AlbionLand of Faerie

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

Choose your battle

Take command of:
AI Tactical Intelligence: Difficulty changes AI decisions only. It never changes dice, combat strength, movement, or scenario forces.

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

Field Command Orders & actions
Turn Control
No unit selected
Select one of your pieces to see its orders and status.
Unit Actions
Battlefield View
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Battle Management
Quick Keys N/P units · C coords · T threats · S/L save U undo · F center · 0 reset · E end turn
Albion: Land of Faerie Version 3.4.6
Battle Intelligence Situation & history
Turn 1 / 3Active: Fomor
AI Doctrine: StandardDecision quality only
Sidhe Power 0 Fomor Power 0
Balor's Eye: 0
Battle Objectives
Strategic GuidanceSelect a unit
Select one of your pieces to see nearby objectives.
Command Roster0 ready
Campaign Map
Combat History
No engagements yet.
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.
Unit Information

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.

Unit cycling. Use Next/Previous or the N/P keys to cycle through pieces awaiting orders. After a piece acts, Albion advances to the next available unit.

Command Status. Friendly counters now show a small readiness marker. The roster lists every surviving friendly piece as Ready, Moved, Spent, or Disrupted. Click a roster entry to select and center that piece instantly.

Keyboard. N/P cycle units, C toggles coordinates, T toggles enemy threats, S quick-saves, L resumes the saved battle, U undoes the last safe movement, F centers the selected unit, 0 resets the view, arrow keys pan, +/− zoom, Escape cancels selection, and E ends the turn.

Quick Save. Use Quick Save at any point during your turn. Resume Save restores the scenario, side, turn, forces, fortress control, Power, and battlefield position from that save.

Undo Move. Press the Undo Move button or U immediately after an ordinary movement to return that piece to its previous hex. Undo is cleared as soon as combat, magic, a duel, Balor's Eye, saving/loading, or a turn transition occurs.

Turn Report. After the enemy completes its response, Albion summarizes losses, fortress changes, Power changes, and the new turn state. Press R or use Turn Report to reopen the latest summary.

Threat Overlay. Press T or use Threats to shade hexes the enemy can potentially threaten on its next activation. Dark red marks movement/adjacent-attack danger; amber marks ranged-fire reach. This is a planning aid, not a guarantee of the AI's next action.

Strategic Guidance. Select a piece to see nearby enemy fortresses, friendly key fortresses, sacred Power sites, and scenario-critical enemy leaders. Each entry shows hex distance and compass direction; click an entry to center that objective on the battlefield.

Movement Path Preview. Hover over any green destination to see the exact route and movement-point cost before committing the move.

Combat Experience. Albion confirms melee and siege attacks before commitment, marks combat results directly on the battlefield, and records engagements in Combat History. Click a history entry to return to that battlefield location. Toggle Confirm Attacks if you prefer one-click combat.

AI Tactical Intelligence. Choose Novice, Standard, or Veteran before the battle. Standard and Veteran evaluate objectives, terrain, support, enemy threat, isolation risk, Power sites, fortresses, and vulnerable leaders. Difficulty changes decision quality only; the AI receives no hidden dice, strength, movement, or reinforcement bonuses.

End Turn passes the initiative to the enemy host. If usable units remain, the game warns you first.

Battle Result

Turn Report

Victory