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Is there a manual that explains all the details in this game?

I do not understand the card game at all.

Completely mystified.
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I will put it here instead of typing
How To Play Gwent
After starting the game, you’ll have to choose a faction and a leader. Your choice will dictate which cards you’ll be able to use and which faction-specific passive perk you’ll boast. Each faction has at least three variations of their leader.

When you’re done choosing, the game will draw 10 random cards from the deck of your chosen faction. You won’t get to draw any more cards during the game, but you’ll have the chance to re-draw two of them if you’re not satisfied with the results. The game is played in turns – a coin toss decides who goes first, and each player gets to play a card during his turn, or pass. Once you pass, you don’t get any more turns in that round, so pass only when you’re certain you’ll win or have already given up that round.

When both players pass, the round ends. The ten cards you’ve drawn at the start need to carry you through the whole game, so don’t toss them all on the board in the first round.

witcher 3 card game redraw The playing cards have a number in their upper left corner that signifies their strength. Every card you place increases your total strength score, and the player who has a higher score at the end of the round wins it. The game is played in a best-of-three manner – you start with two life gems, and loosing a round destroys one.

There are three types of basic cards – melee, ranged and siege. Each of them goes in a different row on the board, which is important because some special cards affect only certain rows. For instance, weather cards reduce the strength of all units in a certain row (for both players). Some unit cards have special abilities, like increasing the strength of others or reviving dead soldiers.

Finally, you can also have Hero cards in your decks. They are extremely rare, and not without cause – Heroes are units that are immune to special card effects.
I choose a Faction and then choose a Leader but after that it does not seem to draw those10 cards. If I click on Start Game it says " not enough unit cards ".

I don't know how to get more Unit cards are where from.

I click on the icons for the various categories but the right hand side is usually empty.

There seems to be one or more steps involved before getting a game started.
avatar
Rozenman: I will put it here instead of typing
How To Play Gwent
After starting the game, you’ll have to choose a faction and a leader. Your choice will dictate which cards you’ll be able to use and which faction-specific passive perk you’ll boast. Each faction has at least three variations of their leader.

When you’re done choosing, the game will draw 10 random cards from the deck of your chosen faction. You won’t get to draw any more cards during the game, but you’ll have the chance to re-draw two of them if you’re not satisfied with the results. The game is played in turns – a coin toss decides who goes first, and each player gets to play a card during his turn, or pass. Once you pass, you don’t get any more turns in that round, so pass only when you’re certain you’ll win or have already given up that round.

When both players pass, the round ends. The ten cards you’ve drawn at the start need to carry you through the whole game, so don’t toss them all on the board in the first round.

witcher 3 card game redraw The playing cards have a number in their upper left corner that signifies their strength. Every card you place increases your total strength score, and the player who has a higher score at the end of the round wins it. The game is played in a best-of-three manner – you start with two life gems, and loosing a round destroys one.

There are three types of basic cards – melee, ranged and siege. Each of them goes in a different row on the board, which is important because some special cards affect only certain rows. For instance, weather cards reduce the strength of all units in a certain row (for both players). Some unit cards have special abilities, like increasing the strength of others or reviving dead soldiers.

Finally, you can also have Hero cards in your decks. They are extremely rare, and not without cause – Heroes are units that are immune to special card effects.
avatar
Arizona-Willie: I choose a Faction and then choose a Leader but after that it does not seem to draw those10 cards. If I click on Start Game it says " not enough unit cards ".

I don't know how to get more Unit cards are where from.

I click on the icons for the various categories but the right hand side is usually empty.

There seems to be one or more steps involved before getting a game started.
avatar
Rozenman: I will put it here instead of typing
How To Play Gwent
After starting the game, you’ll have to choose a faction and a leader. Your choice will dictate which cards you’ll be able to use and which faction-specific passive perk you’ll boast. Each faction has at least three variations of their leader.

When you’re done choosing, the game will draw 10 random cards from the deck of your chosen faction. You won’t get to draw any more cards during the game, but you’ll have the chance to re-draw two of them if you’re not satisfied with the results. The game is played in turns – a coin toss decides who goes first, and each player gets to play a card during his turn, or pass. Once you pass, you don’t get any more turns in that round, so pass only when you’re certain you’ll win or have already given up that round.

When both players pass, the round ends. The ten cards you’ve drawn at the start need to carry you through the whole game, so don’t toss them all on the board in the first round.

witcher 3 card game redraw The playing cards have a number in their upper left corner that signifies their strength. Every card you place increases your total strength score, and the player who has a higher score at the end of the round wins it. The game is played in a best-of-three manner – you start with two life gems, and loosing a round destroys one.

There are three types of basic cards – melee, ranged and siege. Each of them goes in a different row on the board, which is important because some special cards affect only certain rows. For instance, weather cards reduce the strength of all units in a certain row (for both players). Some unit cards have special abilities, like increasing the strength of others or reviving dead soldiers.

Finally, you can also have Hero cards in your decks. They are extremely rare, and not without cause – Heroes are units that are immune to special card effects.
avatar
Arizona-Willie:
You can get unit cards of different factions by looking for them in the world, or buying them at taverns, inns, etc.
avatar
Arizona-Willie: I choose a Faction and then choose a Leader but after that it does not seem to draw those10 cards. If I click on Start Game it says " not enough unit cards ".
You have to press Esc & go to Gwent Cards
Go to Northern Realms & move the unit cards from your collection on the left, to your deck on the right.
When you have 22 unit cards & it doesn't appear in red, you can play.
After you finish one game, the tutorial will fill out & it is very complete.

Each time you buy or win a new card, press Esc again & move it over.
Actually to refine that... Every time you get new cards, use your Gwent Deck option to see each of your factions. Move higher powered cards from your 'hand' on the left into your play-deck on the right.

You *must* have at least 22 cards in the play-deck to use a faction, some of these can be "neutral" cards, that can be used in all 4 faction decks (e.g. Geralt, Zoltan..)

For Nilfgaard and Northern Realms, you don't want a large hand, so move the weakest of your unit cards back to the left... some cards with low face values are very powerful (e.g. Spies, Healers, and should be kept... some spies have very large face values, and using them is a risk... you get two cards to replace the used spy, but if the value of them is less than 7/9 pts you can be left 'behind'). From time to time you'll get new leaders, switch the leader bonus of your play-deck for each faction to best suit the cards you have.

For most of the game Northern Realms will either be the only, or the strongest deck you can play. Later you'll have the others available too as you gain new cards. Scoi'atel and Monsters have muster cards ~ it can be worth including these into your deck even at the expense of increasing it's size... they all get played when one of each "named group" is in the drawn cards... If you have more than one of any muster group drawn it is worth discarding the extra one during the setup phase...

I've lost 3 or 4 games out of 40-50, but this still requires slightly careful play. Modifier cards are potentially very powerful.

Note that you must win more than you lose. But you don't need to win in 2 rounds within one match. I often yield the first round, rather than expend too many cards. (Northern Realms do get one bonus card on a win, and Medics can bring back unit (but not hero) cards).