Now, let's clarify what this means.
First, it's early. That means it isn't done. That means there's going to be a lot of flux in how things work. Things are going to be unfair to some, too helpful to others, things are going to break. But, that's what happens.
Now, about the change.
I mentioned earlier (here) that there was a change coming that would make clans a lot more integral to the game. It's here. For the most part. See above.
We now have (for the most part) a system in place to enact Clan Rituals. A ritual is going to be a new thing in CB where it conveys certain effects to the battle on a clan-wide basis. So, for instance, one particular ritual might grant extra HP to all clan members, while another one might inhibit the rituals of the people your clan fights. There are a lot of things that go on that are bog standard CB, and plenty that are the kinds of "modifiers" we've not seen yet.
Clans pay for rituals using CP, and they only last for a short duration. So the tradeoff is to reduce your CP (and possibly your rank) to get something else to help you fight that wretched target clan.
Now here's the other neat feature of this whole shebang. Not everyone can choose from the same set of rituals. Each clan can choose to follow one of the four gods, or no god. Depending on whom you follow, you will have different rituals available to you in accordance with the personality of that god (based on Tolkien lore).
Choosing a god will have its cost, as will forsaking a god. (Not implemented yet).
Forsaking a god will cancel all active rituals.
I think that's it. Many many many thanks to Natasha and all the council for helping get this setup and going.
In case it's not obvious, the effects of the rituals are going to change drastically as we try to wage the delicate balancing act that this will require. Don't complain. You got a big new change, after all. Just learn from Hatch and plan on getting screwed.
ToDo:
Have current ritual and time remaining appear on clan page
Have ritual display with other prefight spells