge it does damage and gains a charge when playing cards of order. This in the long run provides many points by constantly hitting the opponent's units and also constant control as you can eliminate annoying rival units with this damage, but her first move is only 3 points which makes her lack of considerable tempo.
These are examples and generalities for understanding the main concepts that govern everything in Gwent: Tempo, Courage and Control.