The Witcher 3 adventure archiveThe Witcher 3: Wild HuntGUIDES
The Witcher 3: Wild Hunt / Gwent

The Witcher 3 Gwent guide: deck rules, spies, weather and passing

Learn the original single-player card minigame and conserve cards across rounds.

Edition covered

Unmodded The Witcher 3: Wild Hunt base campaign, covering the established classic and next-generation-update systems. Hearts of Stone, Blood and Wine, and later remastered or expansion-specific changes are outside scope. Publisher screenshots are illustrative promotional media, not proof of a particular balance patch.

Build a legal and focused deck

A close view of Geralt wearing armor and his wolf medallion outside a wooden building.
A close view of Geralt wearing armor and his wolf medallion outside a wooden building.

The Witcher 3’s Gwent minigame has its own rules, separate from the standalone Gwent game. Start with Northern Realms and improve it as you win or buy cards. A playable deck needs at least twenty-two unit cards; adding weak extras makes it less likely that the opening hand contains your best options.

Core rules of the Witcher 3 minigame
RuleRequirement or behaviorWhy it matters
Unit minimumAt least 22 unit cardsSpecial cards do not replace the required units.
Opening hand10 cards with up to 2 redrawsMost resources must last across the match.
Match goalWin 2 roundsAvoid spending everything to win only the first.
PassingNo more cards from you in that roundThe opponent may continue playing.
Combat rowsClose combat, ranged and siegeWeather affects the relevant row on both sides.

Think beyond the current round

A match is normally won by taking two rounds. Passing ends your participation in the current round, so do it only after considering whether the opponent can cheaply overtake you. Losing one round can be worthwhile if the other player commits several valuable cards while you keep a stronger hand.

Use card abilities to preserve options

A spy grants the opponent its strength but draws two cards for you. Decoys, medics and tight-bond groups each work differently, and hero cards are protected from many normal interactions. Read a card’s text before trying a combination, especially when an effect says it only works on non-hero units.

Common card effects at a glance
EffectWhat it doesDecision
SpyAdds strength to the opponent and draws 2 cards for youTrade current-round points for hand resources.
DecoyReturns a selected eligible friendly unit to your handReuse an eligible unit or recover a spy played onto your side.
MedicPlays an eligible non-hero unit from your discard pileChoose a useful effect as well as raw strength.
Tight BondBoosts matching named units played togetherKeep enough matching cards to make the group worthwhile.
WeatherReduces affected non-hero row strengthInspect both sides before damaging your own row.
ScorchDestroys the strongest eligible unit or tied unitsIt can destroy your own highest-strength units too.

Collect steadily and save before special matches

Check merchants for cards and play manageable opponents while exploring. Quest matches and tournaments deserve a separate save because some opportunities are tied to story progression. This page teaches play and deck decisions; it is not a complete missable-card checklist or a claim that any opponent can be revisited forever.

Useful tip

The Skellige faction belongs to Blood and Wine; it is not part of the original base-game faction set.

References
Guide references
ReferenceWebsite
Witcher Wiki: in-game Gwent ruleswitcher.fandom.com
CD Projekt Red: Gwent card ability manualcdn-l-thewitcher.cdprojektred.com