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The Unofficial Gwent Glossary [16.4.2019]

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I have compiled the following guide and glossary for all players of Gwent, both new and returning, to help explain and navigate the game's terms and mechanics.

This guide attempts to cover the major points, systems, and terms which may not be immediately self-explanatory. It is intended as a convenient reference resource, however, it is not exhaustive in scope, and remains an unofficial glossary. It is not intended as a comprehensive tutorial for Gwent. If players have suggestions, proposed additions, critiques, or other feedback, please, PM me. In the event of significant changes to Gwent, I will update entries accordingly.

Have a good game!
Addendum: Information and the link to the official Gwent Library, a resource for building and sharing decks, may be found here.


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Cards are divided into three major categories: Units, Artifacts, and Special Cards. Special Cards include Alchemy, Organic, Row Effects (unlabelled), Spells, and Tactics, however, not all Special Cards fall into these subcategories. Special Cards can be identified by the flame icon.
Special b.jpg

The Battlefield: The game board, upon which Gwent is played. Each side contains two rows: Melee and Ranged.

Melee Row: Identified by the sword symbol.

Ranged Row: Identified by the bow symbol.

Row Effect: Conditions, such as weather or fire, resulting from a card’s ability, which affects a selected row. Note: If there is a Row Effect on the Battlefield, highlighting the effected row’s symbol provides detailed information on the condition.

Coin Toss: Determines which player goes first. The Player who wins the toss gains an additional redraw (if applicable), and Tactical Advantage, a single-use Immune Artifact, which boosts a selected Unit’s Power by 5. Tactical Advantage can only be used in the first round, and is Banished from the game upon use, or if it is unused at the end of the first round.
Coin win-lose.jpg

Win (interwoven squares) Lose (monster face)

Redrawing Cards, 'Mulligan': Opportunity to replace cards in Hand with others from deck. Each round, players can redraw up to two cards. The player who wins the initial coin toss gains an additional redraw for the first round. Players draw a maximum of 3 cards at the start of rounds 2 and 3, up to the hand limit. For each card not drawn which would exceed the hand limit of 10, players receive +1 mulligan/redraw for that round.

Drawing Additional Cards: At the start of each round, players draw additional cards to their Hands. As above, if the Hand is already full (10 cards), players receive an extra mulligan/redraw 'charge' for each new card which was not drawn that round.

Taunts: These are comments, which players can use to communicate with their opponents during a match, spoken by the Leader. The Taunts Wheel may be accessed by clicking the small speech bubble above the player’s username, below the Leader.

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Card Colour and Rarity:

Card Colours: There are only two colours of cards, Gold and Bronze. However, within these, there are rarity colours.

Card Rarity: Rarity is used to determine how common a card is when opening kegs, and its crafting cost. Rarity is indicated by the small coloured triangle in the upper left of the card.

Bronze Cards:
– Common
Blue - Rare
Gold Cards:
– Epic
Yellow - Legendary
Rarity long.jpg

Card Types:
Standard: The normal, unanimated version of a card. Pre-existing owned copies identified in keg openings by a red card icon.
Stand and Prem.jpg

Premium: The animated version of a card. Pre-existing owned copies identified in keg openings by a green card icon. With some exceptions, Standard cards can be Transmuted into Premiums by spending Meteorite Powder.

Base Cards: Cards which cannot be transmuted into Premiums. Premium Base Cards can be earned as rewards, however.


Expansion Cards (specifically, Thronebreaker)
: Cards which can be obtained by purchasing and playing Thronebreaker. As such, the crafting cost of these cards is higher for players who have not purchased The Witcher Tales. Premium versions can only be unlocked through playing Thronebreaker's campaign.

Transmute: Converts a Standard card into a Premium card using Meteorite Powder in the Deck Builder. Note: Only Standard cards owned by the player can be transmuted.

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Ore: In-game currency, obtained by winning matches, completing quests, receiving GG bonuses, and from unlocking entries in the Reward Book. May be used to purchase card kegs in the Shop.

Scraps: Obtained by winning matches, receiving GG bonuses, milling cards in Deck Builder, and from unlocking entries in the Reward Book. May be used to craft cards in Deck Builder.

Meteorite Powder: Obtained by winning matches, milling Premium cards in Deck Builder, and unlocking entries in the Reward Book. May be used to craft Premium cards in Deck Builder, and to purchase aesthetic Bundles in the Shop. Meteorite Powder is used to Transmute Standard cards into Premiums, and to purchase aesthetic bundles.

Keg: A barrel, usually containing 5 cards from the base set of Gwent, 4 of which are at least Common, while the fifth is guaranteed to be at least Rare. There are special variants of Kegs, including Faction Kegs (wherein the cards are from only one faction), and Premium Kegs (which contain only animated cards).

Reward Points: Special points obtained by winning matches, levelling up, and completing contracts. May be used to unlock entries in the Reward Book.

Quests: Goals which offer Ore rewards. One quest can be swapped or rerolled daily.

Reward Book: Intricate collection of branching paths for each faction, unlocked with Reward Points. Unlocking entries grants rewards including Ore, Scraps, Meteorite Powder, Kegs, Leaders, Leader Skins, and Avatars, as well as lore about each faction and its leaders.

Contracts: Special achievements which offer Reward Points for the Reward Book. A summary of the many Contracts may be found by clicking the player profile (the upper left, where the avatar, username, level, and rank are displayed).

Prestige: System which grants the player permanent bonuses upon surpassing the maximum level (60) multiple times. Note: Technically, this means reaching level 61 each time, after which the player's level will reset to 1. Overview:

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Ranked Play: Inverted progression system which begins at 30 (New Player), and ends at 0 (Professional). A player’s Rank is improved by winning ranked matches. Each rank has a five-piece stained-glass avatar, which is assembled by winning matches, but crumbles piece-by piece with losses. Overview:
Ranked b.jpg

For Ranks 30 - 25, dropping down a rank isn’t possible.
For Ranks 25 - 15, two consecutive losses result in dropping down a rank.
Starting at Rank 14, losses result in one lost piece of the stained-glass avatar.

For Rank 7-1, win streaks no longer give you two pieces of the avatar. (Note: Winning Streaks occur when three consecutive matches are won in a day.)

Once you reach level 25, fMMR becomes available and matches start affecting your Ranked score.

As of the the Season of Love, players do not lose ranks during a season, although the pieces of the avatar can be lost with defeats. Players can only continue up the rank ladder. However, at the start of each new season, players drop down 4 ranks from the rank achieved in the previous season. Note: Players who finish a season with ranks 26 - 30, and players in the top 500 with a Pro Rank will not be reduced in rank.

Ranked Score (see individual in-game Profile for reference):

MMR: Matchmaking Rating. Increases with wins, and decreases with losses. Score used in matchmaking, and calculating position in leaderboards.

fMMR: Faction Matchmaking Rating. Score based upon the current faction played.

Peak Faction MMR: The Highest Faction MMR achieved with a faction during the current season.

Match Progress: This value is multiplied by the matching Peak Faction MMR to obtain that faction’s Faction Score. Match Progress reaches its maximum of 100% at 40 matches played.

Total Ranked Score: This represents the sum of the player’s four best Faction Scores, and determines position in leaderboards.

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Most entries are based on the texts found on the actual cards. Where necessary, however, definitions have been reworded for clarity
They are listed in alphabetical order.

Adjacent: Position to the immediate right and/or left of another card.

Allied Unit: A unit from player’s hand, deck, or a Unit on player’s side of the Battlefield (this includes Spying Units on the player’s side).

Ambush: Card which is played face-down, then flips over when its ability’s condition is met, or is triggered manually.

Artifact: A non-unit, ‘item’ card, which has no Power of its own, but does have Order abilities. Note: Artifacts are not Special Cards. Identified by the chalice icon.
Artifact b.jpg

Assimilation: Unit Boosts self by 1 whenever the players play a card not in their starting deck.

Banish: Removes a card from the game. Note: Banishing a Unit from the Battlefield does not trigger its Deathwish abilities. Banished cards cannot be restored to play for the duration of the match.

Base Copy: A normal version of a card, neither Boosted, Damaged, nor with additional Charges, or Status tokens.

Base Power: The original, starting power of a Unit (displayed in the details of the card.)

Berserk: Ability triggered whenever the Unit's Base Power is half or less.

Bleeding: Status which Damages a Unit by 1 on its turn end. Note: Bleeding turns can be accumulated. Also, 1 turn of Bleeding cancels out 1 turn of Vitality.

Bloodthirst: The number of damaged Enemy Units on the Battlefield required to trigger a card’s ability. Note: Enemy Units must be damaged before playing cards with Bloodthirst in order for their abilities to trigger. (Currently unique to Skellige.)

Bonded: Ability triggered if a player controls a copy of a card.

Boost: Increase the Power of a Unit.

Charge: The number of times an Order ability can be used. Only cards (both Units and Artifacts) with Charge can gain additional Charges.

Consume: Eats a Unit and boosts the consuming Unit by its Power. If the Consumed Unit is on the Battlefield, it is Destroyed. If in Hand or deck, it is moved to the Graveyard. If in the Graveyard, it is removed from the game (Banished).

Cooldown: The number of turns before an Order ability can be reused. Cooldown is represented by the hourglass icon.

Create: Spawn one of three randomly chosen cards from a specified faction and from neutral cards, unless otherwise specified.

Deathblow: Cards with this ability trigger it if they Destroy a Unit.

Deathwish: Triggers a Unit’s ability when it is moved from the Battlefield to the Graveyard (usually when Destroyed). Note: Units that are Banished are not sent to the Graveyard, and their abilities do not trigger.

Deploy: Card’s Ability is triggered when played on Battlefield, or correct row, if applicable.

Destroy: Remove a card from the Battlefield to the Graveyard.

Discard: Move a card from the Hand to the Graveyard. Note: Units’ abilities are not triggered when discarding manually.

Dominance: Ability triggered if the player controls the Unit the highest Power on the Battlefield.

Doomed: Status that removes the unit from the game after it moves to the Graveyard (Banished). Note: Some Units with Doomed on the Battlefield may still trigger Deathwish abilities when Destroyed. Identified by the blue pentagram token.
Doomed b.jpg

Drain: Deals damage and Boosts the card inflicting the damage by the same amount.

Duel: Units take turns dealing damage equal to their Power until one of them is Destroyed.

Enemy Unit: Unit on opponent’s side of the Battlefield. This includes Spying Units on Opponent’s side.

Formation: Units with this ability gain Zeal when played on the Melee Row, and Boost self by 1 when played on the Ranged.

GG: ‘Good Game’, an optional resource bonus sent by players to their opponents after a game. The option is available in the Victory/Defeat score overview screen, following the end of a game. GG cannot be sent from the ensuing rewards screen.

Graveyard: Often temporary destination for cards played in the previous round, as well as Discarded and Destroyed cards. Located to the Right of the Leader, and identified by the skull card-back.

Harmony (specific to Scoia’tael): Units with this ability Boost self by 1 whenever the player plays a Scoia'tael unit with an unique Primary Category.

Hand: The currently drawn cards which have not yet been played on the Battlefield.

Heal: If a Unit’s current Power is lower than its Base Power, restores it either to Base Power, or by a specified amount.

Immune: Cannot be targeted manually. Note: Immune units can still be Damaged or Destroyed by cards which do not target a specific Unit, or which affect the entire Battlefield or row. Identified by the green mutagen token.
Immune b.jpg

Leader: Animated character on the Battlefield. Leaders do not count as cards. Most have unique Order abilities, which can be triggered manually by clicking their model.

Lock: Status that disables a card’s abilities (including Deathwishes). Locks are removed upon entering the Graveyard. Identified by the padlock token.

Melee: Abilities which can only be used when a Unit is on the Melee Row.

Order: An ability triggered manually by the player. Cards with Orders cannot be triggered for 1 turn after being placed on the Battlefield, unless they have, or are given, Zeal.

Poison: A Unit with two Poison Statuses is Destroyed.

Primary Category: The main classification on a Unit’s card. For example: Human, Dwarf, Elf, Witcher, Wild Hunt, and the various Monster classes. Secondary categories include Warrior, Soldier, Agent, etc.

Provision/Recruit Cost: Card cost value represented by bread-and-bottle symbol in the Deck Builder. Each card has a set Provision Cost. The base provision cap for a deck is 150. However, each Leader grants a specific bonus which increases the maximum recruit cap. (See the individual leaders in the Deck Builder for details.)

Purify: Effect which removes all Statuses.

Ranged: Abilities which can only be used while a Unit is on the Ranged Row.

Reach: The distance in rows that a card can target other cards (basically, a card’s range).

Reset: Restores a card to its default state (as it would appear in the Deck Builder).

Resilience: Status that allows a Unit to remain on the Battlefield at the end of the round, then restores it to Base Power if Boosted. If damaged below its Base, this lower Power will carry over. Identified by the white tower token.
Resilience b.jpg

Reveal: Shows a card to both players, then hides it back in the hand or deck.

Seize: Moves an Enemy Unit to the opposite row of the Battlefield.

Shield: Status which blocks or protects the next instance of Damage dealt to a unit.

Spawn: Adds a card to the game.

Spying: Status for a Unit played on, or moved to the opposite side of the Battlefield. Identified by the eye token.

Summon: Moves a Unit automatically to the Battlefield. Note: Summoned Units are not considered as played, and thus their abilities do not trigger when they appear.

Tactical Advantage: A single-use Immune 'Stratagem' card, which boosts a selected Unit’s Power by 5. Tactical Advantage can only be used in the first round, and is Banished from the game upon use, or if it is unused at the end of the first round. Currently, Tactical Advantage is the only Stratagem card. Stratagem cards cannot be targeted by any other card.

Thrive: Boosts a Unit by 1 whenever an ally with higher Power is played. (Currently unique to Monsters.)

Trap: Artifact card which is played face-down on the Battlefield, with special conditions which trigger its ability. Note: Most traps have an alternative Order ability which can be triggered manually.

Unit: A card with Power of its own.

Vitality: Status which boosts a Unit by 1 on its turn end. Note: Vitality turns can be accumulated, and Bleeding turns cancel out turns of Vitality.

Zeal: Allows an Order ability can be used on the same turn the card is placed on the Battlefield. (Similar to Deploy.) Note: Zeal can only be given to Units with Orders.

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