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Learn Gwent

Enough to play a first game without reading anything else. The detail comes after.

  1. A game is played over three rounds: the first player to win two of them wins the match.
  2. Each player draws 10 cards, and may discard 2 to draw 2 replacements — once only, before the start.
  3. Players take turns playing one card on one of the three rows: close combat, ranged or siege.
  4. The strength of the cards on the board adds up: whoever has the most points once both players have passed wins the round.
  5. Passing is final for the current round, and your 10 cards have to last all three.

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 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.

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:

FactionPassive abilityExpansionCards
Northern RealmsDraws an extra card whenever it wins a round.Base game30
NilfgaardWins any round that ends in a draw.Base game34
Scoia'taelDecides who takes the first turn.Base game28
MonstersKeeps one randomly-chosen Unit card on the board after each round.Base game40
Skellige2 random cards from the graveyard are placed on the battlefield at the start of the third round.Blood and Wine26

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.

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 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.

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.

A few pointers that make the difference, even against the toughest opponents:

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