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This is a guide on how to play the card game Gwent in the game The Witcher 3: Wild Hunt. Read on to learn the basic rules of the game, the differences between each deck, and the details of gameplay.

List of Contents

How to Play Gwent: Game Basics

Gwent is a strategic card game in which players compete with decks of Unit Cards and Special Cards to have the most total Power on the board. Players are required to win two out of three Rounds to claim victory.

Selecting a Deck

Before starting a game of Gwent, Geralt will be able to choose a Deck to play with, each based on a Faction in the world of The Witcher series. The decks available are Northern Realms, Nilfgaardian Empire, Scoia'tael, and Monsters, with an additional Skellige Clans deck available in the Blood and Wine DLC.

See our list below to learn about what cards are available in each Deck.

Selecting Cards

Geralt must play using the cards he has obtained throughout his travels, and he can choose which cards from a given Faction he will use in a Deck. Neutral Cards and Special Cards can be used with any Deck.

To use a Deck, a minimum of 22 Unit Cards are required. Geralt starts out with a full Northern Realms deck, and it will take some time playing Gwent to acquire enough cards in the other Decks to be able to use them. A deck can also include anywhere from 0 to 10 Special Cards.

Card Power

Each Unit Card has a Power from 0 to 15 which determines how many points the card provides to the player. At the end of the game, the player with a higher total Card Power on their side of the field wins.

Card Range

The field is divided into three rows on each player's side – close combat, ranged, and siege. Each Unit Card has an icon showing its Range, which determines which of the three rows it can be played in.

Close CombatThis unit fights on the Close Combat row.
RangedThis unit fights on the Ranged row.
SiegeThis unit fights on the Siege row.
AgileThis unit has the flexibility to be placed on either the Close Combat or Ranged rows.

Weather Effects

Players can use Weather cards to affect the Power of Unit Cards in each row. Biting Frost will reduce the power of all Close Combat Units to 1; Impenetrable Fog will reduce the power of all Ranged Units to 1; while Torrential Rain will reduce the power of all Siege Units to 1.

Weather: Biting FrostThis appears as a non-unit Neutral card. It sets the strength of all Close Combat cards to 1 for both players.
Weather: Impenetrable FogThis appears as a non-unit Neutral card. It sets the strength of all Ranged cards to 1 for both players.
Weather: Torrential RainThis appears as a non-unit Neutral card. It sets the strength of all Siege cards to 1 for both players.
Weather: Skellige StormThis appears as a non-unit Skellige card. It sets the strength of all Ranged and Siege cards to 1 for both players.
Weather: Clear WeatherThis appears as a non-unit Neutral card. It removes any current weather effects across the entire battlefield.

How to Play Gwent: Playing the Game

Starting the Game

Each player will draw 10 cards from their Deck at the start of the first Round. Aside from card-drawing Effects and Abilities, these are the only cards you will be able to use for all three Rounds, so it's not always best to play all your strongest cards in the first Round!

At the start of the first Round, a coin flip will determine which player goes first in the first Round. In the second Round, the winner of the first round will go first, while in the third Round, the winner of the second Round will go first.

Playing a Round

Play Gwent Decks

Each turn, each player will play a single card from their hand. This continues until both players have either run out of cards, or decided to Pass.

After a player Passes once, they won't be able to play again until the Round is over, so their opponent will be able to play as many cards as they want in a row. Be sure to wait until you're done playing cards to Pass.

When a Round ends, the player with more Card Power on their side of the field wins.

Winning the Game

Play Gwent With Friends

To win a game of Gwent, a player must win two of the three Rounds. If a single player wins both of the first two Rounds, the third Round is skipped.

How to Play Gwent: Details

Deck Perks

Each Deck has a special, unique Perk that benefits players who use it.

  • Northern Realms: When you win a Round, draw a card.
  • Scoia'tael: You can choose who goes first on the first Round.
  • Nilfgaardian Empire: Wins if the Round ends in a tie.
  • Monsters: One random Unit on your side stays on the field after a Round ends.
  • Skellige Clans: At the start of the third Round, two random Units are moved from your graveyard to your side of the field.

Card Abilities

Some cards have special Abilities which usefulness beyond simple Card Power and brute force. A card's Ability is indicated by a special icon appearing on the card.

BerserkerThis unit changes into a much stronger version of itself if a Mardroeme is played before or after it.
Commander's Horn This appears as a non-unit Neutral card (place on any row), or as a character’s ability (affects only the row the character is played on). It doubles the strength of all unit cards in that row. Limit to 1 per row.
DecoyThis non-unit Neutral card allows you to swap it with a card on the battlefield to return it to your hand.
HeroThis unit is immune to any special effects or abilities.
MardroemeThis appears as a non-unit Skellige card (place on any row), or as a character’s ability (affects only the row the character is played on). It triggers transformation of all Berserker Cards on the same row.
MedicAfter playing this card, choose one card from the discard pile and play it instantly (no Heroes or Special cards).
Morale BoostAdds +1 to all units in the row (excluding itself).
MusterFind any cards with the same name in your deck and play them instantly.
ScorchDestroy enemy’s strongest unit in a specific row, if the combined strength of all his or her units is 10 or more. “Scorch” and “Clan Dimom Pirate” cards affect the whole battlefield. “Scorch (Specific Row)” cards (which are all “character” cards, beside the Clan Dimom Pirate) affect only one row.
SpyPlace on your opponent’s battlefield and draw 2 cards from your deck.
Tight BondPlacing this unit next to a card with the same name will double the strength of both cards.

Leader Cards

In addition to Unit Cards and Special Cards placed within a Deck, each Deck uses a Leader card which is held separately. Leader Cards each have a unique Ability usable during any Round of play. Some Leader Abilities are activated at a specific point during the game; others have a continuous effect lasting throughout the game.

Draws & Tie Games

If both players have the same Card Power at then end of a Round, the Round will count as a loss for both players.

If the third and final Round ends in a draw, the game will end with no rewards or losses, and Geralt will have a chance for an immediate rematch.

Play Gwent Card Game

Related Links

List of Gwent Quests
All Gwent CardsAll Gwent Players
How to Play GwentGwent Card Effects
How to Get The Best Gwent Cards Best Gwent Cards
Best Northern Realm Gwent Deck Best Nilfgaardian Empire Gwent Deck
Easy Gwent Opponents -
List of Gwent Cards by Faction
Northern RealmsScoia'taelNilfgaardian EmpireMonsters Deck
Skellige ClansSpecial CardsWeather CardsNeutral Cards

This feature will teach you how to play Gwent, the collectible card game in CD Projekt RED’s The Witcher 3: Wild Hunt. We will cover basic strategies for winning Gwent matches, with tips, a breakdown of the different cards types and when to use them against your opponent. In addition, we’ll tell you how to collect all 199 Gwent cards to build the ultimate deck.

What is Gwent?

Gwent is a collectible card game Geralt of Rivia (you) can play at key locations in The Witcher 3: Wild Hunt; in between finishing Secondary Missions and Treasure Hunts. The game pits two armies against each other, with users playing different cards to gain an advantage over the other.

You’ll first play Gwent early on in White Orchard village. Go inside the tavern and speak to the scholar. This will begin the Gwent tutorial, and soon afterward, present an opportunity to play a match. Speaking to the scholar also presents Geralt with many Gwent side quests and opportunities to acquire different cards.

Throughout your adventure, Geralt will meet a variety of innkeepers and merchants who play Gwent. In addition, you will be able to take part in Gwent tournaments and regional competitions. In some cases, you will only play against specific non-player characters one time, which makes understanding the general flow of the game extremely important since you cannot afford to lose.

Many key characters in the game have their own Gwent cards.

Tips for Playing Gwent

  • It’s OK to pass your turn, since doing this doesn’t admit defeat. Maybe you passed because you prefer to save cards for later in the match (remember, you only have 10). Maybe the other player cannot beat your hand. Basically, don’t feel shame in doing this most of the time. You can still win.
  • Avoid playing the strongest cards in the early goings of the match. Again, you have 10 cards to play with.
  • Use weather cards that will impact your opponent, and do your best to toughen up rows containing your own cards that will not get affected by this Weather card.
  • Did you acquire a new and powerful card? Consider adding it to your deck immediately. Create the strongest deck possible. Fact is, you’ll need to do this ASAP if you intend to defeat the best Gwent players in The Witcher 3. Always seek to give your deck a boost.
  • Ideally you want a relatively small amount of strong Neutral, Hero, Unit and Special cards in your deck. Get rid of low-level cards to increase the odds of getting a great hand during a game.
  • If someone challenges you to a match, accept immediately. In some cases you will only receive one chance to compete against someone. Stop at every inn and tavern to play Gwent as much as possible and secure more powerful cards to improve your deck.
  • Don't play your entire hand on the first turn. It's OK to lose the first turn because you have to win two turns to win a match. You need enough good cards to win the second turn. If your opponent wants to use most of his cards on the first turn, it means he has very little to work with afterwards.
  • Have an even distribution of cards to cover every panel in case one panel gets knocked out.
  • Pay close attention to your opponent's faction so you know what passive ability he has and can defend against it.
  • The higher the attack value on your cards, the better. The highest attack wins, so there's no reason to have a card with one attack when you can replace it with a card in the same class with a higher attack value.
  • Try not to have more than 22 unit cards in your deck so you have a higher chance of getting your best cards during the opening draw.
  • Keep your faction's passive ability in mind when creating decks. For example, if you're playing under the Nilfgaardian Empire you win all draw games. That means you can aim for a draw game instead of always going for a win.
  • If your total unit strength is below 100 in a 22 unit card deck, you will probably lose most matches after the first few hours playing.

Rules of Gwent

When a match begins, the game selects the starting player with a coin toss.

From there, each person receives 10 random Gwent cards pulled from their decks. You then discard two cards you don’t want and redraw in the hope of receiving two superior cards. You normally redraw once per match.

Play gwent decks

With the match underway, players put a Unit Card on the Gwent board in a combat row; you play one card per turn unless the card you placed contains an ability that allows more than one. Furthermore, you have the option to also play a Weather Card that may boost that Unit Card’s power.

Units Cards contain different amounts of Strength points that comprise your overall total. You win a round of Gwent if you have more points than the other player. A round concludes when both players no longer have cards or one person decides to pass on his or her turn and the other player has more points.

The first person to win two out of three rounds takes the match.

Gwent Decks

Gwent contains four possible types of decks. These include The Northern Realms, Nilfgaardian Empire, the Scoia’tael and Monsters. In each deck you will find a unique Leader Card, Unit Cards, Special Cards and Weather Cards. Finally, decks possess the following signature abilities.

Northern Realms: You will receive one additional card every time you win a round.

Nilfgaard: You automatically win rounds that end in draws.

Play

Scoia’tael: This deck type will choose which player begins a round.

Gwent

Monsters: You will have a random Unit Card on the board following a round.

Continue Geralt of Rivia’s epic adventure with Prima’s free walkthrough for The Witcher 3: Wild Hunt, then look at every Gwent card in the gameand make lots of Crowns.

Ready to stand against the Wild Hunt? Prima’s official strategy guide provides a comprehensive walkthrough to help make decisions, navigate the vast game areas and reach the ending you want. The collector's edition offers even more, with 32 pages of bonus content.

Types of Cards

Leader Cards: This character serves as the commander of your deck. Each Leader card has an ability players can use once per match and during his or her turn. Over time you’re able to strengthen a Leader card using variants Geralt will find, buy or earn. Consider it your ace in the hole, allowing you to make a comeback to win a round.

Unit Cards: These are more like the grunts of battle, allowing you to score lots of points. During play you will find three types of these cards, Close, Ranged and Siege. Understand what each card does, since they have the power to make played cards stronger.

Special Cards: These cards produce different effects on cards already on the game board. This includes those aforementioned Weather Cards, but don’t be too hasty. A weather card can negatively impact every single card in play, even yours! This may have serious consequences for your Strength points, though at least on the positive side, there’s a Weather card that eliminates previously played Weather cards.

The key here is to understand what each Weather card does. Fog wrecks Ranged Combat cards, Snow impacts Close Combat cards and Rain affects Siege cards. Play with caution.

Hero Cards: Consider these among the most powerful cards in your deck. Special cards have no affect, so consider playing these instead of Unit cards.

Neutral Cards: Think of Neutral cards as Hero cards, except they don’t fit into one of those four factions. Perfect example, Geralt of Rivia and the beautiful Yennefer of Vengerberg. Play these cards and you will likely boost other Gwent cards on the board.