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Showing posts with label Scrolls Tutorials. Show all posts
Showing posts with label Scrolls Tutorials. Show all posts

27/08/2013

Decay Pre-Constructed Tutorial




The week of Decay is finally upon us and Scrolls has now released its fourth resource. Many of us have been anticipating this moment for months, and those who don’t have access to the test server could only await it’s arrival. Player numbers soared during the release day, and it’s been great to see so many people getting back into the game.


As is the nature of TCG’s, it’s difficult to keep people engaged with the game and there is a pressure to keep releasing new scrolls. We hope that Decay will bring some much needed excitement among the community, as well as some new and challenging trials !

The artwork of the Decay scrolls is both creepy and beautiful. You should also take the time to read the Decay scrolls lore, my personal favourite is “Miasma Well: DO NOT DRINK”. Also, some of the creatures have been renamed since their appearance on the test server. ‘Lumbering Muckhead’ is now ‘Harvester’, and ‘Staggering Muckhead’ is now ‘Mire Shambler’.

As we have done a Tutorial for the original resources, we have also made one for Decay pre-constructed. We hope this video will help players get to grips with basic Decay gameplay strategies and combinations.



04/07/2013

GrumpCat’s Guide to Positioning Units






Most of you will already be aware of basic strategic positioning, such as gaining control of the middle lane. However, positioning units goes beyond simply placing a unit on a particular lane. I’ve seen a fair amount of players putting strong units in harm’s way, when this could be completely prevented. This guide will hopefully provide you with a basic understanding on keeping your units alive.



Structures
 



There are certain structures which are used as “blockers” and some which are used as “attackers”, although attackers can be used as both. An example of a “blocker” would be Eternal Statue, this type of structure should always be placed on the front row, furthest away from your idols. This is because your creatures will be protected behind it, so the structure protects both the idol and your other units.

Attackers such as a Mangonel can be a bit more flexible, you may want to place one in the middle of a lane to damage a particular set of opponent units. Although you should be aware that this will limit your own units movements around the board, and should be prepared to play around this. You can work around this problem with other movement scrolls such as transposition.

An example of a structure which can be used as both would be the Hellspitter Mortar. This should always be placed on the front row due to the high health of this unit. It’s random attack is not consistent, but when it does land it can be an unexpected nightmare for your enemy. Have more than one of these down, and you increase your chances even more.

There may also be some structures you’d rather protect, such as the Ancestral Totem. This should be placed on the opposite side of the board from your opponents units, where possible of course. Otherwise, you may want to place a larger unit in front of it, such as a Brother of the Wolf with Dryadic Power.

One important thing I feel I should mention is, don’t think that something is safe just because it’s hiding behind a structure. Scrolls such as Pother and Flip can bring out things from behind them, or put your structures in awkward places. In this case you will have to work on building your defences back up, this may require you moving up a lane if a structure such as a Waking Stone has been moved.



Small creatures (those with 2 or less health)
  




Each of the resources have small creatures among their repertoire, and each of them will be played differently depending on the creature and the aim of your deck. For example, in a Mono Growth deck the Sister of Fox is used to draw, and then used again as food for Fertile Soil. In the early turns of the game you want to keep her alive for this purpose, so you should play her away from opponent units.

Later on in the game you may want to use her to protect a unit against an attacker without relentless. This play style is particularly prominent in the GO draw deck. Therefore, she can be placed on the front row in place of a structure. While she serves little threat with one attack, if you play God Hand she can easily take out something with 3 health, clearing the way for your other units.

Then there are the more aggressive small creatures, such as Crossbowmen and Scattergunner. This can be played early game to put on pressure while you ramp for more resources. Although they can be killed easily, if your opponent gets unlucky draws or ignores them for too long, your board presence can become overwhelming.

You also need to be prepared for board sweeps when playing small creatures. Scrolls such as Thundersurge and Inferno Blast will wipe out small creatures. Even Decimation can be deadly, if you play three Vaettr of the Wild on the same lane for example. Unfortunately, Energy also has Spark and Burn – which are perfect for the removal of small and medium creatures.

 


Medium creatures (3- 4 health)
 


Medium creatures are the most flexible in terms of placement, however you should always be conscious of Kinfolk Veterans when playing against Growth. If you are playing Order, Spearmen should always be on the front row and sometimes you may want to play two of them on the same lane, which is perfectly acceptable.

Skirmishers can be played in the front or middle lane while you are waiting to draw into something defensive, but as these are your main attackers you really want to look after them. Even putting an Infantryman in front of them is much safer.

When playing Growth, your medium Creatures such as Brother of the Wolf and Mangy wolf are more often used as blockers for the Great Wolf or Ancestral Totem. They can be placed on the front row or the middle, depending on how many small creatures you have available. Smaller creatures should be in front of medium ones where possible.

For Energy, the Gun Automatons and Gravelocks should be kept behind something defensive such as a Hellspitter mortar where possible. Otherwise they can be used to protect your more important units such as the Gravelock Elders. Using bombard with small and medium creatures can catch your opponent off-guard, this allow you more time to get your larger creatures down.

 

Large Creatures (5 or more health)
 



Where you place large creatures will depend on your resource and the creatures ability. For example, if you are playing Order and want to play an Honourable General – you should place him behind something defensive such as a Spearman, and as close to other attacking units as possible, so that you can make use of his cooldown reset ability. You should be wary of placing a useful unit like this on the front row as they will be crucial for building your attacking force.

The Great Wolf is not one of the largest creatures by itself, but due to the buff it receives from other wolves it is a major threat. For a Growth player, keeping one of these alive is key for victory. Therefore, they should be shielded from harm using the smaller wolves if no structures are in the deck. 

This differs entirely from the Cannon Automaton in Energy. Due to its Armour 1 ability, it’s best played on the front or middle row so that it can soak up damage while still being used as an attacker. Place an enchantment such as Potion of Resistance or Plating on this creature, and you’ve created a huge threat on the board.

14/06/2013

Durr's Growth Deck vs Energy


In this video Durr plays a game against a mono energy deck, with commentary from Hurr & Durr.


Complete deck list:

3x Rallying
3x Brother of the Wolf
3x Fertile Soil
3x Quake
3x Great Wolf
3x Kinfolk Brave
2x Kinfolk Jarl
2x Mangy Wolf
3x Ragged Wolf
3x Sister of the Fox
2x Unleash Inner Power
3x Ancestral Totem
3x Kinfolk Veteran
3x Crimson Bull
2x Eye of Eagle
3x Ranger's Bane
3x God Hand
3x Vaettr of the Wild

Total scrolls: 50

05/06/2013

GrumpCat's Scrolls Preconstructed Tutorials









Order 


Growth


Energy







03/06/2013

Scrolls giveaway !


 

 

We have both had an amazing time being part of the Scrolls alpha, and to celebrate that we wanted to give a free copy of Scrolls to one lucky winner !

All you have to do is tell us what precon you would choose as your starter deck, and why.

To enter, email us your answer to hurranddurr1@gmail. The giveaway will end on Tuesday 4th June at 1800 GMT, the winner will be announced by Wednesday 5th June 1800 GMT.


**This competition has ended***

31/05/2013

Sacrificing: Scrolls or Resources ?

 
 
 


One of the big mistakes I’ve seen from new players is sacrificing for scrolls when they should be sacrificing for resources. I’m going to explain the different situations you will encounter during play, and how I generally deal with them.

You should be sacrificing for either scrolls or resources every single turn, unless you are confronted with a situation where you are forced to play your hand without doing either. For example, you may have a Burn and Spark - which you desperately need to get rid of a Great Wolf.

At the start of the game, you should always be sacrificing for resources over scrolls. If you don’t build up your resources early game and your opponent does, then you will not be able to keep up with their field presence. This will allow them to have control over the game and you make things unnecessarily harder for yourself. As a general guide, I would say that sacrificing for scrolls when you have 5 or less resources is incredibly dangerous. That’s not to say that you should stick to 5/6 resources. I usually try to get to 7 then focus on sacrificing for Scrolls unless I have a decent opportunity to sacrifice for resources.

While it can be daunting to continually sacrifice for resources while your enemy is playing more creatures at the start, eventually you will get to the point where you can play 2 or 3 scrolls a turn (depending on their cost). In these early stages it is vitally important to make use of any scrolls that will let you draw scrolls, Sister of the Fox, Burn and Pother are a few examples of low cost scrolls which allow you to draw. This will give you more options when it comes to sacrificing.

Sometimes it is necessary to gain more resources even if it means you will have no scrolls in hand. However, this will also largely depend on your opponent. If they have less resources than you, then it is safer to sacrifice for scrolls (although not ideal) if you really need to. It can also be tempting to try and draw into a certain scroll. For example, if your opponent has played a Kinfolk Brave – you may want to find a Spark to get rid of it. But it’s much more worthwhile to sacrifice for resources, play a structure, then a large creature and deal with the threat when you can.

During the late game you should be keeping a close eye on your opponents resources. Make sure you don’t fall behind them by too much. If they are on 8 and you are on 7 it should be ok, but if they’re on 10 and you’re still on 7, then that’s potentially 1 more scroll a turn they can play (an extra Burn, Skirmisher, or Mangy Wolf coming your way!). 

If you keep this advice in mind when playing you will be in a strong position and will be able to make the most of the scrolls in your hand.

23/01/2013

Scrolls Tutorial Video







We decided to make a video tutorial for new players, or for those who want to learn some basic tactics. We used the pre-constructed decks in this video as not everyone has a set of every scroll.



20/01/2013

Deck building with p0w3rtrigger




Gareth from p0w3rtriggers ranked experience




Gareth from YouTube channel p0w3rtrigger, is gradually constructing Scrolls videos and teaching himself how to play the game. Here is one of this first few games he has played and recorded. For those who haven't seen much of Scrolls, this video will give you an excellent idea of how games are played out.

If you are interested in any more of the videos he has done (or just like the sound of his voice) his YouTube profile can be found here: http://www.youtube.com/user/p0w3rtrigger


Deck building with p0w3rtrigger



Here is a video with me going through a deck with Gareth trying to get the most out of his cards. I also discuss a few key basics with him and general card knowledge.

07/12/2012

Action priority for new players




Action priority, by this I mean the most productive order in which to do things in your turn. We have all done it while playing Scrolls, drawn into a card we can really use but have already moved our units, or cast a spell and spent our resources, then draw into something which would have been far better for the situation. What I plan to try and outline with this post is what is the most optimal sequence to do things in your turn.

1. Decide what to sacrifice, you should be sacrificing every turn, unless you have what you believe to be a perfect hand for the situation drawing an extra 2 cards at the cost of another is generally better and can keep you in the game. It's never good to go into "Top Deck" mode where you must rely on the next card you draw.

2. If you are even thinking of using any cards which let you draw more cards, do it before you do anything else. Don't move your creatures!

3.After you are done drawing look at the available options to you; think through the best use of the cards in hand and the state of the field. Work out if you need to move your creatures, and where, to get the most out of them. Just sit and observe the field.

4. Move your creatures into position.

5. Cast your spells and end your turn.

So to break it down into some more straight forward steps:

1. Sacrifice.


2. Draw cards.


3. Observe & think.


4. Move creatures.


5. Cast Spells


Whilst by no means this is THE way to make the most out of your turn, for new players following this hopefully you will be able to reduce the amount of mistakes you make. As any of the higher ranked players will tell you, all it takes is 1! That's right! JUST 1 misplay or creature out of position, and you can lose the game.

Hopefully this will provide you new guys with the ground works to get the most out of your turn and reduce the mistakes you make to a minimum.

You have 1 minute 30 seconds for your turn, make the most out of it and don't rush into your decisions.