Legendary Card Game Review
Blog Andrew Joseph 18 Sep , 2025 0
The Witcher 3 is one of the best-selling and most popular video games of all time, but for all the myriad plays that have poured into its narrative and subsystem, especially one that stands out: Gwent. This is a Mini Game In the game, players are seen collecting cards from different sources, building decks and finding opponents, sometimes for money, usually just for fun. Players love it, swapping questions about where to get the best cards, how to beat the hardest enemies, spending the entire session just playing Gwent instead of promoting the main plot and countless side questions. Perhaps inevitably, it has reached a standalone physical version.
For clarity, Gwent actually has two different versions. There are games from Witcher 3 games and a separate video game called Gwent: Wizard Card GameThis is run by the gaming platform GOG, and is very different from the original online showdown game to give players a head-on grasp. This physical card game is a faithful copy of the original Witcher 3 version, not the GOG version.
What's in the box
Just as the protagonist Geralt collects cards to play Gwent in a video game, Gwent: Legendary Card Game is a box full of cards. It is important to note that it contains versions of all the cards in the video game, as well as its downloadable content, totaling nearly 450 cards. They are also similar to what you see on the screen using the same layout, artwork and symbolic images.
While this is a little frustrating – some cards have interpretive text which is very helpful, while others have only icons and even if there is room for description, it does allow you to appreciate the art. In the gorgeous polygons in video games, it's easy to ignore how diverse Gwent's card art is. Here, it is front and middle, it is delightful and full of life and details, even though they are different on copies of the same function.
In addition to the cards, there is a small token and a paper game pad that organizes your cards during the game. These are disappointing, fragile and prone to wear. The game pad is not easy to flatten, and the creases make the card slide. In tokens, there is a score tracker and it is usually easier to use it and organize cards while playing the game yourself.
Rules and how they play
Gwent is actually a weird game, although you probably won't pick it out right away from scanning the rulebook, which is too short to provide few ways to examples. It played three rounds and was the first player to win two wins throughout the game. At the beginning of the first round, you draw 10 cards, which is the weird and critical bit – that's all you get in the entire game. You no longer draw any cards in the second or third rounds. Your initial 10 must last the entire game and learn when to eliminate them and when to keep them is the central plank of the game strategy.
Your game area is divided into three rows for melee, missile and siege units. Most cards have a symbol indicating which line they play. Playing cards are usually as simple as putting them in marked lines. Such cards usually have strength value, which you will add to the growing power in the game. This continues until a player passes instead of playing cards, and then their opponents can carry the playing cards until they pass too. The player with the highest total strength will then win the game.
While this sounds simple, it immediately presents some challenges for players. In the first round, either player can only keep playing cards, but doing so will make them less likely to win the other two rounds, thus winning the game. So you are trying to read each other, consider the cards in your hand, and decide when to pass and when to push. This is a poker-like element because there are no statistics in predicting what the opponent holds, which means there is no real bluff element. In fact, if they built the deck themselves, you probably have no information at all. Every decision has a certain stimulation into the unknown, but your choice or play choice is made in a frustrating vacuum.
To solve this problem, the game offers various cards with special abilities that represent on the cards rather than text, small speed bumps to overcome when learning the game. Most of them are very simple. A tight bond multiplies the strength of the card by the number of other cards around you. The spy-capable card plays to half the opponent's territory, adding to their power, but allows you to draw two new cards. The doctor allows you to retrieve and play a card from discarded situation, and so on.
There is some mud in the water. A simple example, you won't want to play the doctor at the opening ceremony, as there may not be any discards available.
In addition to unit cards, there are also various special cards. The easiest thing to deal with is the heroes, who behave largely like units, but are not affected by special abilities, making them difficult to eliminate or invalid. The weather card plays to the sides of the board and affects both sides, reducing the intensity of all cards (except heroes) in one of the three zones to one. These can create huge fluctuations, and there are other special cards like the Commander's Horn, which doubles the intensity of all cards on its rows, or burns, which sends the highest intensity cards in the game to the discarded heap. These add excitement and expectations for a pass or play mechanic and also provide some tactical structure. If your opponent is dropping a long-range battle card and you hold a mist card that reduces the line to Power 1, you can save your own remote card and hopefully cause an annoying surprise.
While the entire span of card types and power does make it more fun to turn to decisions, and given that some of them may be changing the game, you are still making decisions in the dark. For example, that fog card is: The strategy is very basic, and if your opponent has only one remote card, it isn't actually that useful, and if they also have a clear weather card to fight it, it would be useless. You can't know their hands or decks. Gwent is an exciting game, but it's not a particularly strategic game.
However, it is the main attraction of deck building games, deck building games strategy From determining which cards you want to include on the deck before you can use it. There are various rules about what you can include. The legal deck includes a single leader who provides a special ability that you can use in the game once, at least 22 unit cards, and up to 10 special cards such as Heroes and Weather. The game contains five factions, each with a specific game style and a set of powers that you can only build with cards from your own faction. For example, Nilfgaard specializes in card cards, while Skellige deck includes revelers that can be triggered and replaced with more powerful alternatives. And, since you can use all the cards in a video game, you have a lot Deck construction Options.
The problem is, however, you choose to build the deck, and the game is permanently hindered by this randomness. You can put all the work you want into a well-planned card, but if your opponent happens to have a card that offsets your best abilities, you might be screwed up. Is it not, if they just play it at the wrong time because they have no idea about your hands and opponents' holdings. Worse, it seems that some cards and factions are better than others. The 10 card limit throughout the game is so cruel that two extra cards drawn by spies can definitely change the game. So, factions that are good at generating cards – Northern Territory, Nelfgard and Monsters – are better than those that don't. Among these factions, you usually need to include the ability to attract cards.
In addition, there is still a lot of frustration when tracking the game state. You can mark counters as dozens and one power, which is a picky start. But once you get effects like Commander's horn and tight bonds, the total number of power goes up and down explosively, and it's impossible to mark it as a mark except when each card is played. In the original video game, this is all done automatically, making it easy, but it's the right amount of royal pain, especially given how card effects can stack up card effects, so it's easy to miss something and calculate the total number of errors.





















