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1 | p.boxed |
2 | | Both players play a move "at the same time". | |
e45c98ec | 3 | | The goal is to eliminate all enemy pawns. |
1a3cfdc0 | 4 | |
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5 | figure.diagram-container |
6 | .diagram | |
7 | | fen:npppn/p3p/5/P3P/NPPPN: | |
8 | figcaption Initial position. | |
9 | ||
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10 | p |
11 | | This variant is inspired by the | |
12 | a(href="https://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse") | |
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13 | | Four Horsemen of the Apocalypse |
14 | | mythology. Knights are horsemen, and pawns are footmen. | |
e45c98ec | 15 | | If all footmen of one color die, the other side wins. |
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16 | |
17 | p. | |
18 | At each turn you can decide either to play safely an apparently valid move, | |
19 | or speculate on your opponent's move and choose a move valid only | |
20 | conditionally on his choice. In this last case the move may end up not | |
21 | being playable: you would get a penalty point. Two penalty points loses | |
22 | the game. For example in the initial position, 1.(c1)c2 is safe while 1.axb3 | |
23 | will be valid only if black plays 1...Nb3. | |
24 | ||
25 | p Resolving rules: | |
26 | ul | |
27 | li. | |
28 | If both moves are illegal none are played. | |
29 | If one is illegal, the other is played. | |
1a3cfdc0 | 30 | li. |
e45c98ec | 31 | If a capture is intended but the target moved, the move is still played |
1a3cfdc0 | 32 | but doesn't capture anything. |
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33 | li. |
34 | If both moves arrive on the same square: the illegal move prevails, | |
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35 | if the other was legal (higher risk => reward): the other piece vanish. |
36 | If both moves are (il)legal, then a horseman wins over a footman. | |
6ec2feb2 | 37 | Finally, at same risk level and same piece type, both disappear. |
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38 | |
39 | figure.diagram-container | |
40 | .diagram | |
41 | | fen:npppn/p4/4P/P2pP/NPP1N: | |
42 | figcaption After 1.d1d2 e4e3 2.dxe3 exd2, pawns placements are inversed. | |
43 | ||
e45c98ec | 44 | h3 Promotions |
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45 | |
46 | p. | |
47 | Pawns automatically promote in a knight, except if the player already | |
48 | have two horsemen on the board. In this case the footman is relocated on | |
49 | any free square which is not on last rank. | |
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50 | Even in this last case, pawn promotions may appear possible by |
51 | anticipation of a knight capture. This is risky but playable. | |
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52 | |
53 | h3 End of the game | |
54 | ||
55 | p. | |
56 | As stated previously, losing all pawns lose the game, so promoting your | |
57 | last pawn loses. It may be the only legal move. | |
58 | If however both footmen armies vanish at the same time, it's a draw. | |
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59 | It can happen if the two last pawns decide to advance to the same square |
60 | for example. | |
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61 | Finally, if both sides get the second penalty point at the same time |
62 | it's also a draw. | |
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63 | |
64 | h3 Source | |
65 | ||
66 | p | |
67 | a(href="https://www.chessvariants.com/rules/apocalypse") Apocalypse chess | |
68 | | on chessvariants.com. This variant is playable at | |
69 | a(href="http://apocalypsechess.online/") apocalypsechess.online | |
70 | | but without the promotion restriction. | |
71 | ||
72 | p Inventor: C.S. Elliott (1976) |