GUIDE

Gwent

The Continent's favourite card game — and a genuinely great one. Beat every innkeep and merchant to build the ultimate deck.

The Rules in 30 Seconds

  • Best of 3 rounds; whoever has the higher total card strength wins the round.
  • You keep your hand across all rounds and never draw back to full — so card advantage is everything. Sometimes pass to bait the enemy into overspending.
  • Three rows: Close, Ranged, Siege. Weather cards nuke a whole row; Commander's Horn doubles a row.
  • Spy cards go on the enemy side but let you draw 2 — the single best mechanic in the game.

The Five Decks

DeckPlaystyle
Northern RealmsBest starter — Spies + card draw + double Siege with the Horn
NilfgaardSpies, medics and win-condition control
Scoia'taelFlexible row placement & special cards; strong with heroes
MonstersKeeps one random card each round + Muster swarms & weather
Skellige (Hearts of Stone)Damage & resurrection tricks

Get the Best Cards

Buy cards from innkeeps & merchants in every region, win them from named players, and complete the Gwent quests: "Playing Innkeeps," "Old Pals," "Big City Players" and the collection quest "Collect 'Em All." Prioritise Hero cards (immune to weather & effects) and Spies.

Golden rule

Never spend more cards than you must to win a round. Lose round 1 cheaply to bleed the AI dry, then sweep rounds 2 and 3.

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