Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Duel as Eredin, Philippa, or the linked team of Yennefer and Triss across two Witcher battlefields in this asymmetric, cross-compatible Unmatched set.
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Line of Sight
Visibility between pieces determines valid targets, movement, or effects.
Card Play Conflict Resolution
Resolve confrontations by choosing and comparing cards rather than only statistics.
Point-to-Point Movement
Move along explicit connections between named locations or nodes.
See all 7 mechanisms
Read the full game description
Unmatched: The Witcher – Realms Fall is a standalone asymmetric skirmish set with three sharply different fighters and two battlefields. Eredin leads Wild Hunt Riders who become more dangerous as their number falls, turning every lost sidekick into rising pressure. Philippa Eilhart manipulates a compact card engine, cycling schemes and magical effects to stay one move ahead. Yennefer and Triss share the spotlight: before battle, the player chooses which sorceress is the hero and which supports as a sidekick, changing the deck’s rhythm and tactical emphasis. On each turn, two actions are spent maneuvering, scheming, or attacking; card values, boosts, zones, and line of sight resolve every clash without dice. Streets of Novigrad and the Naglfar battlefield add fresh spatial problems, while all fighters and maps remain compatible with the wider Unmatched system. It is playable on its own for two or three and opens a much larger roster when mixed with other sets.