- Release Year: 2014
- Platforms: Android, Macintosh, Windows
- Publisher: Mojang AB
- Developer: Mojang AB
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Online PVP, Single-player
- Gameplay: Cards, Tiles, Trading
- Setting: Fantasy
- Average Score: 72/100
Description
Scrolls is a fantasy turn-based strategy game developed by Mojang, where players engage in tactical battles using collectible cards known as scrolls on a hexagonal battlefield divided into five rows, aiming to destroy three of the opponent’s five idols to claim victory. Drawing from card game and board game mechanics, players summon creatures to attack, erect structures for defense, and cast spells or enchantments to alter the battlefield, managing resources by sacrificing scrolls in single-player modes like tutorials, trials, and skirmishes, or in competitive multiplayer ranked matches.
Reviews & Reception
entjunkie.blogspot.com : a triumph in video game scoring; an immensely well produced, composed, and executed score
Scrolls: Review
Introduction
In the shadow of Minecraft’s blocky empire, Mojang AB dared to venture into uncharted territory with Scrolls, a turn-based strategy game that blended collectible card mechanics with tactical board-game positioning. Released in 2014 amid a burgeoning digital card game renaissance sparked by titles like Hearthstone, Scrolls—also known as Caller’s Bane—promised a fresh take on the genre, only to face legal hurdles, slow adoption, and eventual server shutdowns. Yet, for those who delved into its hex-grid battlefields and sacrificial resource systems, it offered a cerebral alternative to the flashier CCGs of its era. This review argues that while Scrolls innovated boldly in tactical depth and analog-digital hybrid design, its pacing issues and niche appeal cemented it as a cult curiosity rather than a mainstream triumph, influencing the evolution of hybrid strategy games in subtle but significant ways.
Development History & Context
Mojang AB, the Swedish studio best known for Minecraft’s sandbox revolution, stepped into the competitive strategy space with Scrolls under the game concept helm of Jakob Porsér. Development began around 2011, a time when digital card games were exploding thanks to mobile accessibility and free-to-play models, but Mojang aimed for something more tactile and strategic. Lead Designer Måns Olson guided the core vision, with a small team including developers Daniel Frisk, Jon Kågström, and Aron Nieminen handling programming, while Henrik Pettersson managed production and contributed art. Artists like Jenny Chen (Poi Poi) and Markus Toivonen (Junkboy) infused the game with a whimsical, hand-drawn aesthetic, and writers like Owen Jones crafted its fantasy framework. Additional design input came from Jens Bergensten, tying into Mojang’s Minecraft ecosystem through shared talent.
The era’s technological constraints were minimal—built on Unity, Scrolls launched on Windows and Macintosh in December 2014, with an Android port following—allowing cross-platform play but highlighting the shift toward mobile-first gaming. However, Scrolls faced immediate controversy: in 2011, Bethesda Softworks, creators of The Elder Scrolls series, sued Mojang over trademark infringement, claiming “Scrolls” too closely resembled their flagship IP. The dispute, settled out of court in 2012, forced Mojang to rebrand expansions (e.g., Caller’s Bane) and avoid “Scrolls” in sequels, adding a layer of legal drama that overshadowed early hype. Amid a gaming landscape dominated by fast-paced MOBAs like League of Legends and streamlined CCGs like Hearthstone, Scrolls positioned itself as a “thinking player’s card game,” drawing from tabletop roots like Magic: The Gathering while leveraging Minecraft’s community for cross-promotion. Released just before Microsoft’s 2014 acquisition of Mojang, Scrolls embodied the studio’s experimental spirit but struggled against AAA polish and the free-to-play tidal wave.
Narrative & Thematic Deep Dive
Scrolls eschews the epic, lore-heavy narratives of RPGs like The Elder Scrolls for a minimalist fantasy backdrop that serves its strategic core. The game’s “story” unfolds through single-player modes rather than a linear plot: tutorials introduce basic mechanics via simple lore snippets about ancient battles and mystical artifacts, while Trials mode presents puzzle-like scenarios with special rules, evoking thematic vignettes of heroic duels or demonic incursions. Skirmish matches against AI opponents (easy, medium, hard) frame encounters as practice for “eternal wars” in a vague, high-fantasy realm, where players summon creatures and cast spells in a bid for dominance.
Thematically, Scrolls explores sacrifice and tactical inevitability, mirroring real-world resource management in warfare. Scrolls—cards representing creatures, structures, spells, and enchantments—are “sacrificed” for resources, symbolizing the cost of victory in a world of idols (ancient totems that must be destroyed to win). Creatures bear countdown timers, forcing players to anticipate delayed aggression, which thematically underscores patience and foresight over brute force. Dialogue is sparse but flavorful: multiplayer chats encourage friendly banter, with opponents praising clever maneuvers, evoking the communal spirit of tabletop gaming. Underlying themes draw from fantasy archetypes—elves, orcs, and dragons clash in a hexed battlefield split by ethereal barriers—but lack deep character arcs or branching lore. Instead, the “narrative” emerges from deck-building evolution: players curate collections that reflect personal strategies, turning abstract themes of growth and adaptation into emergent stories. Critically, this restraint feels like a double-edged sword; IGN praised its “understated” approach, but GameSpot noted it as a barrier for newcomers seeking more emotional investment. In a genre often bloated with overwrought plots, Scrolls‘ thematic elegance lies in its subtlety, prioritizing intellectual engagement over cinematic spectacle.
Plot Analysis
The core “plot” revolves around idol destruction in a five-row, hex-based arena, with no overarching campaign. Single-player Trials impose win conditions like “survive 10 turns” or “destroy idols without losses,” weaving micro-narratives of desperation or cunning. Multiplayer’s Judgment mode, using special decks over series of matches, hints at escalating rivalries, but it’s ultimately player-driven.
Character & Dialogue Examination
No named protagonists exist; players are faceless tacticians. Creatures and spells provide flavorful flavor text (e.g., a hulking beast with a countdown evoking impending doom), and AI opponents offer quips like “Well played!” to foster camaraderie. This dialogue style, per PC Gamer, recreates the “friendly” vibe of analog card games, contrasting the trash-talk of digital rivals.
Thematic Layers
At its heart, Scrolls thematizes resource scarcity and foresight, critiquing impulsive play through sacrifice mechanics. Its fantasy setting—neutral and modular—allows endless reinterpretation, from heroic sieges to apocalyptic clashes, making themes universal yet replayable.
Gameplay Mechanics & Systems
Scrolls masterfully deconstructs the CCG formula by grafting it onto a physical board-game chassis, creating loops that reward spatial tactics over pure card synergy. Core gameplay unfolds on a diagonal-down, fixed/flip-screen battlefield: two mirrored halves, each with five rows of six hexes, bookended by five idols (health pools that, when three are depleted, spell defeat). Players start with a hand of scrolls (cards) drawn from a customizable deck, gaining one per turn. Resources accrue via sacrificing scrolls—burning cards for mana-like points—encouraging tough choices that deepen strategic tension.
Core Loops and Combat
The turn-based pacing builds around placement and anticipation. Creatures (melee/ranged attackers) and structures (defensive buffs/blockers) deploy to hexes, costing resources based on potency. Each creature has attack/health stats plus a “countdown” timer (3-5 turns), ticking down post-summon until it auto-attacks the nearest enemy or idol in its row at turn’s end. This mechanic innovates brilliantly, forcing defensive foresight: a low-countdown behemoth demands immediate counters, while spells (instant effects like damage bursts) and enchantments (permanent buffs/debuffs) disrupt foes mid-turn. Combat resolves via point-and-select interface—simple drags for attacks, but hex positioning adds layers, like flanking idols or row-clearing spells. Winning requires balancing offense (idol assaults) and defense (idol protection), with games lasting 10-20 minutes but feeling longer due to deliberate pacing.
Progression and UI
Deck-building drives progression: earn gold from matches to buy scrolls from four factions (Growth, Order, Energy, Decay), each with thematic synergies (e.g., Growth’s nature summons for healing structures). No rigid classes—mix freely for hybrid decks—but rarity tiers (common to legendary) gate power via collection. Single-player modes scaffold learning: Tutorials teach basics, Trials puzzle out scenarios (e.g., “win with no creatures”), and Skirmish hones decks against AI. Multiplayer includes ranked ladders for badges and leaderboards, plus Judgment (series play with fixed decks). UI is clean but dense—hex grids shine on PC, though mobile ports felt cramped. Flaws emerge in pacing: reviews like Game Informer’s decry “chore-like” turns from countdowns and resource micromanagement, with a steep curve alienating casuals. Yet, innovations like row-specific attacks and sacrificial economy feel fresh, blending CCG randomness with tactics-game precision.
Innovative and Flawed Systems
Strengths: Hex placement enables feints (e.g., baiting attacks into traps); countdowns create “ticking bomb” tension absent in peers.
Weaknesses: No friend lists or guilds (per GameStar) hampers social play; balancing issues (e.g., overpowered idols) persisted, per GameSpot. Overall, systems reward mastery but punish impatience.
World-Building, Art & Sound
Scrolls‘ fantasy setting is a modular tapestry of archetypes—towering idols as ancient guardians, ethereal hex fields as war-torn planes—without the sprawling lore of The Elder Scrolls. World-building manifests through scrolls: Growth evokes verdant wilds with vine-wrapped beasts, Order channels knightly fortresses, Energy crackles with arcane storms, and Decay festers undead horrors. This factional ecosystem builds atmosphere via emergent clashes, like a skeletal horde overwhelming stone golems, fostering a sense of tactical folklore where every deck narrates a mythic battle.
Art direction, led by Henrik Pettersson and team, adopts an “early Disney” hand-drawn style—charming, whimsical sketches of goblins, dragons, and wizards that soften the genre’s intensity. Hex tiles glow with subtle animations (e.g., flickering idol auras), and creature summons feature fluid, paper-cutout reveals, evoking a living sketchbook. This visual warmth contributes to immersion, making long matches “feel good” (IGN), though some critics found it understated amid flashier competitors.
Sound design amplifies the tactical hush: HyperDuck SoundWorks crafts crisp card shuffles and hex placements, punctuated by countdown ticks building dread. Mattias Häggström Gerdt and Josh Whelchel’s soundtrack—surprisingly catchy folk-orchestral tunes—swells during idol strikes, blending lute strums with ethereal choirs for a medieval board-game vibe. These elements synergize to create a contemplative atmosphere, where the clink of resources or roar of a unleashed beast heightens strategic weight, though sparse voice work leaves emotional beats flat.
Reception & Legacy
Upon launch, Scrolls garnered solid but middling praise, with a MobyGames critic average of 74% from seven reviews and a player score of 3.1/5 from two ratings. PC Gamer (78%) lauded its “mildly cerebral” tactics and community warmth, urging players to push past slow pacing. Game Informer (78%) called it a “solid title for strategy enthusiasts,” but warned of its “chore-like” feel after a year of playtesting. IGN (74%) highlighted its “well-executed digital marriage” of cards and boards, praising art and soundtrack for easing long games. Lower scores from GameSpot (70%), Games TM (70%), and others cited inaccessibility—steep curves, no guilds, and balancing woes—positioning it as a “CCG for veterans” unfit as an intro. Commercially, it underperformed, with modest sales absorbed into Mojang’s portfolio; servers shut down February 13, 2018, but Mojang enabled unofficial servers, preserving multiplayer.
Legacy-wise, Scrolls influenced hybrid strategy games by popularizing hex-grids in CCGs (echoed in later titles like Slay the Spire variants) and demonstrating analog-digital fusion. The Bethesda trademark spat highlighted IP tensions in gaming, indirectly boosting The Elder Scrolls visibility while curbing Mojang’s expansions. Post-shutdown, its community endures via private servers and fan decks, but it faded amid Hearthstone’s dominance. Ranked #5,093 on Windows by MobyGames, Scrolls endures as a footnote in Mojang’s history—a bold experiment that prioritized depth over accessibility, subtly shaping tactical card play without revolutionizing the industry.
Conclusion
Scrolls stands as a testament to Mojang’s versatility, fusing CCG collection with board-game tactics in a fantasy arena that demands cunning over chaos. Its innovative countdowns, sacrificial economy, and charming art create moments of tactical brilliance, offset by pacing drags and a punishing learning curve that alienated broader audiences. While reception was respectful yet restrained—74% critics, niche players—its legacy lies in quiet influence on hybrid strategies and the saga of its trademark birth pangs. In video game history, Scrolls occupies a curious niche: not the genre-defining juggernaut like Hearthstone, nor the lore behemoth of The Elder Scrolls, but a thoughtful artifact of 2014’s strategy boom. Recommended for tacticians seeking depth, it earns a solid 7.5/10—worthy of revival on those unofficial servers, if only to ponder what might have been.