AlbionLand of Faerie — Getting Started
Welcome, war-leader. This short guide walks you through your first battle. For the full rules,
see the printed manual (docs/manual.pdf) or press ? in the game.
1. Choose a battle
On the menu, pick a scenario. Albion Alone is the 3-turn learning battle —
start there. Then choose your side: the Sidhe (defenders) or the Fomor (invaders).
Press Sound the Horns to begin. The computer commands the other host.
2. Read the field
Two landmasses face each other across the sea — Hibernia in the west, Albion in the east.
Your pieces are discs:
blue for the Sidhe,
red for the Fomor.
Letters mark their kind — Infantry, Riders, Archers, casters (M),
heavy (T), and Garrisons. Triangles are your leaders. Golden stars are Power points;
squares are fortresses (gold-edged ones are key to victory).
3. Move a host
Click one of your units. Green hexes show where it may go — click one to march.
Watch for enemy Zones of Control: stepping beside a foe halts you. Leaders move far and fast; keep
them with a strong host for protection.
4. Come to blows
Move adjacent to a foe; its hex glows red. Click it to attack — every fresh
neighbouring unit of yours joins in, and the result is read from the Combat Results Table. Archers
and casters can strike first at amber hexes two away. Concentrate your strength: odds win battles.
5. Work magic
Each turn you gain Power from the sacred sites you hold. Select a caster,
press Cast Spell, and click a nearby foe to blast them. If you lead the Fomor, watch
Balor's Eye charge — when it reads OPEN, unleash it on a cluster of Sidhe.
6. Duel of champions
Move a leader beside an unguarded enemy leader; the hex glows pink.
Click to duel. A decisive win slays the loser. Remember the prophecy: Lugh is fated to
slay Balor — and Balor's death breaks the Fomor host.
7. End your turn
When you have moved, fought, and cast as you wish, press End Turn. The enemy
host answers, and play returns to you. Hold your objectives until the turns run out — or seize
victory outright.