Monday, 8 July 2013

Scrolls: Review



Technically, Scrolls is still in a paid- for beta, however just like Path of Exile, the in-game store is already open and ready to take you money; to me, that makes it fair game for an early review.

Scrolls is the new title from Mojang, already well known for the ridiculous legal battle over the choice of name. It’s a paid for collectable card game (CCG) with some micro-transaction elements thrown in. That makes it quite an interesting choice for a second title as there are few, well known CCGs out there.

The game is played on a hex-grid, with each player trying to use their five rows to place units that can attack and defend idols, with victory being achieved by destroying three of your opponent’s idols whilst defending your own.


To do this, you unleash your scrolls which are essentially a hand of cards. You start with a hand of five a draw one at the start of each turn. You’re immediately presented with tricky choices as you have decide which scrolls to sacrifice for resources, and those you want to play. Each turn, one card can be sacrificed to immediately gain one resource, and increase your total resource pool that refreshes every turn. Alternatively you can discard a scroll to draw the next two.

It’s a nice and simple resource system that avoids the problems faced by other CCGs. Anyone who has played Magic will have had games where you drew no mana cards, and ended up losing through no fault of your own. However Scrolls still has a similar problem. Despite having a deck full of creatures to summon, I’ve played games where none of them where in my starting hand. It could do with a re-draw mechanic at the start of match to help get your game going.


Games are usually brief, lasting only a few minutes. This is partly down to how the game escalates, with more and more powerful scrolls being played each turn. But also due to the fact that it can be tricky make a comeback if your opponent gets the upper-hand. Your summoned creatures do the hard work of killing off your opponents units as well as taking out idols. So if you lose yours, it becomes an up-hill struggle to get back in the game without your units being taken out before they get to act.

Each creature’s power is represented by how much damage it will do, how many turns it waits between each attack and how much damage it can take. There are only a few scrolls that can heal units, so whittling down enemies is a possibility. As well as creatures, there’s the expected range of utility spells that can affect the game board and a selection of structures such as walls and catapults.


Your deck is made up of at least fifty scrolls, with a maximum limit of three copies of any single scroll. The maximum limit may seem a bit low, but it suits the minimum deck size and also means you don’t need to be incredibly lucky when opening scroll booster packs to get three copies of something you want.

When you first start the game, you get to pick from one of three pre-constructed decks. Each represents one of the resource types in the game and a different style of play. I enjoyed the first few games I played against the computer to learn the basics, but it quickly became clear that the deck I picked was incredibly weak. I was struggling to beat a medium difficulty AI and the deck was full of utility spells that I had almost no use for. Having checked out the other starter choices as well, they really do need a redesign before the game’s release to make them a bit more competitive; as new scrolls are still being added and the starter decks already feel out of date.


It didn’t take me long to add to my deck though. Having learned a few tricks, I jumped into the game’s challenge mode. These are duels with a slight twist, such as starting with units on the board or having a different victory objective to complete. Beating the first few earned me a hefty amount of gold that I quickly took to the shop and picked up several booster packs. There’s plenty of choice in the shop, as you can pick from buying just a single scroll, or a pack of ten that will guarantee giving you a rare drop.

The real money options are quite limited and this is definitely a welcome design choice considering you have to pay up-front for the game. Spending more cash will allow you to pick up some new avatar customisation options or another of the pre-constructed decks cheaply. But at the moment, there’s nothing to really spend your cash on. Everything in the shop can be earned by playing games and you earn gold at a good rate. Although I would say that the looser doesn’t really get enough gold from a match considering the time invested. You’re rewarded slightly for completing a game, but it’s not enough and you can clearly earn more by quitting and starting a new match if you’re losing.


It certainly doesn’t take long to find matches against other players. The user base is already large enough to mean that selecting quick match will almost immediately find your opponent. If you’re feeling more competitive, there’s also a ranked match option with player ratings so you can compare yourself against other players. Playing a human opponent is rewarded with almost double the gold of an AI player, so you’re definitely encouraged to duel other players. That being said, if you want a quick game, the AI will take almost instant turns. This is a lot better than some human opponents that enjoy using their full ninety seconds they have for every turn.

The deck builder has a good set of features and filters that let you quickly customise the scrolls you take into a match. You can easily mix scrolls of different types as well, as there are plenty of scrolls that are designed for mixed resource decks which adds to the variety.


So is Scrolls worth it? Well, when compared to its rivals it holds up well, but there is clear room for improvement. The game design is good and allows you to make some impressive strategic plays. Collecting new scrolls and building decks is as compelling and satisfying as any other CCG. Where it falls down is the poor design of the starting decks, and how difficult it can be to make a fighting comeback. You have to be prepared to invest a couple of hours to become competitive and that will put off a lot of new players. It also lacks any other game modes or types, whereas a title such as Magic: Duels ofthe Planeswalkers offers a lot more for around half the price. The trade-off being that the Magic titles never offer full deck customisation. As long as Mojang keeps working on the balance, it will be a fun and worthwhile title.