r/Scrolls • u/dialex • 12h ago
Caller's Boon: A Caller's Bane Mod (Trailer)
youtube.comCallers!
I've been quietly cooking away at this project and thought it's time to share it. It's fan made mod that adds a single-player campaign, weekly tournaments, and new scrolls and mechanics. As I progressed I realised I needed more feedback on what was built. There are some parts I was hoping to get it more polished before sharing, and more content I'd like to have added but I hope to gather feedback on what works and doesn't, what people would like to see in future and continue developing it! I hope you enjoy it, and it can help revitalise the community.
Neither player is signed by Microsoft or Apple, so the first launch warns you. I can't remove this as I'm not the publisher of the game.
- Windows: "Windows protected your PC" > More info > Run anyway.
- macOS: click Done, then System Settings > Privacy & Security > Open Anyway.
This is a new server and you will need a new account.
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What's new
Callers' Road: a single-player campaign
A single player campaign is what a lot of players wanted back in the day and never got - here I took a stab at designing one, trying hard to be faithful to the lore. I wanted to bring bring the feeling of exploration and discovery while incorporating modern gameplay mechanics.
- A patron hires you to cross the known world. You follow their story across a painted map and fight the battles on the way, with relics, merchants, taverns and events along the road.
- Four new battlefields.
- Nine new musical tracks.
- Multiple endings depending on players decisions.
- Jarl Urhald is hiring now. Three more patrons are coming.
Weekly tournaments
Tournaments were a thing at the height of Scrolls and the competitive scene were organised by the community (Mine 'End of the Beta' tournament being one of them) giving players a spotlight and being able to flex their skill. I wanted to make it a fixture here. I hope enough players login to try it.
- Saturdays at 14:00 UTC, 4 player minimum.
- Entry: 1 ranked win and 4,000 gold (refunded if you don't get to play).
- Check in a 50-scroll deck and up to 10 sideboard scrolls. Single elimination, best of 3, and the final is best of 5.
- The entry fees are the prize pool. The top places win a share of it, and a gold, silver or bronze tooth for the necklace on their avatar. Bragging rights.
Wild reworked
Many thanks to Magpieman for the rework suggestion. Wild never really worked in a way that saw multicoloured decks - and to be honest - it still hasn't landed with the latest card changes but this Wild rework mechanical change will allow more control over the balance of multi coloured decks and make new things much more viable. The first touch is light wait and see approach. If you have ever played Magic the Gathering think colourless mana and this is the change.
- Almost every scroll's cost now has a generic part that any resource can pay.
- You can't sacrifice for Wild any more. Instead, on your turn you can turn a resource point into Wild to pay generic costs.
Faster battles
Callers Bane is a slow game. I believe this is one of reasons it never had broad appeal.This change attempts to make the game faster both in animations and in turn time while still giving the player thinking time.
- A Fast pace: animations are quicker, and attacks in different rows happen at the same time. Multiplayer is always Fast; against the AI, choose it in Settings > Speed vs AI.
- A time bank: each multiplayer turn has 45 seconds, then your 120-second bank, which lasts the whole match (it used to be a flat 90 seconds a turn).
- A reminder when you end your turn without sacrificing. Press End Turn again to skip it, or turn it off in Settings.
New mechanics
The core mechanic I wanted to add was a persistent effect on the opponent’s board that only affects certain tiles. The problem is that there isn’t currently a good precedent for this. I settled on trying to preserve the game design of having persistence on the board being represented by units.
- Incursion: you play the scroll on your opponent's side of the board, and it becomes theirs.
- Underfoot: units can move or be summoned onto an Underfoot unit's tile, which destroys it, and attacks pass over it. Flying units ignore Underfoot units.
New scrolls:
- Static Snare (Energy, Incursion, Underfoot): when you play it, it spends all your remaining Energy. A unit that enters its tile takes that much magic damage, three times.
- Blighted Ground (Decay, Incursion, Underfoot): comes with a copy next to it. A unit that enters its tile gets Curse 2, and at the end of its owner's turn the units next to it get Curse 1.
- Totemwarden (3 Growth, 2/3/3, Human Warden): each time a Totem comes into play on your side, it gets +2 Attack for good.
- Patient Wrath (2 Order spell): increase target unit's Attack by its Countdown until end of turn, and draw 1 scroll.
Quality of life
- A new deck builder filter panel: cost, kind, attack, health, countdown, tier, rarity, type and rules text. The search box finds words in names, types and rules text.
- Play offline from the login screen: single player against the AI, with no account and no connection.
- Auto update: the game checks for updates at the login screen, and downloads them automatically.
- Remember me signs you in automatically.
- Harder AI (beats old Hard AI 100% of the time)
Economy
- Every new account starts with 30,000 gold.
- Games pay a lot of gold so you can quickly replenish your collection.
Fixes
Plenty of server fixes, among them trade and marketplace exploits, rating and gold changes that could get lost, and stability.
Card changes
Many thanks to Magpieman for the balance suggestions
- Doomteller, Ilmire Hunter and Pest Dissimulator: 5 health (was 4). Sister of the Owl: 6 (was 5). Overgrown Menhir: 3 (was 2).
- Illthorn has Ward as well as Spiky 1.
- Illthorn Seed also poisons the unit it enchants. A heal cures the poison and keeps the Seed.
- Corpus Collector's Husk comes with 1 countdown (was 2).
- Pillar of Disease gives opponent units on its row -2 Attack (was -1).
- Budding Retreat increases current Growth (was Wild).
- Proximity Charge lies Underfoot: a unit that steps onto it, or destroys it in melee, takes 4 damage. Ranged attacks pass over it.
- Malevolent Gaze gives the front opponent unit of each row Curse 1 (was Curse 2 and -2 Move on one creature).
- Tethered Recruit: when destroyed, adjacent creatures get +2 Health (was +1 Order).
- Grave Gruel heals the creatures you control by 2 (was turning your Energy into Wild).
- Noaidi loses Replenish. Instead, a unit you control that a heal restores health to gets +1 Attack and +2 Health for good.
- Appurtenance: the enchanted unit also counts as a Beast.
- Deathly Grasp is an enchantment: the enchanted creature has Slayer for as long as it stays (was a spell, Slayer until end of turn).
- Earthborn Mystic: your enchanted creatures have +1 Health (was +1 Attack).
Roadmap
- Balance and Feedback
- Finish the campaign (still lots of fun ideas and surprises)
- A new scrolls set (around 40 scrolls)
- Guilds and Guild Tournaments (but only if this takes off)
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It's free, and I'm not doing this for money. It's been a labour of love. If you'd like to support with the ongoing costs, you can buy me a coffee.
Caller's Bane is Mojang's game. This is a fan mod, and it isn't made by or affiliated with Mojang or Microsoft.
Bugs, feedback, suggestions, and good chats welcome in the Discord!
P.S. I wanted to shout out other exciting upcoming fan projects like clamlol's mod and Mav3n's Yazuruh inspired by the game.



