‹ dainky
GWENT The tavern table
Your hand
Round I
Settle in. The table is ready.

GWENT

An unofficial fan recreation of The Witcher 3’s Gwent.
Witcher characters and artwork belong to their respective owners.

Prepare for the table

Deck builder

Your deck

Before the first round

Choose your opening hand

Exchange up to two cards, or keep your hand.

A decision at the table

Choose a card

Know your cards

The rules of Gwent

Win two rounds by ending each round with more strength than your opponent. Each card you play is a card you cannot use later. Knowing when to pass is half the game.

  1. Prepare. Choose a leader and at least 22 units. Include up to 10 special cards. Draw 10 cards and exchange up to two.
  2. Take turns. Play one card to a permitted row, use your leader once, or pass. Spies play on the opposing board and draw two cards.
  3. Control the table. Weather weakens non-hero units in a row. Tight Bond, Morale Boost, and Commander’s Horn increase strength. Scorch destroys the strongest non-hero units.
  4. Pass wisely. Passing ends your actions for the round. Your opponent may keep playing. Both players passing ends the round.
  5. Win the match. The lower score loses a life. A tie costs both players a life, except for Nilfgaard’s tie advantage. Between rounds, played cards go to the discard pile; your remaining hand carries over.

At the table: select a hand card, then a glowing row or target. Click a played card to inspect it. Right-click or hold any card for details. Space passes, Enter plays a selected card with one legal action, and Esc cancels a selection.