In The Witcher: Old World, you become a witcher — a professional monster slayer — and immerse yourself in the legendary universe of The Witcher franchise.
Set years before the saga of Geralt of Rivia, The Witcher: Old World explores a time when monsters roamed the Continent in greater numbers, creating a constant peril that required the attention of expertly trained monster slayers, known as witchers. Five competing schools trained their adepts through brutal regimes, and once fully prepared, these now-recognized witchers set off to explore the land, seeking trouble and adventures and helping others for coin.
In this competitive adventure board game, 2-5 players travel across a vast map, embarking on masterfully penned quests, encountering and making ambiguous moral choices, fighting monsters — and sometimes brawling with other witchers to defend their school's honor!
The game lets players construct their own unique decks of cards by choosing from a wide range of abilities: attacks, dodges, and witcher combat magic — known as "signs". Through card synergy, players aim to achieve powerful combos as they utilize their witcher school's hallmark abilities to their full potential. Quests, battles, and even dice poker allow each player to earn money, obtain new items, and train their skills.
The first player to acquire 4-6 trophies, with the number being set at the start of play, wins the game instantly. You can obtain trophies by killing monsters, instigating and winning chaotic tavern brawls against another witcher, training attributes to their highest level, and resolving certain quests throughout their adventure.
The game will include a Solo Mode that will allow for a solitaire adventure on the Continent.
- Immersive Witcher IP alignment with storytelling and exploration
- Deep, clean deck-building system with meaningful upgrade paths
- Engaging non-turn interaction through monsters and shared events
- Excellent solo and two-player viability with strong thematic storytelling
- Variable monster difficulty and rewarding trophy system
- Long play time, especially with more players
- High complexity with a lot of moving parts to track
- Risk of downtime if players are waiting for turns in larger groups
- adventure, monster hunting, skill progression, and narrative branching
- The Witcher universe within the Northern Kingdoms; fan-inspired fantasy land to explore and quest.
- story-driven, with text-based adventure cards and dialogue choices
Mechanics (from transcript analysis)
- attribute_medication — Meditation mechanic raises attributes to reach top tracks and unlock bonuses.
- combat_chain — Combat cards can chain via banners, allowing multiple actions within a single encounter.
- Combat: Deck/Hand — Combat cards can chain via banners, allowing multiple actions within a single encounter.
- Deck building — Players build and refine a personal action deck that drives movement and combat choices.
- deck_building — Players build and refine a personal action deck that drives movement and combat choices.
- hand management — Cards are played and discarded to pay costs and perform actions; smart discards upgrade your deck.
- hand_management — Cards are played and discarded to pay costs and perform actions; smart discards upgrade your deck.
- non_turn_interaction — Other players influence gameplay when it's not your turn by acting as monsters and triggering events.
- quest_trophies — Defeating monsters and completing encounters earns trophies tracked on a victory track.
- story_and_adventure_cards — City and wild decks provide narrative adventures that players expose and share with others.
- Storytelling — City and wild decks provide narrative adventures that players expose and share with others.
Video topics + discussion points
Quotes (from this video)
- I love the stories I love the voices
- the stories and the adventure in those wilds and City decks are just Dynamite
- it's just so much fun
- it's a really, really clean system
- the end game triggers when someone reaches the fourth trophy
References (from this video)
- Deluxe edition includes plastic miniatures and a robust, organized insert.
- Large array of components (gold tokens, area tokens, monster tokens, trophy cards, and diversified token sets) adds tactile depth.
- Comprehensive 36-page rulebook with detailed combat and player-turn explanations.
- Multiple decks (action, exploration, and city/wilderness) offer varied, replayable play experiences.
- High fantasy exploration, monster hunting, faction-style Witcher schools, and epic quest-style adventures unfolding through cards and encounters.
- The Witcher universe's Old World, a mythic Continent region in a distant era, featuring gnomes, wolves, and emerging human kingdoms, with monsters and magical tensions shaping ongoing conflicts.
- Lore conveyed primarily through card-based events, monsters, and exploration decks, with a strong flavor of Witcher lore integrated into components and setup.
Mechanics (from transcript analysis)
- Character progression — Each Witcher is tracked with wooden markers for attributes and level; five Schools (Wolves, Griffins, Bears, Vipers, etc.) influence starting choices and progression.
- Combat System — Monster battles use a deck of monster combat cards and dedicated dice; combat resolution blends card effects with dice-based risk.
- Deck building — Large action-card deck (90 cards) supplemented by starter cards; players build and optimize their hand across the session.
- Deck growth and play tempo — An evolving deck system with 90 action cards plus 10 starter action cards per Witcher; players adapt their strategy as the deck expands.
- deck-building / card management — Large action-card deck (90 cards) supplemented by starter cards; players build and optimize their hand across the session.
- Exploration decks — Separate decks for Cities and Wilderness drive exploration and encounter generation, contributing to branching story paths.
- Market and card acquisition — Action cards are bought from a Market deck and later integrated into the player's starting deck, enabling strategic upgrades.
- Miniatures, tokens, and trophy system — Witchers are represented by miniatures; monster tokens and monster cards with varying difficulty provide combat challenges; trophy cards grant ongoing bonuses.
- Resource management — Gold tokens (35 total) along with 18 area tokens across Forest, Mountains, and Disease terrain types are managed to fuel actions and movement.
- solo variant support — Rules include a solo mode, enabling single-player experiences with tailored challenges.
- Track advancement — Each Witcher is tracked with wooden markers for attributes and level; five Schools (Wolves, Griffins, Bears, Vipers, etc.) influence starting choices and progression.
Video topics + discussion points
Quotes (from this video)
- this is a 36 page manual for The Witcher old world board game
- the rulebook greets you with a introduction to Chronicles
- this is how the Witcher old world board game looks like in the deluxe version
- thank you very much for watching this unboxing
- see you in the next time bye bye guys
References (from this video)
- Rich, multi-layered system blending deck-building, combat, exploration, and trophy progression.
- Clear, structured turn phases that help manage a heavy rule-set.
- The Witcher School mechanic and trophy system provide long-term strategic goals and replayability.
- Modular setup with multiple resource types (gold, potions, life cards) adds depth to management decisions.
- High complexity and lengthy setup can be intimidating for new players.
- Numerous components and rules interactions may require careful rule reference during play.
- Variability by player count can complicate early-game expectations and balancing.
- Dark fantasy adventure focusing on monster hunting, character development, and exploration in a competitive environment.
- The Witcher universe presented on a map-driven board with monster encounters, city exploration, and Witcher School progression.
- Rule-driven exploration and combat with task-based exploration and trophy-driven progression, delivered through a structured, phase-based turn system.
Mechanics (from transcript analysis)
- Deck building — Players build and customize their action decks as they progress, influencing available actions and combos.
- deck-building — Players build and customize their action decks as they progress, influencing available actions and combos.
- dice placement — At certain locations players can engage in a dice poker mini-game to win gold and other rewards.
- Events — Exploration cards drive map-based events and quests that affect board state and player goals.
- Exploration cards and events — Exploration cards drive map-based events and quests that affect board state and player goals.
- Location actions and dice poker — At certain locations players can engage in a dice poker mini-game to win gold and other rewards.
- Meditation and phase-three refresh — Meditation allows trophy-card advancement under conditions; phase three refreshes and shopping occur at turn end.
- Monster life deck and combat resolution — Monsters have a life deck; combat resolution relies on card interactions and life-deck management.
- Phase-based turns — Turns are divided into three distinct phases: movement/actions, combat/exploration/meditation, and purchasing.
- Resource management — Gold tokens, potions, life cards, and hand management influence pacing and capabilities.
- Track advancement — Defeating monsters and achieving milestones awards trophy cards and advances reputation toward a winner condition.
- Trophy cards and reputation track — Defeating monsters and achieving milestones awards trophy cards and advances reputation toward a winner condition.
- Witcher school progression — Each Witcher has attribute tracks (combat, defense, alchemy, and a unique ability) that progress with level-ups.
Video topics + discussion points
Quotes (from this video)
- this concludes the preparation stage for the game to be the winner your Witcher must be the first to reach the fourth highest reputation level
- shuffle all 20 monster fight cards and form a deck from them then place it next to the game board within the reach of all players
- A player's turn is divided into three phases played one by one the first in which you perform movement
References (from this video)
- Strong Witcher/IP resonance
- Engaging theme and card-driven play
- Cost and accessibility concerns noted
- quest-driven, card-driven exploration and combat
- The Witcher universe
- campaign-like adventure with modular board
- Mage Knight
- Skyrim
Mechanics (from transcript analysis)
- Deck-building / card play — Hand management with strategic card use
- expedition-style exploration — Quests and exploration across a world map
Video topics + discussion points
Quotes (from this video)
- it's basically a big game of Among Us
- the board game, the way they've done it, looks amazing
- I just want the price to come down
- the wife will probably actually play this one with me
- this looks like the perfect Monster Hunter game
- I went all in on this
- I am super hyped for this game
References (from this video)
- strong IP integration
- aesthetic visuals
- can be heavy for casual players
- regional exploration with campaign-style play
- The Witcher universe
- story-driven, choice-rich
Mechanics (from transcript analysis)
- tile-placement with hex map — color-matching hex tiles to navigate a modular map
Video topics + discussion points
Quotes (from this video)
- this Vlog didn't come out the day after Gen Con ended also because I was really tired
- this is my third time being in Indianapolis for Gen Con and I really feel like I've learned a lot
- Gen Con is to me just some Minis and some awesome terrain set up
- look how calm and quiet it is
- I ended up going all the way to the finals of the strike tournament
- Skillshare is giving you a one month free trial to the first 1000 people who click the link in the description
- thank you Skillshare for offering that up to everyone and thank you for being a sponsor of this Vlog
- here's my Island the game I wanted the most from the whole convention
- look at these figures I just think this looks really cool
References (from this video)
- Easy to learn and play
- Beautiful artwork
- Quick solo play
- High-quality components
- Excellent storage solution
- Luck-based mechanics
- Limited deck-building options
- Lack of campaign mode
- Potential multiplayer downtime
- Monster Hunting Adventure
- The Witcher Universe
- Episodic Quest-based
- Mage Knight
Mechanics (from transcript analysis)
- Card-driven movement — Cards used for both movement and combat actions
- Deck building — Players build and optimize their character deck during the game
- Monster Hunting — Players hunt and defeat monsters across a game board
Video topics + discussion points
Quotes (from this video)
- A storyless adventure card game
- Everything I wanted Mage Knight to be originally
References (from this video)
- Witcher universe theme
- Beautifully redesigned metal coins with iconography
- Novigrad and other world locations
- Horse on roof mechanic (standout feature)
- Excellent painting opportunities
- Book and game adaptation
- Metal coins add significant cost
- Mat not included in base pledge
- witcher_universe
- fantasy
- dark_fantasy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- pandemic shame which is i just went on a kickstarter spree while i was living in egypt
- we're gonna start a new hashtag we're going hashtag team jason zack
- there's nothing wrong with that because i think this is going to be a great game
- it might be number 23 which is something that is not being put out until tomorrow
- i just want to see that in motion and working on the table
- if you really enjoy some games by you know certain makers you're probably going to like in another one
References (from this video)
- IP appeal and expansive campaign potential
- IP-driven exploration and narrative campaigns
- The Witcher universe, fantasy-adventure
- campaign/story-driven
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the heart and soul of your channel. And don't attempt to change it.
- I'm not excited or intrigued at all.
- boring, boring, playing it safe.
- That's why I don't do top 10 lists on my channel anymore really. It's not a passion.
References (from this video)
- Strong IP appeal and production quality
- Rich thematic integration
- Licensed IP can constrain design flexibility and price
- Narrative-driven world with IP integration
- The Witcher fantasy universe
- Campaign-like with lore and character progression
- The Witcher Adventure Game
Mechanics (from transcript analysis)
- worker placement — IP-driven mechanics with heavy theme and strategic choices.
- Worker placement / resource management hybrid — IP-driven mechanics with heavy theme and strategic choices.
Video topics + discussion points
Quotes (from this video)
- Kickstarter allowed designers to pitch their ideas directly to the consumers and they then voted with their wallets
- it wasn't really so much a crowbar it was like a bulldozer used to knock down the door
- gamers love getting hyped about games
- the kitten corps
- the universe around gaming gets a boost from kickstarter too
- backers are invested as well and they're more than willing to let the designers know what they want to see