Jakob: Slightly too good, I have to say! Jon Kågström has been writing the AI and so far we are very happy with it. Not only is it hard to beat, but it can handle any deck you give it, which makes for a very dynamic opponent. We are also very happy to report that it's not a cheating AI. It does not know anything about the scrolls in your hand or which scroll it will get from the library at the start of its next turn.
Something CCG games in general seem to employ in great number is personal spells - counter-magics, direct-to-monster/player effects and so on - what are some of the more interesting direct-effect scrolls available, currently?
I am personally a big fan of the damage that certain combinations of scrolls can cause. One such example is the use of "Death Cap Berserk" and "Leeching Ring".
"Leeching Ring" is also a creature enchantment. It will heal its bearer by that creatures original Countdown every time it attacks. So if a creature has a original Countdown of 2 (meaning it will attack every other round) or more, then the "Leeching Ring" will completely negate the negative effect of "Death Cap Berserk".
Now if you REALLY want to put your opponent on his back, try sticking these enchantments on an "Honorable General". A creature with an original Countdown of 3 and whose rules read:
Needless to say, this combo is a power move. Now if I only could get it up and running more often!
Any plans for a deck-building tutorial in-game, for people who might not be as familiar with CCG-style games?
There is currently no tutorial for it, but we are trying to make it as easy as possible by nudging the player in the right direction. When you buy the game, you will have a pre-constructed deck at your disposal and as you play the game you will gain more scrolls that you put in your deck if you want to. So basically, if you never played CCG's before, you won't have to start out by diving into the whole deck building thing. We will also supply the players with some small advice as to what you should think about when customizing/building your deck.
Long-time CCG fans are bubbling with excitement about Scrolls; how would you describe the transition for players trying to learn Scrolls' system, relative to table-top CCG games?
What is similar about the system to more traditional CCG games, and what is different?
We have also made some changes to the traditional way of gaining resources. Any scroll in your hand can be sacrificed to gain a resource output, so there are none of those frustrating matches where you lose simply because you are unlucky with drawing resources. We have also done our best to adjust the game play to suit its online environment. Less time waiting for your opponent to make a decision, makes for a more enjoyable experience.
Any plans for an in-game representation of the player - an avatar, character model, etc?
Trading is a big aspect of any CCG, and an option we would like to extend to our players. It will not be featured in the first release, but it is definitely on our todo-list.
If you had to pick one word to describe Scrolls, what would it be?
Oh no, I always fail at these questions...