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In case you missed it: Amiga fantasy kingdoms, quests, and dungeon crawls

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dadmin
(@popper21)
Posts: 109
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[#162]

This batch ranges from unforgiving ASCII descents to map-room struggles over castles, taxes, spells, and succession. The common thread is fantasy with a sharp appetite for planning ahead.

Ancient Domains of Mystery

Ancardia’s chaotic descent pits a self-made adventurer against Chaos in Ancardia, with race and class choices, skill points, herbs, forging, and a hazardous road through the mountains. The corruption system is the hook here: would you risk a mutation for immediate power, or keep a fragile run clean?

Angband

the hundred-level hunt for Morgoth takes the Moria-style plunge down 100 procedurally arranged dungeon levels, where food, scrolls, potions, artifacts, and retreat routes all compete for attention. Its final objective is clear enough to put a proper shape on the expedition: reach the bottom and face Morgoth.

Celtic Legends

the Rochebrume wizard war sets Eskel and Sogrom against one another across 23 islands, where captured castles provide the mana for troops and spells. Ice, fire, and shadow magic give the island maps their flavor; which resource would you spend first when a castle is still exposed?

Death or Glory: Das Erbe von Morgan

Morgan’s contested inheritance combines 16 tactical scenarios with AD&D-style character growth, letting a hero lean toward weapon skills or a spellbook. Terrain, limited spell uses, five difficulty settings, and semi-automatic movement make each battle a question of how much control you want to keep.

Demon’s Winter

the search for Malifon returns to Ymros with a party drawn from Humans, Elves, Dwarves, and Trolls, then adds ten classes to the mix. Town trading, camp worship, item combinations, and the chase after Malifon make the overhead journey feel busier than a straightforward dungeon march.

Feudal Lords

Euthrania’s four-lord struggle makes conquest a matter of taxes, trade, diplomacy, army building, uprisings, and assassination plots among four rival lords. Battles are computer-resolved, so the real argument is whether that distant command suits a game built around political maneuvering.

Hack

the early ASCII dungeon is all single-key decisions, from checking inventory and eating rations to choosing whether a dangerous spell is worth casting in a cramped corridor. Boomerangs can return on their owner, fire can threaten scrolls, and odd monster interactions invite comparison with the later roguelikes you know best.

Heirs to the Throne

the barons’ race for the crown begins after a king’s death, with rival barons taxing villages, recruiting forces, and spreading across a configurable realm before the heir returns from the Crusades. Its phases separate management, recruitment, movement, and combat, while hot-seat games allow up to four claimants to bargain or collide.

HeroQuest II: Legacy of Sorasil

Rhia’s nine-mission campaign sends a party of four through Rhia using the returning isometric HeroQuest engine, with eight available classes including rangers, mystics, elves, and clerics. Individual movement and the icon bar for attacking, opening, and searching should make tight corridors the place where party composition really shows.

Which would you bring to an Amiga fantasy evening: the long rogue descent of Angband or Hack, the party-building of Demon’s Winter and HeroQuest II, or a castle-and-mana contest such as Celtic Legends?


“Yes,there are two paths you can go by, but in the long run, there's still time to change the road you're on.”
― Led Zeppelin 😎 !!

 
Posted : 26/10/2026 11:28 am
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