The Witcher: No Man’s Land™
Step into the dark and dangerous world of The Witcher: No Man’s Land™, an exciting new miniature skirmish game set in The Witcher universe, officially licensed from CD PROJEKT S.A. and based on CD PROJEKT S.A.’s Witcher Video Game series, from Andrzej Sapkowski’s iconic series of books. Whether you’re a seasoned tabletop gamer or a newcomer, No Man’s Land offers a thrilling, fast-paced experience perfect for fans and new players alike.
Your games of No Man’s Land™ begin with an epic 2-player starter set designed to let you start playing quickly and easily, whether you are an experienced tabletop skirmish player or a fan of the universe looking for a great new game to play with your friends.
Warbands & Monsters
The Witcher: No Man’s Land™ 2-Player Starter includes two complete miniature warbands with character and tactics cards to represent gear, spells, and abilities. It also includes two monsters that your warbands may need to face (or hunt!) as a component of your battles.
While we’ve included recommended configurations for your two starting warbands, No Man’s Land™ features a factionless system allowing you to build varied rosters and diverse forces from game to game.

Letho’s Warband
Letho’s prebuilt warband is fill with professional killers. Whatever their their true motives, death and suffering are sure to be left in their wake.
This warband is led by Letho of Gulet. He is joined by a pair of deadly warriors with the Gruff Captain and Dutiful Soldier, whose melee skills are supported from afar by an Astute Crossbowman; while an Authoritative Priest protects their souls and provides a veneer of legitimacy.

Griffin and Striga
Along with the two warbands, in the box are a ferocious griffin and terrifying striga.
Monsters in No Man’s Land can affect the game in many ways: appearing as wandering threats to both warbands, in tailored scenarios, and even as part of semi-cooperative hunts!
The [RE]action System™
No Man’s Land™ leaves the traditional rulers and tape measure behind. Instead, it introduces the [RE]action System’s™ Limiter based movement and range system; where your characters’ attacks and movement depend on the quality of their actions.
Characters have green, yellow, and red actions. Depending on what color action you’re taking, you’ll roll a different size die or move a different distance. Choose your actions wisely, Green, Yellow, and Red Actions all have different chances to succeed! As characters take wounds, their actions turn red–and the red action dice is only six-sided. In this dire state, your chances for both critical success and failure increase, leading to cinematic and dramatic moments.
When characters are wounded, they don’t just stand there and take it–they [Re]act! Counterattack, dodge, or use one of their special abilities. You won’t survive to see your next hunt if you just stand around!


Tactics Cards
When building your force you will be able to choose Tactics cards for its characters. Tactic cards cover the various special abilities, weapons, gear, and spells that your character take into battle.
Each Tactic has a keyword that may limit who may take it. Tactics with only the Gear keyword can generally be taken by any character. However, spells like Hurl Flame can only be taken by characters with the Mage or Priest keywords. While abilities like Survivor can only be taken by hardy characters such as Folk and Soldiers.

Monsters
Like characters, monsters are represented by a card that expresses its skills, abilities, and attacks. However, monsters are not controlled by any player. Instead, they are governed by an Instinct card.
The color bands on the Instinct card each indicate a range on the Limiter: white (reach), red, yellow, green, and black (long distance). During a monster’s activation, measure to the range to the closest non-monster model. That model is the monster’s Focus. Then, perform the behavior indicated on the appropriate range band. When sighted by an enraged griffin, running is advised!
Instinct cards can also provide the monsters with a bonus to one or more skills, increasing their threat.
Each monster has a Base Instinct, which is the Instinct they typically use in the game. This Instinct is not your only option though! No Man’s Land includes multiple instinct cards that can be used by any monster, allowing you to dramatically vary their behavior from game-to-game and face stalking griffins, territorial strigas, and more.
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Skills
When a character takes an action, they roll the color die that matches the action token they used. Taking a green action? Roll a twelve-sided green die. Taking a yellow action? Roll an eight-sided yellow die. The higher your roll, the greater your chance of your action succeeding. Plus, every roll has a chance of a Critical Success or Failure.
After rolling, characters add their skills to their dice rolls. So the higher their skill, the better chance they have of success when taking an action that uses that skill.
When you take actions, you’re often targeting a rival and they have something to say about it. When affected by an action your target also rolls a die and adds their skill. An action is successful when your dice roll beats your target’s result.
Not all actions are attacks, but successful attacks wound their target, turning one of the target’s actions red. If you take a wound when all of your action tokens are already red, you’re taken out–your body sure to be looted!
