Learn Gwent
Gwent in 60 seconds
Enough to play a first game without reading anything else. The detail comes after.
- A game is played over three rounds: the first player to win two of them wins the match.
- Each player draws 10 cards, and may discard 2 to draw 2 replacements — once only, before the start.
- Players take turns playing one card on one of the three rows: close combat, ranged or siege.
- The strength of the cards on the board adds up: whoever has the most points once both players have passed wins the round.
- Passing is final for the current round, and your 10 cards have to last all three.
The basics
A game of Gwent is played over three rounds: the first player to win two of them wins the match.
A coin toss decides who goes first. Each player then draws 10 cards from their deck, and may discard 2 of them to draw 2 replacements — once only, before the match starts.
Players then take turns playing one card each. The strength of the cards on the board adds up: whoever has the most points once both players have passed wins the round. Be careful — passing is final for the current round.
A draw makes both players lose the round — unless one of them is playing Nilfgaard, which wins ties.
The three rows
The board is split into three rows per side: Close Combat, Ranged Combat and Siege. A unit can only be played in the row printed on its card — except Agile cards, which let you pick between close combat and ranged.
Rows have no inherent strength or weakness against each other. Weather and several special cards, however, target a specific row: spreading your units out beats stacking everything on one line.
The five factions
Five factions can be played as a main deck: Northern Realms, Nilfgaard, Scoia'tael and Monsters from the base game, plus Skellige with the Blood and Wine expansion.
Each faction has a passive ability that changes how it plays entirely:
| Faction | Passive ability | Expansion | Cards |
|---|---|---|---|
| Northern Realms | Draws an extra card whenever it wins a round. | Base game | 30 |
| Nilfgaard | Wins any round that ends in a draw. | Base game | 34 |
| Scoia'tael | Decides who takes the first turn. | Base game | 28 |
| Monsters | Keeps one randomly-chosen Unit card on the board after each round. | Base game | 40 |
| Skellige | 2 random cards from the graveyard are placed on the battlefield at the start of the third round. | Blood and Wine | 26 |
Leaders
Each faction has 4 leaders in the base game, with a fifth added by Hearts of Stone; Skellige has 2, introduced with Blood and Wine. The last base-game leader of each faction can only be obtained through the "High Stakes" quest.
A leader ability can be used once per match, whenever you choose — well timed, it can turn a game around. A few examples:
- Foltest: Lord Commander of the North
- Clears any weather effects in play.
- Emhyr var Emreis: The White Flame
- Cancels your opponent's leader ability.
- Eredin: Commander of the Red Riders
- Doubles the strength of all your close combat units.
- Francesca Findabair: Daisy of the Valley
- Draws you an extra card at the beginning of the battle.
- King Bran
- Your units only lose half their strength in bad weather.
Abilities and special cards
Beyond raw strength, these mechanics are what give Gwent its depth:
- Decoy
- Swap this card with one already on the battlefield to return that card to your hand.
- Medic
- Lets you pick a card from your discard pile and play it instantly — no heroes, no special cards.
- Spy
- Played on the opponent's side and counts towards their score, but lets you draw 2 extra cards.
- Commander's Horn
- Doubles the strength of all unit cards in that row. Limited to one per row.
- Scorch
- Kills the strongest card(s) on the battlefield (heroes are immune).
- Tight Bond
- Placed next to a card of the same name, the strength of every copy in the row is multiplied by the number of copies gathered there.
- Muster
- When played, every card with the same name in your deck is found and played instantly.
- Morale Boost
- Adds +1 strength to every other unit in the row, applied after all other abilities.
- Agile
- Can be placed in either the close combat or the ranged row, but cannot be moved once placed.
- Hero
- Unaffected by special cards, weather and abilities — but a Commander's Horn won't double it either.
Weather cards
Weather cards reduce units in a row to 1 strength, for both players at once. Heroes are immune.
- Biting Frost
- Close combat row.
- Impenetrable Fog
- Ranged row.
- Torrential Rain
- Siege row.
- Skellige Storm
- Ranged and siege at the same time (Blood and Wine).
- Clear Weather
- Clears all active weather effects.
What the expansions add
Hearts of Stone adds a fifth leader to each of the four base factions, plus a handful of extra cards, several of them neutral.
Blood and Wine introduces the entire Skellige faction, with a mechanic of its own: Berserker units transform into far more powerful war bears as soon as a Mardroeme card is played on their row.
Tips to get started
A few pointers that make the difference, even against the toughest opponents: