Legend Of Fenrirak™ -Showdowns- is designed for landscape orientation. Please rotate your screen to continue playing.
Defeat all other players on the board. If you (the human player) defeat all three computer opponents, you win — even if it's not your turn. If a computer defeats you, the game ends in defeat.
All players choose a class (Mage, Knight, or Archer) and a starting weapon. Players then choose a starting tile. Everyone rolls a die — highest to lowest determines turn order. Ties reroll among tied players.
Players may move before attacking but cannot move after attacking. Opening a chest ends the turn immediately. One turn ends when a character has opened a chest, attacked, or clicked End Turn.
Move up to your movement speed in adjacent (non-diagonal) tiles. Difficult Terrain (Mud/Hill) costs 2 tiles per tile (Knights ignore this). Thorny Vines (THV) deal 2 damage when passing through and 4 damage if you stop in them, then 3 damage every 2 turn cycles until you leave.
Each tile's image tells you what it is - if a tile has a name written on it (Mud, Hill, Rock, Tree, Log, THV, Chest, High Ground), that's its type and it behaves as described below. A tile with no name on it is just Normal ground with no special effect.
Before attacking, roll a Hit Throw. If the total (including modifiers) equals or exceeds the target's Defence, the attack hits. Range is measured as the greater of horizontal or vertical distance.
Rocks, Logs, Trees, and Chests never block a ranged attack outright - they only grant a defence bonus (see Cover below); they don't stop the shot from passing through.
Tiles labeled High Ground give the attacker standing on them +1 to Hit Throw.
Opening a chest ends your turn. You must be directly adjacent (non-diagonal). Roll a die for loot. A chest can only be opened once. If a weapon is received, it goes to inventory automatically. A Chest can also sit on a High Ground tile, granting both effects at once.
Can't use Potion of Healing at full health. Can't heal above max health. Potions can be used any time during your turn before it ends.
Health reduced to 0 or below = defeated and removed from the game.
Mage: 65 HP / Defence 3 / Move 4. Passive: All PC becomes HC; Thorny Vines take one extra turn cycle to deal damage.
Knight: 75 HP / Defence 5 / Move 6. Passive: Difficult terrain counts as 1 tile (no movement penalty; damage from Thorny Vines still applies).
Archer: 70 HP / Defence 4 / Move 5. Passive: +1 Hit Throw & +1 Range when target is on lower terrain than the Archer.
Maximum 9 characters (letters, numbers, symbols, spaces). At least one visible character.
Click a highlighted (gold) tile on the board
Each player rolls a die. Highest goes first. Ties reroll.