In a thriving field of collectible card games, Scrolls proves there are still opportunities for original twists on the familiar formula. It’s a fine example of a creative merging of genres, grafting together the unlikely duo of cards (dubbed scrolls, in this case), with turn-based tactical combat. With a battlefield full of hard-fighting creatures and a library bursting with powerful spells and enchantments, building your arsenal in deck form and commanding those forces in combat has produced one of the more unique experiences – one that really gets going once you begin to dabble in higher-level play.
The goal of Scrolls’ combat is to whittle down and destroy three of your opponents’ five small idol statues that sit at their end of the board’s five rows, while defending your own. This adds an excellent cerebral element to the typical card combat: you decide which rows have to stand strong, and which ones can be sacrificed. And because all your actions must be performed on your turn -- there are no “instant” spells -- you really have to plan for every possible outcome in advance, both in immediate creature movements and your overall strategy.
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