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How to Play Gwent

A complete guide: the goal, three combat rows, card types, weather effects, passing and the fight for two rounds out of three, controls on muta.pro and tips for beginners. Read it — and straight to the table.

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In brief

Goal
Win 2 rounds out of 3
Players
2
Game
10–15 min
Difficulty
Medium
Genre
Card strategy

Goal of the game

Gwent is a duel of decks in the spirit of the "Witcher" universe. Each round players lay units onto the table, adding up their strength, and the winner is whoever has the higher total points at the end of the round. The game runs until two rounds are won: whoever takes two out of three first wins the duel. The main twist is that the cards in hand are not replenished between rounds — this is a game not about strength, but about the ability to manage a limited resource.

Setup

Each player has their own deck of a chosen faction. At the start of the game 10 cards are dealt, and before the first round you are allowed to swap up to two unlucky cards for new ones. Each player has three rows on the table: melee, ranged and siege. Who goes first is determined randomly or by a faction privilege.

Course of play

One card per turn

Players take turns, placing exactly one card onto the table. Its strength is added to the appropriate row, and the total score is recalculated at once.

All rows count

Your score in a round is the sum of the strength of all units across all three rows. One player's total is compared with the other's.

Pass at any moment

Instead of a card you can pass. After passing you no longer play cards until the end of the round, but you also don't waste your hand.

End of the round

When both players have passed, the round ends. The player with the higher score earns the round point; in a tie the round counts as a loss for both.

What it looks like: a breakdown of moves

Your side of the table has three rows: melee ⚔️, ranged 🏹 and siege 🏰. The number to the left of a row is its point sum; the overall round score is the sum of all three rows.

⚔️14
6🗡️
5🪓
3🛡️
🏹9
5🏹
4🎯
🏰8
8💣
The score adds up by rows. 14 + 9 + 8 = 31 points. Compared with the opponent's total — the higher sum takes the round.
⚔️2
1🗡️
1🪓
❄️
🏹5
5🏹
Frost ❄️ hits the whole area. The strength of all regular units in the melee row drops to 1 — for both players at once. A row of 6+5 collapsed to 2. Weather can be cleared with the "Clear Weather" card.
🏰24
7👑
10💣
6🏹
📯
The horn 📯 doubles the row, the hero is invulnerable. The horn doubled the regular units (5→10, 3→6), while the hero 👑 fears neither weather nor effects. The siege row total — 24.

Card types and rounds

Units are the backbone of combat: each such card has a numeric strength and goes into its own row (melee, ranged or siege). Weather cards hit the whole area: for example, frost brings the strength of all regular fighters in the melee row down to one — for both players at once, until the weather is cleared with the "Clear Weather" card. Special cards boost your units (musician, horn), and heroes are invulnerable to weather and effects.

Since the hand is not refilled over the course of the game, the key decision is where to give up. Sometimes it is better to throw a weak round with passes, keeping your strong cards, and confidently take the next two. Whoever mindlessly dumps everything in the first round often ends up with no cards in the second and third.

Controls on muta.pro

🖱️
Selecting a card
Click a card in your hand — the row it goes into will light up. The card's strength and effect are shown right on it.
⬇️
Playing a card
Click the highlighted row to lay the card. Both players' scores are recalculated instantly.
Pass
The "Pass" button ends your round. Think twice: no cards will be added for the next round.
🏳
Score and rematch
At the top you can see both players' round points. On the right — the move log, chat and the "Forfeit" and "Rematch" buttons.

Tips for beginners

Conserve your cards

Don't dump your strong units in the very first round — the hand won't recover, and you can reach the finale empty-handed.

Sacrifice a round

If the opponent has pulled far ahead, pass early: it's better to give up one round than to lay out half your deck for nothing.

Hold the weather

A weather card at the right moment zeroes out dozens of the opponent's points. Save it for an overloaded row.

Count the hand

Remember how many cards are left for you and your opponent. A numeric advantage toward the end of a round often decides the outcome.

Mulligan and starting hand

A game is largely decided even before the first move — at the stage when you have received 10 cards and are entitled to swap up to two of them. The mulligan in Gwent is not about "getting stronger cards," but about balancing the hand across rows and types. An ideal starting hand isn't overloaded with one row and isn't packed with situational cards that are useless without the right context.

65🏹8🏰+7👑vs

On the left — a balanced hand: strength in all three rows plus a hero. On the right — what's worth swapping in the mulligan: two narrow situational cards.

Swap the narrow, not the weak

Clear Weather with no enemy weather out, or a second horn when you have only one row — these are passenger cards. Send exactly those to the mulligan, even if their "strength" on paper is higher than a regular unit.

Keep an answer to the weather

If all your strength goes into one row, a single enemy weather card wipes out the plan in one go. Keep at least one option in another row, or a hero, in your hand.

A heavy card — into reserve

A hero, a horn or a large unit from the starting hand is almost never played in round 1. Treat them as money for the finale and don't spend them on scouting.

Faction style and deck archetype

Although the basic rules are the same for everyone, each faction sets its own handwriting, and understanding the archetype matters more than memorizing individual cards. Some decks win through multipliers (many same-type units under a horn), others through control (weather, removal and spoiling of enemy rows), still others through flexibility and card draw. You need to choose your line in the first moves and play it consistently.

Multipliers

Many cheap same-type fighters in one row, then a horn and bonuses. Such a deck explodes in a single move, but is vulnerable to frost aimed precisely at the overloaded row.

Control

Weather, spoiling, removal of enemy units. It plays off the trade: the goal is not to score more, but to bring down the enemy's total more cheaply than the opponent built it up.

Tempo and draw

Cards that pull more cards, mending card advantage. Such a deck rarely loses on the number of moves and comfortably reaches the third round.

Play against the archetype

Noticed the opponent stacking one row for a horn? Hold the weather precisely for it. Against control, on the contrary, don't load one row in advance.

Don't mix plans

Half a deck for multipliers and half for control is two weak decks in one. Settle on a line and make the mulligan and move order serve it.

A card's cost in points: counting the trade

To make decisions more precisely than "by eye," it helps to convert everything into a single currency — points per card. A regular unit gives its strength (for example, 5 points per card). A horn doubles a row: if 20 regular strength lies under it, a single horn card brings +20 points. Weather that reduced the opponent's 24-point row to three ones is a trade of your one card for roughly 21 points in your favor.

📯
10
6
+16
1
1
−22

One card, but a different scale: the horn 📯 adds +16 to its row, frost ❄ cuts the enemy's overloaded row by 22 points. Compare the "output" of cards in points, not by their face value.

Count the gain, not the strength

A card is valuable not for its number, but for how many points it actually adds for you or takes from the opponent, accounting for the horn, weather and heroes.

Multipliers love a full row

A horn on a row of two cards is a weak trade. The same horn on a row of five units turns one card into a double-digit gain.

Weather pays off with overload

Frost into an empty row costs zero. Frost into a row where the opponent invested 30 regular strength is the best trade in the game.

A plan for three rounds

A strong player keeps in mind not the current move, but the distribution of 10 cards across the whole game. Rounds in Gwent are not of equal value: the first is scouting, the second is the fork, the third is all or nothing. Decide in advance which cards go into which round, and don't break the plan for the sake of a pretty score on the table right now.

Round 1 — cheap and informative

Show minimum strength, force the opponent to reveal themselves. Be ready to give up the round with an early pass if it costs more than your cards.

Round 2 — the fork

Leading in rounds 1:0 — you can again throw it cheaply and decide everything in the third on your terms. Trailing 0:1 — this round is mandatory, commit.

Round 3 — reserve into battle

There's nothing left to conserve. Enter the finale with the heaviest: a hero, a horn on a full row, a couple of strong units. The winner is whoever kept this reserve.

Last-move privilege

In the decisive round the goal is to play your card last, once the opponent has already passed. Stall if you know they have fewer cards.

The round score matters more than points

Don't chase a big margin on the table. Winning a round by one point and by forty is equally one point in the game score.

Frequently asked questions

How many rounds are in a game?
Up to three. The game is won by whoever takes two rounds out of three first.
Can you draw cards during a round?
No. All cards are dealt at the start of the game, drawing happens only through the effects of individual cards. Spent cards cannot be recovered.
Why pass?
Passing conserves cards for the following rounds. Sometimes it is worth throwing a weak round and keeping your strong cards in order to take the other two.
What do weather cards do?
A weather card weakens the strength of all regular units in one of the rows down to one — for both players at once. It can be cleared with the "Clear Weather" card.❄️111☀️654
How many turns does a round of Gwent last?
There is no fixed number of turns: players take turns playing one card each until both pass. As soon as both have passed, the round ends and the points on the table are compared.
Which matters more — winning a round or keeping your cards?
Usually keeping your cards. A round won at the cost of your whole hand leaves you defenseless in the next two. The winner is the one who wisely spreads 10 cards across the whole game, not the one who dramatically takes the first round.
How do you gain a card advantage?
Leave a round having spent fewer cards than your opponent. The simplest way is to pass early in a lost round, forcing your opponent to commit extra cards to win. That extra card in the next round will score points with no reply.
Where is the best place to put a hero?
In a row you yourself plan to freeze, or in a row under threat from the opponent's weather. A hero does not lose strength to frost and effects, so your points will survive while the opponent's regular units in the same row drop to one.
When should you play the horn, and when the weather?
The horn — when strength from regular units has already built up in your row: it doubles them, so you need a non-empty row. The weather — against an opponent's overloaded row: the more they invested in it with regular fighters, the better the trade.
Should you commit more cards if the opponent has already passed and I'm ahead?
No. A round advantage is counted by the fact of victory, not by the point margin: winning by 1 point and by 40 is the same thing. Every extra card after the opponent's pass is a resource lost for the following rounds.
How can you tell that the opponent has run out of strong cards?
By their behavior: long pauses, an early pass, weak units in response to yours. Count how many turns they have made — if they played more cards than you, their ammunition for the finale is smaller, and you can confidently press a long round.
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