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Game help · Tips & secrets

Tactics & cards · First release 2014

The Witcher Adventure Game

Digital board game featuring Geralt, Triss, Dandelion and Yarpen rather than an action-RPG campaign.

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What this guide covers

Game principles and hero selection. Historical mobile platforms are listed; check present storefront and operating-system compatibility separately.

Search across guides for a quest, location or item

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Editions & platforms

EditionPlatformDifferences & notes
The Witcher Adventure GameWindows, macOS, iOS, AndroidStandalone title; edition notes appear below.

Hero choice and your first match

Geralt emphasizes combat, Triss spells; Dandelion and Yarpen use different resource and support tools. Read your hero’s board before choosing the first travel route. The same journey is not equally efficient for all four heroes.

Quests and encounters provide progress and victory points. Group nearby goals and secure required clues before making a long journey to finish a quest. Health and hazards influence whether a fight or preparation is the better next action. There is no Wild Hunt-style open-world armor hunt.

Turn order and the actual victory condition

Take at most two different available actions per turn. Operations such as exchanging proof and completing quests can occur between them without consuming an action choice. Then resolve one obstacle in your region, or advance the war track if none exists.

In the standard game, finishing a third main quest completes your turn; each other player then gets one more turn. Highest victory points wins. The tabletop epic variant uses five main quests; check the selected quest target in digital matches.

Four shared actions

ActionExecution and result
TravelMove one or two routes; collect the destination’s leads only. Moving two routes also draws a foul fate card.
InvestigateDraw and resolve an investigation card of your chosen color.
DevelopDraw two cards from your own development deck; keep one.
RestRemove two minor wounds or one severe wound.

All heroes: exchange rates and special action

HeroLeads per proof: red / blue / purpleQuest deck and special action
Geralt3 / 5 / 7Red quests; Brew adds one charge to each face-up Potion.
Triss7 / 3 / 5Blue quests; Prepare adds one charge to one face-up Spell.
Dandelion7 / 5 / 3Purple quests; Sing grants 2 gold.
Yarpen5 / 5 / 5Red or purple quests; Command uses two of his four companions. Armor spaces absorb wounds.

Travel example: Rivia, Mahakam, Wyzima and Novigrad

Rivia → Mahakam is one route and supplies a red lead at Mahakam. Wyzima → Oxenfurt → Novigrad uses two routes in one Travel action: choose one displayed lead color at Novigrad, then resolve the additional foul fate card. The intermediate location does not provide another collection.

Suggested planning: count the missing proof color, choose an appropriate destination, and approach the quest’s final location with enough resources. Sea routes require their printed gold cost.

Of Dwarven Make: main, side and support objectives

As Geralt, exchange 3 red and 5 blue leads for one proof each. Spend both in Mahakam: 12 victory points, a good fortune card and 2 gold; no equipable sword.

Before the main completion: find oils in Dol Blathanna and fight for monster fangs, 3 points each. Support at the same location: helper spends 3 red leads for 6 points; owner receives 3. Compare scores before helping.

Winning a fight while still taking wounds

Roll three battle dice plus your hero dice. Check sword and shield requirements separately. A kikimore needs 4 swords to defeat and 2 shields to avoid its wounds. With 4 swords and only 1 shield, Geralt can win while still suffering a wound.

Wounds block the occupied action until healed. Foul fate tokens beside an action trigger a foul fate card before that action is next used. Bronze, silver and gold monsters increase in danger; prepare developments and charges before facing gold monsters.

Focused development plans

HeroCard / use
GeraltBrock rerolls battle dice; Zeugl’s Vigor rerolls hero dice; Maribor Forest supplies a missing symbol.
DandelionCharge Friends with gold. Epic Ballad and Half a Century of Poetry reward other heroes in your region.
TrissHailstorm converts a ritual and charge into 2 swords and 2 shields; Crow’s Shroud bypasses regional obstacles.
YarpenYannick Brass exchanges lead colors; Regan Dahlberg moves hazards; Paulie Dahlberg charges developments. Dwarven Chronicles rewards completed extra objectives.

A practical digital match plan

Use the tutorial and AI opponents for the first match. Choose a quest by proof costs and distance, then acquire a development along the way. Check nearby side objectives before completing it, since the quest card then changes. In the endgame, compare victory points: a faster third main quest does not automatically beat a higher side-quest score.

Local and online matches are advertised modes; this play guide does not guarantee present matchmaking activity or compatibility of old mobile editions.

The Witcher Adventure Game

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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

Why can’t I use Travel or Investigate?The Witcher Adventure Game · digital board-game adaptation

A wound can block an action space. An action token shows you already performed that action this turn.

  1. Check your hero sheet for a wound on the action you need. Use Rest if you need that space available in the next few turns.
  2. Plan up to two different actions per turn. Travelling along two routes makes you draw a Foul Fate card.
  3. Check sword and shield requirements separately in combat. You can defeat a monster and still take a wound.

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