+<html>
+<head>
+ <title>Apocalypse Rules</title>
+ <link href="/common.css" rel="stylesheet"/>
+ <link href="/variants/Apocalypse/style.css" rel="stylesheet"/>
+</head>
+<body>
+
+<div class="full-rules">
+<h1>Apocalypse Rules</h1>
+
+<div>
+ <p>
+ Both players play a move "at the same time".
+ The goal is to eliminate all enemy pawns.
+ </p>
+ <figure>
+ <div class="diag"
+ data-fen='npppn/p3p/5/P3P/NPPPN w 0 {"whiteMove":"-","penalties":"00"}'>
+ </div>
+ <figcaption>Initial position.</figcaption>
+ </figure>
+ <p>
+ This variant is inspired by the
+ <a href="https://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse">
+ Four Horsemen of the Apocalypse
+ </a>
+ mythology. Knights are horsemen, and pawns are footmen.
+ If all footmen of one color die, the other side wins.
+ </p>
+ <p>
+ At each turn you can decide either to play safely an apparently valid
+ move, or speculate on your opponent's move and choose a move valid only
+ conditionally on his choice. In this last case the move may end up not
+ being playable: you would get a penalty point. Two penalty points loses
+ the game. For example in the initial position, 1.(c1)c2 is safe while
+ 1.axb3 will be valid only if black plays 1...Nb3.
+</div>
+
+<div>
+ <p>Resolving rules:</p>
+ <ul>
+ <li>
+ If both moves are illegal none are played.
+ If one is illegal, the other is played.
+ </li>
+ <li>
+ If a capture is intended but the target moved, the move is still played
+ without capturing anything.
+ </li>
+ <li>
+ If both moves arrive on the same square: the illegal move prevails
+ (if any), so the other piece vanishes (higher risk is rewarded).
+ If both moves are legal, then a horseman wins over a footman,
+ whereas two pieces of the same nature disappear.
+ </li>
+ </ul>
+ <figure>
+ <div class="diag"
+ data-fen='npppn/p4/4P/P2pP/NPP1N w 0 {"whiteMove":"-","penalties":"00"}'>
+ </div>
+ <figcaption>
+ After 1.d1d2 e4e3 2.dxe3 exd2, pawns placements are inversed.
+ </figcaption>
+ </figure>
+</div>
+
+<div>
+ <h3>Promotions</h3>
+ <p>
+ Pawns automatically promote in a knight, except if the player already
+ have two horsemen on the board. In this case the footman is relocated on
+ any free square which is not on last rank.
+ Even in this last case, pawn promotions may appear possible by
+ anticipation of a knight capture. This is risky but playable.
+ </p>
+ <h3>End of the game</h3>
+ <p>
+ As stated previously, losing all pawns lose the game, so promoting your
+ last pawn loses. It may be the only legal move.
+ 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.
+ </p>
+ <h3>Resources</h3>
+ <p>
+ <a href="https://www.chessvariants.com/rules/apocalypse">
+ Apocalypse chess
+ </a>
+ on chessvariants.com. This variant is playable at
+ <a href="http://apocalypsechess.online/">
+ apocalypsechess.online
+ </a>
+ without the promotion restriction.
+ </p>
+</div>
+
+</div>
+
+</body>
+<script src="/utils/drawDiagrams.js"></script>
+<script>fenToDiag("Apocalypse");</script>
+</html>