The Fomorians of Irish legend war with the Sidhe for the Enchanted Isles.
An unaffiliated fan homage. All code, art, and rules original. Tronsoft Games.
Goal. Each scenario lists its victory terms on the menu card. Broadly: the Fomor seek to storm the key fortresses (or fell a great Sidhe leader); the Sidhe seek to hold the isles — or to slay Balor, whose fall breaks the Fomor host.
Select one of your pieces by clicking its hex. Green hexes are legal moves; red are foes you may assail; amber are missile targets; pink marks an enemy champion you may duel.
Move by clicking a green hex. Attack a red hex — every fresh adjacent unit of yours joins the assault, resolved on the Combat Results Table. Fire by clicking an amber hex with archers or casters.
Magic. Select a caster and press Cast Spell to spend Power and smite a foe. Power is earned each turn from the sacred Power points you control.
Champions. Move a leader beside an unguarded enemy leader and click them to duel. Lugh is fated against Balor.
End Turn passes the initiative to the enemy host.