AlbionLand of Faerie

The Fomorians of Irish legend war with the Sidhe for the Enchanted Isles.

Choose your battle

Take command of:

An unaffiliated fan homage. All code, art, and rules original. Tronsoft Games.

Turn 1 / 3Active: Fomor
Sidhe Power 0 Fomor Power 0
Balor's Eye: 0
Chronicle
I Infantry · R Riders · A Archers · M Casters · T Heavy · G Garrison
▲ Leader · ✶ Power point · ▣ Fortress (gold = key)
Gold ring = disrupted. Pips = strength steps.

How to Play

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.

Victory