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1a3cfdc0 BA |
1 | p.boxed |
2 | | Both players play a move "at the same time". | |
3 | | The goal is to eliminate all pawns. | |
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. | |
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15 | | The goal is to eliminate all enemy footmen, |
16 | | most likely with the help of your horsemen. | |
17 | | If all footmen die, the other side wins. | |
18 | ||
19 | p. | |
20 | At each turn you can decide either to play safely an apparently valid move, | |
21 | or speculate on your opponent's move and choose a move valid only | |
22 | conditionally on his choice. In this last case the move may end up not | |
23 | being playable: you would get a penalty point. Two penalty points loses | |
24 | the game. For example in the initial position, 1.(c1)c2 is safe while 1.axb3 | |
25 | will be valid only if black plays 1...Nb3. | |
26 | ||
27 | p Resolving rules: | |
28 | ul | |
29 | li. | |
30 | If both moves are illegal none are played. | |
31 | If one is illegal, the other is played. | |
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32 | li. |
33 | If a capture was intended but the target moved, the move is still played | |
34 | but doesn't capture anything. | |
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35 | li. |
36 | If both moves arrive on the same square: the illegal move prevails, | |
37 | if the other was legal (higher risk => reward). | |
38 | If both moves are legal or illegal, then a horseman wins over a footman. | |
39 | Finally, at same risk level and same piece type, both disappear. | |
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40 | |
41 | figure.diagram-container | |
42 | .diagram | |
43 | | fen:npppn/p4/4P/P2pP/NPP1N: | |
44 | figcaption After 1.d1d2 e4e3 2.dxe3 exd2, pawns placements are inversed. | |
45 | ||
46 | h3 Pawn promotions | |
47 | ||
48 | p. | |
49 | Pawns automatically promote in a knight, except if the player already | |
50 | have two horsemen on the board. In this case the footman is relocated on | |
51 | any free square which is not on last rank. | |
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52 | Even in this last case, pawn promotions may appear possible by |
53 | anticipation of a knight capture. This is risky but playable. | |
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54 | |
55 | h3 End of the game | |
56 | ||
57 | p. | |
58 | As stated previously, losing all pawns lose the game, so promoting your | |
59 | last pawn loses. It may be the only legal move. | |
60 | If however both footmen armies vanish at the same time, it's a draw. | |
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61 | It can happen if the two last pawns decide to advance to the same square |
62 | for example. | |
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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) |