Guilds, clans, and similar communities have been a big part of the success of a lot of midcore games, like Clash of Clans and Game of War. But attempts to unleash the power of these structures in more casual games has been lacking. Is it possible to do this right? Can you simplify the clan experience to make it work in casual genres … resource management, level-based progression, social casino, hidden object, and so on … without losing the power of what makes them so effective in midcore games? Or is there zero overlap between what casual players are willing to learn and do, and what is required to support such in-game communities?