Tabletop Simulator

Tabletop Simulator

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Gwent Card Game
   
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Game Category: Board Games, Card Games
Number of Players: 2
File Size
Posted
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91.913 KB
5 Jan, 2016 @ 2:44am
5 Jan, 2016 @ 8:27am
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Gwent Card Game

Description
This is a fanmade version of Gwent from Witcher 3, which I only made cause I enjoyed playing Gwent.

The Table:
There's 3 rows where you place your Unit Cards. The symbols on the row show what units can be placed there.
Next to each of these rows is a slot where you place the Special Card: Commander's Horn.
A slot for Weather Cards.
You place Torrential Rain, Biting Frost, Impenetrable Fog and Clear Weather on this slot.
Multiple Weather effects can be in play.
A slot for your Leader Card, next to the slot there is a crown which tells that you can play your Leader
Cards Ability. You can only do this once per round.
A slot for your discard pile(the one with the skull next to it). After a round ends you place all your cards on the battlefield in this pile. Scorched cards also go here.
And a slot for your deck. You draw from this pile.

Your Deck:
You can only have 1 leader card in your deck, and it must be placed on the Leader Card slot. Each Leader Card determines your faction.
Foltest: Redanian
Emhyr var Emreis: Nilfgaard
Francesca Findabair: Scoia'tael
Eredin: Monster
You need 22 Unit Cards minimum, the maximum is 50 Unit Cards.
You can only have 10 Special Cards in your deck, however it's your choice if you want to have any in your deck at all.
You can have multiple of the same Unit/Special Cards in your deck as long as there is more than one of the same to choose from.
You cannot use Unit Cards that do not belong to your faction.
Neutral Cards are not limited to any faction, so anyone can have them in their deck.
The faction that a card belongs to can be seen on a banner located on the left side of a card. If there is no banner, it is not limited to any faction. (Excluding Leader Cards)

Cards:
Close Combat Cards - Weak to Frost cards
Ranged Combat Card - Weak to Fog cards
Siege Combat Cards - Weak to Rain cards
Abilities
Abilities can only be used when the card is placed, not after. This means if you place a card with the Medic Ability, you cannot decide to take a card from your discard pile whenever you choose.
Hero: Not affected by any Special Cards or Abilities. Can be identified by a golden rim around the Strength number.
Spy: Place on your opponents battlefield (counts towards opponent's total Strength) and draw 2 cards from your deck. Can be identified by an eye symbol below the units Strength.
Commander's Horn: Doubles the Strength of all unit cards in that row. Limited to 1 per row. Can be identified by a warhorn symbol below the units Strength.
Medic: Choose one card from your discard pile and play it instantly (no Heroes or Special Cards). Can be identified by a healing symbol in a heart below the units Strength.
Scorch: Destroy your enemy's strongest Close Combat unit(s) if the combined Strength of all of his or her Combat Unit(s) is 10 or more. Can be identified by a skull below the units Strength.
Tight Bond: Place next to a card with the same name to double the Strength of both cards. Can be identified by a handshake symbol below the units Strength.
Morale Boost: Adds +1 Strength to all units in the row, excluding itself. Can be identified by a healing symbol.
Muster: Find any cards with the same name in your deck and play them instantly. Can be identified by two soldiers beside eachother.
Agile: Can be placed in either the Close Combat or the Ranged Combat row. Cannot be moved once placed. Can be identified by two arrows circling.
Special Cards
Commanders Horn: Doubles the Strength of all unit cards in a row. Limited to 1 per row.
Decoy: Swap with a card on the battlefield to return it to your hand.
Scorch: Discard after playing: Kills the strongest card(s) on the battlefield. This means if there is two cards on the enemy battlefield with 10 Strength, both cards will get Scorched.
Weather Cards
They counts as a Special Card
Biting Frost: Sets the Strength of all Close Combat units to 1 for both players.
Impenetrable Fog: Sets the Strength of all Ranged Combat cards to 1 for both players.
Torrential Rain: Sets the Strength of all Siege Combat cards to 1 for both players.
Clear Weather: Removes all Weather Card effects.

Factions:
Each faction has their own trait and every leader has their own Ability. You can only use your Leader Cards Ability once per round.
Northern Realm: Get one additional card every time a round is won.
King of Temeria: Pick an Impenetrable Fog card from your deck and play it instantly.
Lord Commander of the North: Clear any Weather Card (on both sides) currently in play.
The Siegemaster: Doubles the Strength of all Siege Combat units, (unless a Commander's Horn is in that row).
The Steel-Forged: Destroy opponent's strongest Siege Combat units if the Strength of that row is 10 or higher.
Nilfgaardian Empire: Automatically win rounds that end in a draw.
His Imperial Majesty: Pick a Torrential Rain card from your deck and play it instantly.
Emperor of Nilfgaard: Look at 3 random cards from your opponents hand.
The White Flame: Cancel your opponent's Leader Ability.
The Relentless: Draw a card from your opponents discard pile.
Scoia'tael: Player with this deck chooses who begins each round.
Pureblood Elf: Pick a Biting Frost card from your deck and play it instantly.
Daisy of the Valley: Draw an extra card at the beginning of the round.
The Beautiful: Doubles the strength of all your Ranged Combat units (unless a Commander's Horn is in that row).
Queen of Dol Blathanna: Destroy your enemy's strongest Close Combat unit(s) if the combined Strength of all his or her Close Combat units is 10 or more.
Monster: Player with this deck will keep one random unit on the board after each round.
Commander of the Red Riders: Pick any weather card from your deck and play it instantly.
King of the Wild Hunt: Double the Strength of all your Close Combat units (unless a Commander's Horn is in that row).
Destroyer of Worlds: Restore a card from your discard pile to your hand.

Rules:
The point of Gwent is simple: ensure that the total Strength of your cards on the battlefield is greater than that of your opponent's.
You must choose only one Leader Card and place it in the slot. The Leader Card you've chosen is limited to only its own Unit Cards and Neutral Cards.
You must draw 10 cards from your deck at the start of the game. You can also redraw two cards from these 10 cards you've drawn in hopes of better cards.
A coin toss at the start of the round will determine who goes first. Toss the coin again at the following rounds.
There are three categories that every unit goes under: Close Combat-Ranged Combat-Siege-Combat
You can only place Unit Cards in sections their category belongs to unless they have the Agile Ability.
The numbers on the top left on a Unit Card is their Strength.
If their Strength number is golden, that card is a Hero Card. The symbol below is their Ability (if the Unit Card has an Ability).
Every units Strength combines into one big number, if this number is higher than your opponents at the end of the round, you win that round.
When a round ends, all cards on your side of the battlefield goes into your discard pile. Also, whoever lost the round has to flip the white circle to the black side. When both are black, the person has lost.
A round ends when both players have either passed or have run out of cards.
You can pass a round at any time in the game. However if your total Strength is less than your opponents when he or she also passes, you lose a round.
Whoever wins two rounds first, wins the game.

Side Notes
I have placed 4 Decks on each side of the table, every deck contains all possible cards that the faction can have.
This means that every deck has all Neutral Cards, Special Cards, Weather Cards and every Unit Card.
Remember, you can maximum have 50 Unit Cards and 10 Special Cards (Weather Cards go under this category) in your deck, you need atleast 22 Unit Cards in your deck before you can play.