THE WITCHER 3: WILD HUNT

THE WITCHER 3: WILD HUNT

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Killed It

Killed It

Win a round of gwent with a total strength of at least 187.

How to unlock the Killed It achievement in THE WITCHER 3: WILD HUNT - Definitive Guide

Note: No DLC packs are necessary to complete this achievement. The guide below assumes no use of DLC cards, and was written before the DLC released.

This achievement is gained once you have won a round of gwent with your total strength over 187. Note that it is only a round; you do not need to win the game. Also, this is unmissable; you can play gwent (e.g. with innkeeps) even after the end of the game (free roam time).

Strength in gwent is how much each unit card is worth (it is basically a form of points), this base strength on each card can be modified with certain cards such as commander's horn. You total strength is the combination of the above.

Realistically, you will need to have, or very nearly have the Card Collector achievement. This would mean to are skilled at gwent, and have all, or most of the cards available.

Generally, it is useful to lose the first round, this often means the opponent just passes on the next, thus allowing you to play all of your cards without worrying about weather cards or scorch. This can be dependant upon the opponent faction, I've found Nilfgaard opponents pass more on the second round than monsters.

Because you don't need to actually win the game, this is much easier than you may immediately think, however it does require some good RNG with your hand.

Here is how I got to this strength with different decks:

Monsters:

Using this deck and method I achieved 198 total strength after a few attempt for the perfect hand. iAlecP said that removing the commander's horn and dandelion, and using Eredin, Leader of the Red Riders helps.

The strength to the monsters deck is that the Vampires, Crones, and Arachas can call each other in. This means you only need one of each in your hand. More would reduce your ability to reach 187 total strength. Also, because most of these are close combat you can use a horn (or Dandelion, they do not stack) to double all that strength. This allows you to get to high strength very quickly.

Leader - Eredin, Bringer of Death (you can use any leader card, but this allows you to play a couple of cards at the start, to increase the chance of your opponent passing on the next turn).
Total cards in deck: 26;
Number of unit cards: 24;
Special cards: 2;
Total unit card strength: 153; (This number doesn't account for horns).
Hero cards: 8;

Deck - 2x Commander's Horn, Geralt, Cirilla, Yennefer, Villentretenmerth, Dandelion, Mysterious Elf (Avallac'h), Draug, Imlerith, Leshen, Kayran, Erath Elemental, Fire Elemental, Arachas (all four), Crones (all three), Vampires (all five).

Ideally, your hand will contain: Dandelion (If not, then a horn), a Vampire, a Crone, an Arachas (only one of each, no more), Mysterious Elf (Avallac'h), then the rest could be anything, obviously it is preferable to have higher strength cards (Kayran is good for +1 to all melee cards). A commander's horn as well as dandelion is ok, you can use it on the siege units.

Round one - If you have Avallac'h then play him first, then place any non-hero card that isn't the vampire, crone, or arachas (e.g. Dandelion), play another card as well, then pass.
If you are lucky you will get two cards with are not vampire, crone, or arachas (if you already have one of each).

Round two - Hopefully, your opponent will pass immediately. Regardless, play all of your cards (start with hero cards if they continue). If you don't quite get there, don't worry, try again for the optimum hand.

Round three - you will probably lose this one, but it doesn't matter.

Nilfgaard:

Using this deck and method I achieved 203 total strength on my first try.

Nilfgaard's potential is in it's use of spies and its card's 'tight bond' ability which adds the units base value to the unit if another card of the same name enters the field (contrary to what the game says, they are additive not multiplicative).

Leader - Emhyr, the Relentless (allows you to take an extra card, or even retrieve a spy to gain two more cards).
Total cards in deck: 26;
Number of unit cards: 24;
Special cards: 2;
Total unit card strength: 171; (This number doesn't account for horns or tight bond).
Hero cards: 9;

Deck - 2x Commander's Horn, Geralt, Cirilla, Yennefer, Triss, Villentretenmerth, Dandelion, Mysterious Elf (Avallac'h), Letho, Menno, Morvran, Tibor, Black Infantry Archer (both), Heavy Z Fire Scorpian, Stefan Skellen, Shilard, Cahir, Young Emissary (both),
Vattier, Impera Brigade Guard (all four).

Ideally, your hand will contain dandelion, and all or most of your spies, then any combination (it shouldn't matter too much because you will gain up to 8 more cards from your spies, 10 if you retrieve one with your leader ability).

Round one - play all of your spies here. Hopefully you will get all four Impera Brigade Guard, and both Young Emissaries, however I got 203 with 3 Guards and one Emissary, so don't worry too much. Then pass.

Round two - Now you can go all in. Start with your hero cards to be safe if the opponent continues to play, then place dandelion and stack your tight bond units to get over 100 easily, then just systemically place your cards. If you don't reach >187 then just try again with better RNG.

Round three - doesn't matter, you have the achievement.

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I can add a guide for Scoia'tael and/or Northern Realms if anyone really wants them, but for the sake of reducing the volume of text I will leave them out. If you are struggling make sure you have tries the Nilfgaard deck and method, as it is less reliant on RNG.

RNG means random number generator, and refers to the way the computer randomly determines which cards you receive.

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Thanks to Lyzyrd for pointing out the lack of necessity of DLC.
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10 Oct 2015 07:24

35 Comments
This achievement does not appear to be tied strictly to the DLC. I only have the main game, but this still unlocked for me during a game of Gwent.
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By Lyzyrd on 11 Oct 2015 05:09
Yes, I forgot to mention that, thanks (DLC releases on 13th, we all got this in the base game).
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By Qozul on 11 Oct 2015 06:07
i don't understand: i need to have the strenght of the deck superior to 187 or put down in a round cards that equals 187 in value (with horns of course)?!
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By Jurik360 on 15 Oct 2015 06:05
You need to play cards in a single round so that your total strength in that round is greater than or equal to 187.

I have included the total unit card strength because it gives an idea of about what that value should be for you to be able to easily get this achievement. However, it is not actually important itself to gain this achievement. You do not need this to be greater than or equal to 187.
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By Qozul on 15 Oct 2015 07:08
not easy as you said. i have northern realms deck almost complete with all the heroes...but it's all left to Fate and randomly you can with JUST with horns... Am i wrong? Never did more than 120 in a round... Gotta try harder!
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By Jurik360 on 15 Oct 2015 09:07
I played the merchant in Crows Nest he generally has a weak deck. After trying for almost two hours to get the cards on the Monster Deck to align properly, I switched to the Nilfgaard deck. On my second attempt, I had a round with a score of 241.

Excellent Solution. Thanks for posting it.
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By kevgeotech on 15 May 2020 19:07
Siiiiiick! Got it first try with Nilfgaard thanks to this. Thank ya!
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By BILB0 FR4GGINS on 10 Sep 2020 19:16
The monsters deck guide helped me. Cheers mate.
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By SaintShiba on 18 Jan 2021 01:01
I've done it twice with the monster deck and it's not unlocking for some reason.
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By GhostJohn325 on 30 Apr 2022 02:45
Superb guide, thanks! Took me about 3 or 4 tries with the nilfgaardian deck exactly as you described, and i ended up winning the second round with 215 and achievement popped.
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By Afram64 on 16 Oct 2015 09:38
Very good guide, thanks! On my third try with the Nilfgaard deck I managed to get 227 points (even though my deck was missing one of the four Impera Brigade Guards)!
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By Endanehm on 16 Oct 2015 18:25
I want to add that I had many rounds won with over 200 points against several players but this achievement popped much later on for me during the gwent tournament in the pussyflora.
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By Lamme Tak on 21 Oct 2015 10:10
Great guide. Took a lot of luck, but I got this with the monster deck with 218 points.
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By Bastiaen on 22 Oct 2015 03:54
Nilfgaard is definitely the way to go! The best I could do was around 140 with Northern Realms, and I didn't have all of the monster cards on this save. I fell 10 points short on my first attempt with Nilfgaard, then hit 262 on my 2nd attempt.
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By Casyle on 23 Oct 2015 23:45
It is possible with any deck. I made 200+ points with northern realms. the secret is the cumulative cards and spies cards. Hero cards I left only Ciri and Geralt because they are 15 points and the spy zero points.
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By Loadme Tacos on 26 Oct 2015 12:17
Got 287 with the northern realms deck. And I was not even trying. Lolsmile
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By Parkman Rules on 22 Dec 2015 04:31
Got it against a crap merchant in blackbough with northern realms. (Good idea because he didn't use weather cards on second round, for anyone annoyed with them being used)

Foltest siege master, 1 horn, geralt, ciri, yen, dandelion, mysterious elf, 2 catapults, both trebuchet, 1 ballista, 1 siege tower, stennis, 3 dragon hunters, dun banner medic, sigi djkstra, 4 blue stripes and thaler.
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By IllustriousYeti on 06 May 2016 18:17
Monster Deck with your setup worked perfectly Thank you. Only difference was is I used a decoy or two and played against a Northern Realms player who dropped spys. I then stole his spys and got a couple of extra cards. Worked a treat FIRST time thanks. I had previously tried to play about 15 times using Northern Realms and failed miserably.

Ended with 190 and a heart full of adrenaline. All about the front row with a Horn.

Cheers Pal.
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By FiveWizz on 18 May 2016 08:18
^ Monster deck took way too long to get the right hand i found. More likely to get it with northern realms against a noob who doesn't use weather cards at all or at the right time
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By IllustriousYeti on 18 May 2016 10:47
Yeah with Monster Deck you HAVE to rely on getting one each of the vampire, Sorceress and other thingy so that when theyre dropped the "bonus" cards aren't taken from your current hand. Against a plummer who doesn't use weather thought and some luck and a horn of gondor it works perfectly. I was very lucky to get a good hand first time.

We had reverse experiences lol.
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By FiveWizz on 18 May 2016 13:31
Is this bugged in patch 1.22? I've done this 3 times now and it hasn't unlocked
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By LoftyMagic on 03 Jul 2016 10:42
It could well be, many achievements have been reported to be bugged, restart your console and try again, if it doesn't work then wait for the next patch.
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By Qozul on 03 Jul 2016 12:36
you just asked the exact same question which I answered above...
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By Qozul on 03 Jul 2016 18:23
got this just now using the above deck, with switching out Yennefer with Vesemir, as he is melee card and can be doubled with a commanders horn or red rider Eredin card he is more useful than yennfer
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By JGSLab on 30 Jul 2016 13:53
I suggest you guys to directly try the second deck, 204 on my first attempt.
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By Spay001 on 05 Dec 2016 17:23
Nilfgaard Deck worked like a dream, 233 on the third try! Thanks for the guide!
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By Kingvald on 28 Feb 2018 14:13
Got 201 my first attempt with the monster deck, thanks!
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By Advena on 25 Jun 2018 00:48
Thanks. Nilfgaard works well as long as you get the spies in the draw.
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By STUBER33 on 07 Jan 2020 04:28
Thank you so much for making this guide. I was thinking this achievement was going to be impossible. Got 225 with the monster deck.
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By LifeSuxPlayHALO on 19 Feb 2020 22:00
I managed this with the Northern Realms deck. Spies, Catapults, Dragon Hunters, and Commander's Horns did the job, and I'd not gotten to Skellige yet.
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By Metroidkillah on 01 Apr 2020 21:45
Got 220 first try with the Nilfgaard deck. Thanks for an easy guide
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By Bostonsmafia on 18 Apr 2020 23:32
Nilfgaard method still working a treat, thanks! Was able to put down 201 with the first try. Did help I had all base cards ready to go with any method, but pleased it ended up being so easy.
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By JockySteer on 30 Oct 2023 00:28
I said it's easier than you may originally think, although of course there will be variance between different people.

I would say you are wrong (unless it was rhetorical), I found Northern Realms was quite difficult for this, get the full Nilfgaard deck or monsters deck, they will be a lot better (Card Collector guide should help with this). The ways I describe above should help to reduce the random element a lot, but it will never be entirely removed.

Good luck.
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By Qozul on 15 Oct 2015 16:51
Good guide! I was having a little trouble with your Monster deck so I modified it slightly:

- Took out Dandelion and all Commander's Horns
- Replaced leader card with Eredin: Leader of the Red Riders (doubles all close combat units), that way you don't need to worry about drawing Dandelion or a horn - obvs less cards = better draw chances
- Kept everything else the same and played a low rank merchant who used a Nilfgaard deck - the merchant gave me two spies in the first round and I had the perfect draw, so I just unloaded on him and used Eredin to double my front row - got 226 no problem on the first attempt with this method.
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By iAlecP on 21 Jan 2016 01:38
Got it using the Nilfgaard deck after a few bad hands. I didn't release the 4x Impera Brigade Guards stacked so well. Thank you. 👍
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By Matt1yu on 08 Oct 2022 15:13
View all 35 comments Show less comments
Here is a video showling a easy way to get the achievement.

I used Northern Realm deck vs a Northern Realm deck to get as many spies played and for the NPC to quit on the first round

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18 Oct 2015 21:19

1 Comment
Nilfgard method still working a treat, thanks! Was able to put down 201 with the first try. Did help I had all base cards ready to go with any method, but pleased it ended up being so easy.
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By JockySteer on 30 Oct 2023 00:27

I would suggest using the Northern Realms deck for this attempt as how many spy cards you can get and also all the different cards that multiply off each other. Also I would switch the Gwent difficulty to Easy in the options under gameplay if you haven't already.

Go to any NPC who plays Gwent and face them. There are different ways to go about this, but I just kept forfeiting until I had a decent amount of spy cards on me and then used them all to get the extra cards and then passed. During the next hand I laid them all out to get 188 with a few cards to spare. Make sure you have at least one commander's horn and use Foltest The Siegemaster as your leader for another free one on your siege line. Make sure you also have the cards that multiply off each other too. Just keep trying until you get it, it took me a few attempts to start out with the cards I needed.

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The biggest challenge for completing Killed It is building up a deck that's consistent enough that you don't tear your eyes out while waiting for the perfect hand.

I took the core ideas of my build from this blog then adjusted it a little for better consistency.

The deck is a Northern Realms deck, focused on buffing strong siege units with Foltest, the Siegemaster and stacking buffs on the ranged units, specifically Crinfrid Reavers Dragon Hunter.

While you don't need every card, you'll want many that aren't included in the starter deck, so at least getting started on the Card Collector achievement isn't a bad idea.
The Witcher 3: Wild HuntCard CollectorThe Card Collector achievement in The Witcher 3: Wild Hunt worth 21 pointsAcquire all gwent cards available in the base version of the game.

On top of the core ideas above, my deck focused on consistency with heavy spy usage, and added the neutral DLC cards Gaunter O'Dimm and Gaunter O'Dimm: Darkness for an easy way bonus 24-28 strength.

The deck I used was:
Faction: Northern Realms
Leader: Foltest, The Seigemaster

Close Combat:
1x Prince Stennis
1x Sigismund Dijkstra

Ranged:
3x Gaunter O'Dimm: Darkness
1x Dethmold
3x Crinfrid Reavers Dragon Hunter

Siege:
1x Gaunter O'Dimm
2x Catapult
2x Trebuchet
2x Ballista
1x Siege Tower
1x Dun Banner Medic
1x Thaler

Hero:
1x Geralt of Rivia
1x Cirilla Fiona Elen Riannon
1x Mysterious Elf
1x Vernon Roche

Weather:
2x Clear Weather

Special:
1x Decoy
2x Commander's Horn
Hero cards don't really matter much to this deck. Mysterious Elf is very strongly recommended, because spies are essential to consistency here; everything else is just padding the deck to hit the required Unit Card minimum — that said, Geralt and Ciri are very helpful; +15 with weather immunity means after round 1 spy setup is done, you can still possibly win the round with a single card for the NR faction card draw bonus.

Besides Spies and Heroes, avoid regular Close Combat units. For the winning round, you're going to have both the Ranged and Siege rows buffed, so even a 4-strength Ranged/Siege unit is better than any Close Combat unit available for NR decks. Additionally, since you're not trying to win the match, cards like Villentretenmerth are pointless.

The ideal opponent is another Northern Realms player. Especially the early game players, they normally rarely use weather cards (or only have one in their hand, so you can cancel with Clear Weather) and don't use Scorch. NR players also generally use quite a few spies themselves, so you can use Decoy to turn their spy into yours.

Remember: You don't need to win the game for this achievement, just the round so your goal is to amass as many cards as possible and spam them out in one round.
Ideally, your hand for the winning round contains at least:
1x Gaunter O'Dimm (or 1x Gaunter O'Dimm: Darkness)
3x Crinfrid Reavers Dragon Hunter
1x Commander's Horn
6x any 6+ base strength Siege cards
1+ any other (non-spy) unit cards.
Exact counts can vary a little based on what Siege cards you have — the 3x GOD:D + 3x CRDH Ranged row provides 114 strength after Commander's Horn procs, so you have wiggle room to fill in the last 73 strength you need. For example, 2x Catapult gives you +64 strength by themselves (after using Foltest's ability), so in that case, you'd only need 2 Catapults and either 1 more (5+ strength) Siege unit or a (10+ strength) Hero. For consistency's sake though, it's generally easier to just stack your hand with a bunch of Siege units than it is to try and get both Catapults into your hand.
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15 Sep 2023 00:00

Winning a round of Gwent with such a massive strength may seem challenging, but it is more luck-based than difficult. There are undoubtedly several different strategies that can be taken when attempting this achievement, though this solution will focus on utilizing a specific 22 Unit card Northern Realms deck. Yes, 22 Unit cards is the absolute minimum amount to start a match of Gwent, but with this deck you will be want as few cards to draw from as possible as a means of increasing your chances in drawing the recommended starting hand. 

As such, check below for the deck involved in this strategy, then proceed to build yours the same way. Make sure to refer to THIS GUIDE for the locations of any Gwent cards you might need.

  • 2x Commander's Horn
  • 1x Clear Weather
  • 1x Geralt of Rivia
  • 1x Cirilla Fiona Elen Riannon
  • 1x Villentretenmerth
  • 1x Dandelion
  • 1x Mysterious Elf (Avallac'h)
  • 1x Vernon Roche
  • 2x Catapult
  • 2x Trebuchet
  • 1x Ballista
  • 1x Siege Tower
  • 1x Prince Stennis
  • 3x Crinfrid Reavers Dragon Hunter
  • 1x Dun Banner Medic
  • 1x Sigismund Dijkstra
  • 3x Blue Stripes Commando
  • 1x Thaler

It is also important that you set your Leader card to “Foltest, The Siegemaster.” Now that your deck is set, go out in the world and look for an Innkeeper, Merchant, or Trader to verse in Gwent. Once the match begins and you draw your 10-card starting hand, make sure to deliberately forfeit (even if that takes multiple forfeits) until you get the following hand:

  • 1x Clear Weather
  • 1x Spy (any will do)
  • 1x Commander Horn
  • 2x Catapults
  • 3x Crinfrid Reavers
  • 2x Units (any Unit card will do)

It may seem very unreasonable to suggest that you draw such a specific hand, but this particular solution relies heavily on the aforementioned cards. 

So with that, use your first three turns to place out the Catapults and your Leader card. That will net you 64 points alone. After that, use the following four turns to place out all three Reavers and the Commander’s Horn on the Ranged Units. This will give you another 90 points, thus putting you at a total of 154 points. 

At this time you’ll have four cards left in your hand, and you’ll only need to score another 33+ points and win the round in order to snag the achievement. Regardless of what your 2 leftover Unit cards may be, place them out. Let’s assume one was a Trebuchet and the other a Blue Stripe Commando. That would give you 12 and 4 points respectively for a total of 170 points. 

Now play your Spy and you will draw two more cards from your deck. The best thing about this strategy is that almost – not everything, but almost – anything you pull from your deck at this point will give you the remaining 17 points of strength needed for the score requirement. Look at it on a one-card basis then apply the same thought to the two-card draw. If you pull another Trebuchet or Ballista, or even the Dun Banner Medic, that would give you another 12 or 10 points. If you pull a Blue Stripes Commando, that would give you another 12 points. If you pull Dandelion’s card, that would give you an additional 6 points. If you pull a Hero, that would either give you 10 or 15 points. If you pull but another Spy, that’s another two cards you can add to your hand. In short, whatever combination of two cards you pull is going to help you achieve 17+ points easily. 

It should be noted that the very last card you play out of your hand should be the Clear Weather card. You’ll want to hold onto this one for the final play just in case your opponent used any weather effect cards against you earlier. If they did, don’t panic and play Clear Weather right away! Make sure it’s the last card you play in case they have another weather effect up their sleeve. 

Now there are a few things that could go wrong with this method, but only one that is worth mentioning. Your opponent may use a Scorch card and destroy your Catapults or Reavers at any time, so you’ll need to be extremely lucky that they don’t have the card in their hand. Another thing to keep in mind is to avoid NPCs who use a Monster deck. This is because the Crones’ and Vampires’ “Muster” ability will seriously hinder your chances to win. Because remember, it’s not just about reaching a strength of 187+ points but you also have to go on to WIN the round in order to unlock the achievement! So with that in mind, feel free to follow this detailed solution and test your luck in Gwent. 

As mentioned, there are countless other strategies involving other decks and other card combinations, and there are even a few unsaid nuances that may hinder your match due to the game’s AI, but I found this method to be extremely effectively and it was very consistent to pull off when playing. Be patient, play smart, and you’ll have the achievement in no time.

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I would recommend fully building up your Northern Realms deck before trying this. Keep your hero cards limited to Geralt, Ciri, Yennefer and the Mysterious Elf. Put in all the siege cards you can and the cards that play off each other to improve their strength. Put in all the spy cards you have, as well as all three decoys and all three horn cards.

The trick is to find a vendor with a lot of spy cards so you can keep playing spy cards against one another, putting a decoy in their place and playing them for yourself and vice versa. This should get you enough cards in your hand with some luck to be able to push you over the top.

This will take a lot of luck, so just keep retrying until you get it. If you own the Blood and Wine expansion Francollarts has an innkeeper who plays a lot of spy cards and has several decoys. It's easy to keep playing spy cards and decoying them against her. After trying against other vendor numerous times it only took about a half dozen tries against her to get lucky enough to make it work.
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30 Jul 2016 19:11

First, of course you must build up your gwent deck by buying cards from merchants and playing everyone you can.

I did this with a Northern Realms deck with the perk to clear weather effects. When building your deck, remove weather cards or any special cards that don't help your attack, such as scorch. I had 3x warhorns, cards that bond with each other to double their attack, three spies, and some medics. This is also easier with an opponent who uses spy cards, because you can revive them from the graveyard to get even more cards.

In round 1 you want to get a hand with all your spy cards. You don't need to start with all of them, but you want to draw them all in round 1. If you don't, forfeit and play again. The idea is to use your spy cards to get the biggest hand you can. This is a good idea in almost any gwent match! If you drew a medic, you can revive any spies the enemy used on you in round 2. If you built your deck with a small number of good cards, you should be able to get most of your cards in your hand. In particular, hope you get your war horns. By playing every card now, clearing bad weather, and using two or three warhorns, you might be able to hit 187 strength if your deck is good enough.
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13 Jul 2016 09:47

To get this trophy I used a 24 card Northern deck. Without further ado, here is a complete list of these cards:

Cards with the ability Strong Bond:
Blue Stripes Fighter (3 pieces)
Rubails from Krinfrid (3 pieces)
Catapult (2 pieces)

Cards with the Spy ability:
Sigismund Dijkstra
Prince Stennis
Thaler
Mysterious Elf (neutral hero card)

Cards with the Healer ability:
Doctor Brown Banner
Yennefer of Vengerberg (neutral hero card)

Cards with the Execute - Melee ability:
Villentretenmert

Special cards:
Scarecrow (1 piece)
Commander's horn (1 piece)

Neutral hero cards without abilities:
Geralt of Rivia
Cirilla
Triss Merigold
Philippa Eilhart
Esterad Thyssen
Jan Natalis
Vernon Roche

Leader card:
Foltest Leader of the North

Now, actually, the tactics: The main thing is not to take advantage of the offer to change two cards at the beginning of the game, since you already have a deck assembled for almost all occasions, just press . In the first round, you hand over all your existing spies to the enemy, take away the analogues sent to you in stuffed form and send them back. Having given up all the spies, it is best to surrender the round to the enemy, but you can look at the situation - if the enemy has already passed, and he has about 5-14 points on the scoreboard, then if you have the appropriate neutral card, you can get ahead. Second round, if after the first round there were more than one spies sent to you, then first of all, if you have Healers, release them onto the field and resurrect the spies - this will give you additional cards from your deck. Then bring fireproof neutrals into battle. As practice shows, in the second round the enemy most often prefers to pass quickly, so answer several of his cards with one neutral fireproof one. Sometimes the enemy gets stupid and releases the Execution card onto the field, destroying the most powerful card on the entire field, so if you have at least one ten on the field, the card will work idle, without causing you any harm. Finally, the last, third round, in which it’s time to get rid of all your cards. Throw the enemy with a strong connection, after spies you should have a lot of it, thicker neutrals. If you see that your opponent (most often with a Monster deck) does not give up and persistently gains points, then wait for the peak point of this set and release Villentretenmert against the enemy melee unit, which will greatly fry the tail of the enemy. The main thing is not to waste Healers on all sorts of nonsense; it is best to use them to raise spies, of course, if there are any in the enemy’s deck. If the enemy ruins the weather on the field (most often this happens in the last round, when the enemy has few cards left), then do not pay attention to it, continue to lay out your cards on the field. If your opponent, losing, passes ahead of time, do not spare him, lay out all your cards. Remember, you don't just want a win, but a win with more points. After laying out all your cards, see which row is the strongest and add the Commander's Horn to it. Finally, use the leader card Foltest Leader of the North to improve the weather on the field. That's all, with a successful set of circumstances you will score a very large number of points in the last round, sufficient to receive a trophy. If not, replay the game and you will succeed.
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12 Oct 2015 14:47

14 Comments
I slightly disagree with the top advice: remove the scarecrow and take another pipe and buttercup and everything is according to the list
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By panchitos on 13 Oct 2015 12:33
My trophy dropped after the first round I won with points, so there is no need to finish the game. I played with a monster deck, since in it the units strengthen each other the most, first I threw out the spies, then the enemy usually gives up the round, after which we begin to “bomb” him with all the cards.
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By RAMPAGE on 13 Oct 2015 13:42


I started playing the expansion from the very beginning because I erased all the saves from the main game. In fact, I thought that I wouldn’t win this trophy without the whole deck. In the end, I went through this map, in case someone started the same way as me, it will be useful. Collected cards as best I could and took part in the Gwent championship
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By a_naboka on 23 Jan 2016 21:16
Played for the north with spies and forges. It fell out by itself while I was collecting all the cards, and I don’t have any extras o.o.
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By NPhil89 on 23 Jan 2016 00:15
Played for the North. I had spies and about 5 cards of the 4th level Blue Stripes Fighter, mainly there were mainly swordsmen and catapults + the 3rd leader card was opened, 1 scarecrow card and 2 cards with a horn. As a result, he scored 258 points in one game.
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By RAPCorp on 24 Nov 2015 20:48
You don't have to win the game, just win the round!!! In the first round I laid out all my cards and received
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By exxSVE on 23 Oct 2018 11:03
Blue stripes fighter (3 pieces) during the first expansion there were 4 of them
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By TaletSKY on 22 Jun 2016 22:12
He won the fight in two rounds, scoring exactly 187 points - apparently he needs to score more.
UPD Earned 215 points - no achievement given, apparently a bug
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By Dragonis on 16 Jul 2018 19:58
In the DLC "Blood and Wine" there is additional. task for the Skellige deck, it’s calm (with a good start) I did +-230, I recommend it!
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By Indeec on 22 Jan 2021 11:29
Got knocked out when I scored in the round, didn’t even win, immediately gave up
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By Boombeer on 10 Nov 2022 18:38
Getting a trophy is not a problem. I knocked it out, and then realized that it was DLC, although I didn’t have it and didn’t buy it. Very strange. Perhaps others, some from DLC, can be knocked out without the DLC itself.
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By Frankie13 on 23 Mar 2016 22:29
You can simply score the required number of points in the first round. You don't have to win.
I played with a 24 card Beast deck. I simply selected the strongest cards and removed some of the Hero cards from the deck, because... they do not increase points when using the Command Horn

Here is the list:

Special cards
Commander's horn - 2 pcs.

Heroes
Geralt of Rivia - 15 points.
Cirilla - 15 points.
Keiran - 8 points. Ability: Surge of strength. Gives +1 point to everyone in the squad except yourself
Mysterious elf - 0 points. Ability: Spy

Doubles
Witches 3pcs. 6 points each
Vampires 4pcs. 4 points each, and one 5 points.
Gavo-eye 3 pcs. 4 points each

Neutral cards
Vesemir 6 points.
Imp 6 points.
Forktail 5 points.
Pestilence maiden 5 points.
Griffin 5 points.
Werewolf 5 points.
Villentretenmert 7 points. Ability: Execution, but it doesn't matter, just more points

All cards belong to the Melee unit , so it’s easier to score more points.
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By LRuslanusS on 03 Feb 2017 14:58
There is no need for tactics here. if you play gwent with everyone you come across on the way, then by the middle of the game you will have a good deck, I played with the kingdom of the north from the very beginning, I achieved the trophy by itself when I got to the skellig. In the first round I bombarded the enemy with spies, he passed when I had 0 points, he had 15 +/-. For the next round I had about 14 cards, and there I played to the fullest.
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By capirurso on 19 Nov 2018 03:05
The trophy is quite easy to get with the Northern deck after completing the main story with a full deck. The main thing is to put in the deck all the spies, scarecrows, Yennefer and the Healer for healing, also Geralt, Ciri, Vernand Roche and 2 more hero cards with strength 10. We fill the rest of the space with siege and archers.
Played as Foltest the Conqueror, useful if you put a lot of siege weapons, especially catapults. It is also worth putting rubile. When playing against the kingdoms of the north or Nilfgaard, the scarecrows will take away the enemy's spies; those who were not taken, we restore with healing cards.
At the beginning of the game, it is better to change all weather cards, except clear weather.
In total we will have about 14 cards by the 2nd or 3rd round. Using the power of Foltest and siege weapons, you can only get more than 100 points with long-range weapons; the horn on archers and rubiles will help complete the job.
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By Artemon4 on 10 Jan 2023 14:05
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The trophy dropped on version 1.10 WITHOUT the purchased “Hearts of Stone” add-on.
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27 Oct 2015 16:39