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Don’t Toss Any Coins to Gwent: The Legendary Card Game

Don’t Toss Any Coins to Gwent: The Legendary Card Game

Gwent: The Legendary Card Game is a fictional game within the universe of The Witcher, where players can collect the cards required to play Gwent and then play it within the video game. Or so I’ve read: I’ve never played The Witcher itself. I have played Gwent, though, and it simply does not work.

Gwent takes its title from the Welsh name for a former county in the southeastern part of the country, part of an unfortunate trend to steal Welsh place names and terms and use them in fantasy settings because they look ‘exotic’ to English speakers. It’s a card battle game that has elements of deckbuilding and hand management games, as players will select cards from their chosen faction out of the five in the box, then build a deck to battle an opponent three times, with the winner of two of the three the ultimate victor.

Battles are mostly determined by card strengths—each unit card has a base strength value that may be ‘boosted’ by other cards, or sometimes directly by itself, while those cards can also be attacked and take damage, with the player discarding a card if it takes damage equal to or greater than its strength. Each player has two rows for cards, one for melee units and one for ranged ones. Some cards get an action when they’re first played, others get an action starting in the following round, and a whole lot of cards do nothing but sit there and be strong. A round ends when both players pass; at that point, the player with the higher total strength in their area wins the battle, and if the game isn’t over, players keep their hand cards into the next round, drawing just three more cards regardless of how many they were holding. Thus there’s some strategy involved here in choosing which of the three battles to punt so you can win the other two, such as when you know your hand happens to have many of your weaker cards, while your stronger ones are still in the deck and more likely to appear in a subsequent round.

Gwent board game card game

The problem with Gwent is that it’s a half-formed game, built out of ideas around what a game should include but without the kind of full playthroughs that would reveal that there just isn’t a lot of game underneath the hood. It wants to be a deckbuilder in the Magic: the Gathering style, but all of the cards are already in the box—you create your deck from what’s there, but you’re not acquiring the cards—and the majority of cards just don’t do anything interesting or useful. In my plays, it’s more of a war of attrition, where the winner has worn the other down because they had higher-valued cards in that particular round, which isn’t a particularly strategic or compelling way to play any game.

Players do have leaders that get limited actions to use in each game and there are action cards, distinct from the fighting units, that also get single-use powers that can be significant, but there aren’t enough of them to make the game more challenging. It just comes down to who gets higher-valued cards in their hand in each round, and that doesn’t do it for me. 

This new edition of Gwent—there were smaller releases about a decade ago—includes five factions and has variant rules for solo play and for multiplayer games beyond the duel format of the original. It’s quite possible this game just isn’t for me, as I haven’t played (or read, or watched) The Witcher and I’m not a fan of deckbuilders per se, but I have played some good deckbuilders, ones with far more synergy between the cards in their decks so that there is real strategy in constructing them and then working through the deck through draws. Gwent doesn’t offer any of that; it seems like it’s here as a sort of fan service for Witcher fans, nothing more.


Keith Law is the author of The Inside Game and Smart Baseball and a senior baseball writer for The Athletic. You can find his personal blog the dish, covering games, literature, and more, at meadowparty.com/blog.

 
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