"The Witcher 3: Wild Hunt" contains card mini-games, quint card rules are complex, many players do not understand how to play? The following is a detailed introduction to the Quint card play strategy for players' reference.
Quint Tutorial - Basic Rules
1. Basic rules
The basic rules of the Quint card and the decision of victory and defeat can be illustrated with the help of a diagram:

Overview of quint tabletops
1. The winner or loser of a quint card is determined by a game of 3 rounds and 2 wins, and the player who wins 2 rounds first wins.
2. The player will draw 10 cards at random in the deck at the beginning of the game, and can choose 2 of them to return to the deck to re-draw. Unlike general card games, players cannot draw new cards except by relying on a few effect cards and group effects, which means that in all 2-3 small-round games, players only have 10 cards to use, and used cards cannot be used again in the next small round and there is no new card supplement.
3. Unit cards are divided into 3 categories, melee, ranged and siege. Each class occupies a horizontal row. At the end of a small game, all attack power points are added up, and the larger side wins.
4. In a small game, the two sides take turns out the cards, one at a time, only until one side has no card or actively presses the space bar to end the card when a small inning ends and begins to liquidate power points.
5. One weather card will affect both sides of the same type of unit.
Combined with the above rule summary, it can be seen that this game is a card game similar to the Tianji horse racing, the number of strength held by the player is limited, and how to get 2 wins in the 3-game game is the key. It would be wiser to first use a unit with a low strength number to seduce the opponent's card with a high number of points, then discard a round and win the next 2 rounds with a point advantage. At the same time, using the weather, lord skills and deck characteristics of the three auxiliary means, you can trigger more choices and strategies, the specific situation still needs to be treated specifically by the player.
Quint Tutorial - Card Introduction
The following is to explain the types of cards in the Wizard 3 Quint, which can be divided into three types according to the type:
Unit cards (can be seen as monster cards in Hearthstone or King of Games)
Weather Cards (can be thought of as Venue Magic Cards)
Leadership card
Hero cards
Unit Cards:
Effect cards in a unit card
The unit card is well understood, that is, the monster card, and the number in the upper left corner represents the attack power, that is, the number of power points that are liquidated at the end of each round. Unit cards are divided into three categories: melee, ranged, and siege, and the same type of unit cards are placed in a row on the table. Weather cards affect all units in a row, such as fog affects all remote units.
The unit cards can be divided into normal units and effect units, the difference is only that the effect unit cards have some special buff effects in addition to the basic power values (which can be regarded as effect monster cards).
Weather Badges:
Weather card
There are 3 types of weather cards, namely frost, rain and fog, and the effects generated by the weather cards will be affected by both the enemy and the enemy, and the specific effects are as follows
Frost: Melee unit strength points all become 1;
Fog: All power points per unit of range become 1;
Rain: The strength points of siege units are all changed to 1.
Leadership Card:
Lead card effect
There is only one leader card per deck, and it exists, which is equivalent to the concept of hero class in Hearthstone, each leader card has a special effect, which can only be used once in a game, press the [X] key to use. Different factions of decks can choose different leader cards.
The effect of the hero card is temporarily unknown, and the editor will bring updates in the future.
<b>Quint Tutorial - Decks and Tips</b>
After understanding the basic rules and cards, of course it is a deck of cards! There are 2 main sources of new Quint cards, completing quests and buying them from stores. Of course, the more powerful the card, the more expensive, or the higher the difficulty of the task, the follow-up Xiaobian will also bring you a way to get all the cards.
Shops sell cards, but advanced cards are hard to come by
The first step in a deck is to choose the faction of the deck, there are a total of 4 factions to choose from, different factions will have different deck buff effects, and the optional leader cards are also different, the following are 4 faction effects:
1. Northern Realm - one card can be drawn from the deck after each small round of victory (a rare and practical means of replenishing new cards);
2. Nivergaard - any draw is counted as his own victory (lower NPCs, come up and finish their hands and lie behind to win);
3. Squirrel Party - Decide which side will go first at the beginning of the game (the high-end innings have a slight impact on the outcome of the game)
4. Monsters - after each small game can be randomly retained a unit card on the field (put a unit with the highest number of points first, npc will basically follow a higher than yours, and then give up this game of reserved cards, the next 2 rounds of NPCs are confused, relatively simple tactics, applicable to low-level NPCs)
A minimum of 22 unit cards are required in the deck, which cannot be used when the unit card is insufficient, and the unit cards of different factions are not universal, so if you want to use decks of other factions, you must collect cards first. There is no limit to the number of cards, but as with other card games, too many cards don't do much.
The maximum number of special cards in a deck is 10, and special cards have both special effects cards.
Play your cards reasonably and the players will win