GWENT: The Witcher Card Game

GWENT: The Witcher Card Game

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Head to Head

Head to Head

Get a draw in a multiplayer game.

30.4%

How to unlock the Head to Head achievement in GWENT: The Witcher Card Game - Definitive Guide

This achievement is slightly easier then Cornerscout states. Whilst using the right tactics and cards you should be able to get this achievement within 10-15 games. I managed to get it before hitting level 15.

While going for the achievement you need to be slightly familiar with the 'Monster' faction. Eventually build yourself a monster-deck that can win you games. I went with a deathwish deck. But that really doesn't matter. What does is your winning card. Or in this case your game-drawing card.

The most important card is Ozzrel (necrophage)

This card consumes a unit out of a graveyard and adjusts its power according to that units power. Add this card to your deck.

As Cornerscout stated you can only draw on the third round. Play the first and second round regularly. Win one, lose the other. Or the other way around. However, aim towards having at least one card in hand advantage over your opponent in the third round, and if you draw Ozzrel, save him for the third round.

In the third round don't massively outplay your opponent, take small steps and force your opponent to play his whole hand. When he plays his final card, your last card should be Ozzrel. Whilst playing this card you are in full control (since your opponent should have passed already). Whilst playing Ozzrel look in your graveyard (ranged row) or your opponent's graveyard (melee row) for a card to consume equal to your score difference minus 1. Since Ozzrel already has a base value of 1.

Say your opponent has 22, and you have 17. Pick any creature card with a value of 4 and the achievement should be yours.

Playing Ozzrel's bronze counterparts Ghoul (necrophage) could also help you gain the achievement. But these only can consume cards from your own graveyard, also the can only be played in the melee row. However the add an amazing "1"-valued card to your deck spreading the chances of getting this achievement.
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21 Jul 2019 22:23

This is pretty difficult to do organically, as I've only ever had one tie in all of the matches I've ever played. To be clear, the match needs to end in a draw, not just a round. I can't imagine going for this actively.

If you're looking to set this up, you're essentially required to be good enough or lucky enough to have the game go in your favor so you can ensure it ends in a tie. Here is how this works and has to play out:

There are three rounds in a match. That means both players need to win one, and one round needs to end in an even tie. The tied round has to be the third round, because a tie grants both sides one win out of two. So if the first round is a tie, the next round winner wins the match. If the second round is a tie, whoever won the first is the winner. Make sense so far?

In order to end the match in a tie, you need to win either round one or two, and your opponent needs to win the other round. That way both players enter the third round with a win. Once you're both in round three, this comes down to extreme luck.

If you're absurdly lucky, your opponent will immediately pass the third round. If you do as well, and no one has played any cards, it's a tie! Since there's no easy way to boost this game, I imagine the only way to rig things a bit would be to organize a community thing on TA and have a bunch of people on here all agree to play the same game type, and all of them agree to follow that win-lose-tie structure.

I got this while playing in general, but I will talk about the strategy I use briefly in the hopes that someone can get some use out of it. Otherwise, this solution will basically boil down to "This achievement requires extreme luck or skill" and not much more.

I matched up against a guy who was 30 levels higher than me. Right away, my mood was "the best I can hope for is a tie" and he probably thought it was an easy win. My go-to play style is trying to run my opponent completely out of cards, which I think helped here.

Round One

There is a lot of meta involved in the dueling process, and for that, you will need to read guides among the community for this game. From what I have seen, round one is always the feeler round. Both players try and get a win without depleting too many cards.

In my match, I put out a weak card expecting him to destroy it right away. He did. Then I put out a trap and one really strong card, and passed. This essentially forces him to set off the trap with a weak card, and then overpower what I have put down. If your opponent has the misfortune of not having high power cards in their deck, they will need to play several to beat you on round one. He did exactly this, and took the win.

Round Two

This round always plays out in one of two ways. 90% of the time, the person that won the first round immediately passes. They give you a win, but require you to throw cards out to do so (sound familiar?). This has the added bonus of giving them extra drawn cards when round three starts as well, giving them an advantage since they drew and didn't play this round.

The other 10% of the time, they actually choose to try and play and crush you to win early. This is rare, but if this happens, give up on your chances of a tie right here.

In my match, my opponent fell into the 90%. I sacrificed a weak card and won the round. My first round strategy didn't give him much of an advantage for round three.

Round Three

Here's where it gets hard and frustrating, if you're trying for this achievement specifically. You need to ensure you have a win, and do so by forcing them to pass. If that works, you need to also match the amount of power they have on the field. If your deck is stacked with cards that can destroy your own troops, or put troops on their side of the field, this becomes easier. If you're ahead in points and force them to pass, you can keep playing until you pass or run out of cards, so you have time to set this up, but you would need a way to reduce your own points to tie with them.

Otherwise, you need to get lucky and hope after everyone has played all of their hand, the power is evenly tied. See the dilemma here?

In my match, we coincidentally had hands that countered each other. He kept putting down muscle, and I kept putting down cards that weakened him. I obviously can't speak for him, but I held off on the good cards until I had no choice. By continuing to play weaker cards, I made him use his hand too. I was essentially trying to drain his efforts and then use a secret weapon.

This strategy kept playing out, and I looked like I was desperately keeping up with him. He ran out of cards when I had two left, and I lucked out and had a combination that could at best give me a tie. To put in perspective how difficult this final round was to achieve a tie, we both had 50 power on our side.

Hopefully this rough strategy of a game helps. Like I said at the beginning, this is so chance-based that you should not be actively going for this achievement. Because of that, if you have any good deck builds, you should post them in the comments. That may also help future readers. Otherwise, good luck!
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14 Dec 2018 02:01

Can be done with a friend in 10 seconds. We pass both halves without laying down any cards. The trophy is awarded to both of them in a draw.
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02 Jan 2019 14:09