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Game help · Tips & secrets

Tactics & cards · First release 2022

GWENT: Rogue Mage

Alzur’s standalone single-player adventure with randomized routes and card battles.

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What this guide covers

Run planning, energy and progression; not a fixed location atlas for randomized encounters.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search across guides for a quest, location or item

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Editions & platforms

EditionPlatformDifferences & notes
GWENT: Rogue MageWindows, iOS, AndroidStandalone title; edition notes appear below.

A run: deck, energy and boss

Start with the available deck and read its key card. Bulwark is the initial starting point; experience opens more decks and options. Choose a route that improves your deck without exhausting every energy reserve before the boss.

Alzur’s spells consume energy. Use them to stop dangerous enemy cards or secure your own plan; they are not unlimited witcher Signs. Review card choices and the route after each encounter. Defeats provide experience for later attempts.

Standalone and playable offline

Rogue Mage does not require the multiplayer client or a continuous internet connection for single-player runs. Despite being called an expansion, it launches separately. Purchases on different platforms are separate.

All four decks: actual unlock requirements

DeckRequirementSelection
BulwarkAvailable initiallyLaboratory → map → deck
Savage FuryExperience level 15Choose before the next run
Hive MindExperience level 25Choose before the next run
ChaosExperience level 45Choose before the next run

Laboratory: where to find improvements

Check experience and upcoming rewards on the notice board; inspect cards and treasures in the chest. A locked card’s details show its required level. The Grimoire contains 24 spells across six pages; the alchemy station displays potions. Unlocking a card makes it eligible for offers rather than automatically adding it to your starting deck.

Start through the tabletop map: deck → key card → spells → potion. Use the portal to resume an active run; starting anew through the map replaces that attempt.

Route choices: symbol, action and result

NodeWhat to do there
Ordinary bannerWin a battle; then add or remove a card.
Red bannerFight an elite; check your deck and energy before committing.
BossThe run’s final test; replenish energy beforehand.
Question markChoice-based event with gains or losses; inspect the offer before confirming.
Stone / Place of PowerRestore energy or choose the color effect: red removes, yellow transforms, green adds 3 power, blue duplicates.
ChestChoose one of three random treasures; distinguish passive effects from playable cards.

A battle: drawing, engines and final scoring

Begin with five random cards and two mulligans. Play one hand card per turn, use manual Orders separately, then end the turn with the coin. The draw allowance is limited: bloated decks find their combinations less reliably.

Battles use a single round. The higher final score wins; a narrow lead before the opponent’s last action is insufficient. Without additional draw effects, the opponent acts last. Establish recurring engines early and save direct damage or boosts for suitable targets.

Changing or evolving a key card

Choose your key card before the run; you cannot replace it mid-run. Events and Places of Power do not modify it. Winning an elite battle offers key-card evolution or a treasure. Evolution is therefore a route objective rather than an experience reward.

Read the evolved text before choosing your remaining route. Another elite is worthwhile only when the additional stage meaningfully helps with the battles ahead.

Improving a deck deliberately

Ordinary victories supply cards, chests supply treasures, blue Places of Power duplicate, and events can offer further changes. Choose for synergy and draw consistency rather than rarity alone. An extra mediocre card may reduce your chance of drawing the key combination.

Before a blue Place of Power, identify a consistently useful duplicate. Before a red one, identify your weakest or disruptive card. Approaching the boss, secure a working small deck instead of collecting unrelated effects.

Bulwark: a practical opening plan

ComponentUse
Reynard OdoInitial key card; account for adjacent units when deploying him.
Vysogota of CorvoAlternative key card at experience 7; exploit repeatable boosts.
AglaïsAlternative key card at experience 27; concentrate boosts before doubling them.
Temerian Drummer + Tridam InfantryPlace Infantry to the Drummer’s right so boosts also generate damage.
Aedirnian MaulerBoost him, then direct his Order at a dangerous enemy unit.
Zoltan ChivayPlay him once both adjacent positions can benefit from the boost.

Three bosses: concrete counterplay

BossThreat and counterplay
Albastra, the White DragonFreeze plus movement destroys units. Disrupt movement engines; remove wings when enough targeted damage is available. Destroy both wings before winning for Down to Earth.
Rha’iz, the Fiery FiendBurning and Wildfire amplify damage. Destroy Molten Image quickly to recover its banished hand card. Protect important burning engines.
Gorspeth, the Swamp MonsterRepeated Infection halves power through armor. Spread your power; control Tentacles and major boosting engines deliberately.

Counting story progress and difficulty correctly

Story details & possible consequences

Complete the introductory Albastra run. Then collect mutagens in three-boss cycles: defeat every boss on the current highest difficulty. The first cycle opens modifier selection; further tiers require fresh cycles: Novice → Apprentice → Adept → Master → Grandmaster. Experience and difficulty are separate.

The Master cycle concludes the story; Grandmaster is an additional challenge. Without losses, that is the introduction plus twelve further successful runs. Three arbitrary repeats on a lower setting do not replace the next cycle.

Late unlocks that can change last action

RewardExperience levelUse
Conjurer’s Candle82Additional card access can alter the normal action sequence.
Masterful Time Warp84Account for its draw effect when planning the last action.
Darkwater Pouch90Additional starting card; choose it as your potion before a run.

Resuming and changing platforms

Single-player works offline. Use the same GOG account for cross-platform cloud saves; each platform requires a separate purchase. Cards unlocked during runs do not grant matching multiplayer GWENT rewards. Separate Deluxe bonuses are a different entitlement.

GWENT: Rogue Mage

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Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 22 October 2026.

In-game names may differ between language versions. Report a correction.

Game help

When should I use a Place of Power for energy or for my deck?GWENT: Rogue Mage

At these map nodes you can choose between energy and a deck change tied to the node’s colour.

  1. Before an elite battle or a boss, check how much energy you have for Alzur’s spells. Take energy if you need it more for the next encounter.
  2. Use a red node to remove a weak card or a blue node to duplicate a card your combo relies on.
  3. Yellow transforms a card and green strengthens one. Read the specific offer before committing to the route.

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