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.
Good fortune upon the field. — Tronsoft Games · tronsoft.net
An unaffiliated fan homage. All content original.
Turn Reports: After the enemy response, review losses, fortress changes, Power changes, and the new turn state. Press R to reopen the latest report.
Use the Threats button or press T to display potential enemy danger zones. Red indicates movement/adjacent-attack danger; amber indicates ranged reach with current line of sight. Treat the overlay as a planning aid rather than a prediction of AI orders.
Select a friendly piece to see nearby strategic objectives. The panel ranks enemy fortresses, friendly key fortresses, sacred Power sites, and scenario-critical enemy leaders. Each item shows hex distance and compass direction; click it to center the battlefield there.
v2.0 Movement Preview: Hover a green legal destination to see the route and movement-point cost before clicking.
Albion v2.1.0 can confirm melee and siege attacks before commitment. Combat results appear briefly on the battlefield and are stored in Combat History; select an entry to center the map on that engagement. Enemy combat actions are summarized after the AI turn.
Before starting a battle, choose Novice, Standard, or Veteran. Novice follows simpler objectives. Standard balances objectives with terrain, support, and threat. Veteran evaluates those factors more aggressively, concentrates force more deliberately, protects leaders, and values Power sites and key fortresses more strongly. Difficulty never changes dice, unit strength, movement, or scenario forces.