This glossary was compiled, written, and edited by Lothari and SwanDive with the help of these amazing people: Damorquis, Danman233, Green Cricket, Gvuardya, Gwent2town, ImpairedTuxedo, Kai_a, lordgort, Molegion, Santtu2x and shinmiri2.
Special thanks to Gnurrgard for inspiring this project by sharing his knowledge on CCG theory and giving us continued feedback.
Playing deep into Round 2, having won Round 1, with the perceived or actual intent to win in two rounds.
If a player wins Round 1 and continues to play Round 2 instead of dry-passing, the player can either bleed their opponent or attempt to two-zero them. A player two-zeroes their opponent when they have won the second Round as well as the first, and the third round is thus not played. Two-zeroing can be a viable strategy if a player either has card advantage or if their hand can generate more value than their opponent’s hand. Two-zeroing the opponent is also referred to as "two-oh’ing," "two-rounding," or, more colloquially, "denying dailies."
Green Cricket is one of the heads of Aretuza, creating an environment where players and content creators can thrive and continuously improve themselves. In addition to his work at Aretuza, he runs a Gwent YouTube channel for beginners and advanced players alike. He teaches how to become better at Gwent and offers one in-depth Gwent guide each week as inspiration.