X-Git-Url: https://git.auder.net/?a=blobdiff_plain;ds=sidebyside;f=client%2Fsrc%2Ftranslations%2Frules%2FApocalypse%2Fen.pug;h=ecea6f0f66c2ab131244c382356ba5870ea32a26;hb=e45c98ec2e15626db02c98997ae9725635715990;hp=eaeab80f88d68ec5428207765650fb2eadf6a123;hpb=6ec2feb288c621ffd9a6bf9d3a461f9937b8c9d8;p=vchess.git diff --git a/client/src/translations/rules/Apocalypse/en.pug b/client/src/translations/rules/Apocalypse/en.pug index eaeab80f..ecea6f0f 100644 --- a/client/src/translations/rules/Apocalypse/en.pug +++ b/client/src/translations/rules/Apocalypse/en.pug @@ -1,6 +1,6 @@ p.boxed | Both players play a move "at the same time". - | The goal is to eliminate all pawns. + | The goal is to eliminate all enemy pawns. figure.diagram-container .diagram @@ -12,9 +12,7 @@ p a(href="https://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse") | Four Horsemen of the Apocalypse |  mythology. Knights are horsemen, and pawns are footmen. - | The goal is to eliminate all enemy footmen, - | most likely with the help of your horsemen. - | If all footmen die, the other side wins. + | If all footmen of one color die, the other side wins. p. At each turn you can decide either to play safely an apparently valid move, @@ -30,12 +28,12 @@ ul If both moves are illegal none are played. If one is illegal, the other is played. li. - If a capture was intended but the target moved, the move is still played + If a capture is intended but the target moved, the move is still played but doesn't capture anything. li. If both moves arrive on the same square: the illegal move prevails, - if the other was legal (higher risk => reward). - If both moves are legal or illegal, then a horseman wins over a footman. + if the other was legal (higher risk => reward): the other piece vanish. + If both moves are (il)legal, then a horseman wins over a footman. Finally, at same risk level and same piece type, both disappear. figure.diagram-container @@ -43,7 +41,7 @@ figure.diagram-container | fen:npppn/p4/4P/P2pP/NPP1N: figcaption After 1.d1d2 e4e3 2.dxe3 exd2, pawns placements are inversed. -h3 Pawn promotions +h3 Promotions p. Pawns automatically promote in a knight, except if the player already @@ -60,6 +58,8 @@ p. If however both footmen armies vanish at the same time, it's a draw. It can happen if the two last pawns decide to advance to the same square for example. + Finally, if both sides get the second penalty point at the same time + it's also a draw. h3 Source