Fix some complete rules
[xogo.git] / variants / Apocalypse / complete_rules.html
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126ffc70
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1<html>
2<head>
3 <title>Apocalypse Rules</title>
4 <link href="/common.css" rel="stylesheet"/>
5 <link href="/variants/Apocalypse/style.css" rel="stylesheet"/>
6</head>
7<body>
126ffc70
BA
8<div class="full-rules">
9<h1>Apocalypse Rules</h1>
10
11<div>
12 <p>
13 Both players play a move "at the same time".
14 The goal is to eliminate all enemy pawns.
15 </p>
16 <figure>
17 <div class="diag"
18 data-fen='npppn/p3p/5/P3P/NPPPN w 0 {"whiteMove":"-","penalties":"00"}'>
19 </div>
20 <figcaption>Initial position.</figcaption>
21 </figure>
22 <p>
23 This variant is inspired by the
24 <a href="https://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse">
25 Four Horsemen of the Apocalypse
26 </a>
27 mythology. Knights are horsemen, and pawns are footmen.
28 If all footmen of one color die, the other side wins.
29 </p>
30 <p>
31 At each turn you can decide either to play safely an apparently valid
32 move, or speculate on your opponent's move and choose a move valid only
33 conditionally on his choice. In this last case the move may end up not
34 being playable: you would get a penalty point. Two penalty points loses
35 the game. For example in the initial position, 1.(c1)c2 is safe while
36 1.axb3 will be valid only if black plays 1...Nb3.
37</div>
38
39<div>
40 <p>Resolving rules:</p>
41 <ul>
42 <li>
43 If both moves are illegal none are played.
44 If one is illegal, the other is played.
45 </li>
46 <li>
47 If a capture is intended but the target moved, the move is still played
48 without capturing anything.
49 </li>
50 <li>
51 If both moves arrive on the same square: the illegal move prevails
52 (if any), so the other piece vanishes (higher risk is rewarded).
53 If both moves are legal, then a horseman wins over a footman,
54 whereas two pieces of the same nature disappear.
55 </li>
56 </ul>
57 <figure>
58 <div class="diag"
59 data-fen='npppn/p4/4P/P2pP/NPP1N w 0 {"whiteMove":"-","penalties":"00"}'>
60 </div>
61 <figcaption>
62 After 1.d1d2 e4e3 2.dxe3 exd2, pawns placements are inversed.
63 </figcaption>
64 </figure>
65</div>
66
67<div>
68 <h3>Promotions</h3>
69 <p>
70 Pawns automatically promote in a knight, except if the player already
71 have two horsemen on the board. In this case the footman is relocated on
72 any free square which is not on last rank.
73 Even in this last case, pawn promotions may appear possible by
74 anticipation of a knight capture. This is risky but playable.
75 </p>
76 <h3>End of the game</h3>
77 <p>
78 As stated previously, losing all pawns lose the game, so promoting your
79 last pawn loses. It may be the only legal move.
80 If however both footmen armies vanish at the same time, it's a draw.
81 It can happen if the two last pawns decide to advance to the same square
82 for example.
83 Finally, if both sides get the second penalty point at the same time
84 it's also a draw.
85 </p>
86 <h3>Resources</h3>
87 <p>
88 <a href="https://www.chessvariants.com/rules/apocalypse">
89 Apocalypse chess
90 </a>
91 on chessvariants.com. This variant is playable at
92 <a href="http://apocalypsechess.online/">
93 apocalypsechess.online
94 </a>
95 without the promotion restriction.
96 </p>
97</div>
98
99</div>
100
101</body>
102<script src="/utils/drawDiagrams.js"></script>
103<script>fenToDiag("Apocalypse");</script>
104</html>