Scrolls for pc
Scrolls, the latest game from Minecraft developer Mojang, is full of opportunities for stories like that. A potent mix of turn-based tactical strategy with collectable card games, Scrolls understands the basic quality needed for either genre to succeed: choice. Whether it's the hard-scrabble battles being fought on the 3X5 hexagonal grids that each army calls home or the painstaking decisions made in moment-to-moment card-drawing and laying, Scrolls forces players to make smart choices at each step of play or fail. You will fail a lot. Scrolls stakes its claim as one of the more difficult and complex games in the crowded CCG market, and unless you've already sunk countless hours into titles like Hearthstone or Magic the Gathering: Online, you can expect an arduous hike up this game's immense difficulty curve.
In Scrolls, players battle one another or the computer in a series of matches with decks of up to 50 cards. Players start with one deck--the Growth deck, which is a basic nature rush deck--but you can eventually unlock starting decks for all four of the game's main resources: Growth (nature/rush), Order (knights/buffing), Energy (machines/direct damage), and Decay (zombies/debuffing). Players generate resources and gain cards at each turn to lay their cards as units on their half of the game's grid. Units deal damage or proc magical effects to units in their row with exceptions for special ranged artillery units, which have a wider area of effect for their attacks at the sacrifice of complete immobility. The end goal is to destroy three of your opponent's idols, which are hidden at the back of each row. And you will likely swear uncontrollably, mostly in a good way, while doing it.
Part of what makes Scrolls so unforgiving is its resource system. Unlike Magic or Pokemon, which have dedicated cards that one sacrifices to slowly but surely play more powerful cards in your deck, or something like Hearthstone, which has an auto-resource generation system, Scrolls forces you to sacrifice cards in your hands to generate resources or to get two other cards. It's rare for a match to begin without both players sacrificing a card for resources. If your deck is constructed well, you'll have few cards that you'll want to let go of willingly. And while you have to keep sacrificing cards to get enough resources to play the best units in your hand, if you only sacrifice cards for resources, you're asking to end up top-decking against your opponent. Scrolls is not a game where top-decking is a soundstrategy.
So a constant balance is struck between sacrificing for resources and sacrificing for cards. And the longer you play, the more times you'll see an opponent use a card that you thought was an easy sacrifice choice in a new and interesting manner and crush you. And you begin to recognize the situational value of each card in your hand. And that makes the choice of what to let go that much harder. But you have to let something go. If you don't sacrifice one way or another, your opponent will break away in resources or cards, and either one is a lethal advantage in Scrolls. The choices become agonizing because every choice you make has immediate and measurable consequences.
Scrolls would be difficult if that were the only quirk in its systems, but the grid combat itself is just as punishing, though significantly more tantalizing in its complexity. Units, with the exception of ranged artillery and structures, are laid on the grid, but they have freedom to move about it. Units also have countdowns that determine when they can attack and when they can simply hope to defend, although “defense” is perhaps the wrong word because units attacked during their opponent’s turn do not do any damage to their attackers. They simply have to endure the attack and hope that they can vanquish their abuser before its countdown resets.
And if there are enough pieces on the board--it's very easy to simply be swarmed by your poor decisions and good draws/decisions by your opponent--Scrolls becomes akin to a game of chess. Do you place your strongest units at the back of the row to ensure that they remain in play, or do you put them in the front to shield your weaker units while putting your most powerful players at major risk? Do you throw intentional sacrifices on the board to force your opponent to waste turns attacking meaningless units? Matches are won and lost in the minutiae of troop placement, and mastering that system is as important as understanding the competing values of your cards.
Fortunately, Scrolls offers a large and substantive training mode to ease players into the game before you take on human opponents. Beyond the basic tutorials, the Trials challenges (of which there are dozens) teach you to think situationally about the game. The Trials range from Easy and Medium to Hard. The Easy Trials give the player stat bonuses and various other buffs/extra units to start matches. They are used for situating yourself with the Growth deck and help you unlock the other decks. They can still be lost if your draws are bad enough; no matter how tactically driven Scrolls is, there's still a random element to the game. But, by the time you finish all of the Easy Trials, you should understand the basic ebb and flow of Scrolls matches.
It's when you reach the Medium Trials that Scrolls brings out its claws and teaches you how to react to the odds being stacked against you. While you may occasionally get buffs in Medium trials, your opponents also get bonuses like extra units and their own enchantments. And you will play these trials over and over and over again until you solve the puzzle. And while the opponent's advantage may seem unfair, the lessons are invaluable. You learn how to deal with opponents with comical health stacks. You learn to eliminate units that generate other units first. Sometimes wins in Medium Trials seem as if they came down to pure luck, but that element is at play in all card games. Hard Trials are for only the most masochistic, as the computer's advantage is nigh insurmountable unless you are a top-tier Scrolls player.
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