Apocalypse

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Apocalypse is a chess variant for 2 players invented by C.S. Elliott in 1976. It is played on a 5x5 board with simultaneous secret moves. Each player controls 2 Horsemen (knights) and 5 Footmen (pawns). The goal is to eliminate all of the opponent’s Footmen. The simultaneous movement creates unique tactical and psychological tension not found in standard chess.

Components

Setup

Arrange pieces on the 5x5 board:

White (rows 1-2):

Wait – the standard layout is:

Black (rows 4-5), mirrored:

Turn Structure

Both players act simultaneously each turn:

  1. Secret Move: Both players secretly write down one move for one of their pieces.
  2. Reveal: Both moves are revealed simultaneously.
  3. Resolve: Execute both moves, resolving any conflicts according to the collision rules.

Actions

Horseman Movement: Moves exactly like a knight in chess (L-shape: 2 squares in one direction, 1 square perpendicular). Can jump over other pieces.

Footman Movement: Moves like a pawn in chess with these modifications:

Collision Resolution (when both pieces move to the same square):

Footman Capture of Vacated Square: If a Footman attempts to capture diagonally but the target piece moved away, the Footman’s move is still executed as a diagonal non-capturing move to that square.

Promotion: When a Footman reaches the opponent’s back rank, it is promoted to a Horseman – but only if the player currently has fewer than 2 Horsemen on the board. If the player already has 2 Horsemen, the Footman remains a Footman on the last rank.

Scoring / Victory Conditions

Win by Elimination: The first player to capture all 5 of the opponent’s Footmen wins.

Win by Penalty: If a player accumulates 2 penalty points, they lose immediately.

Draw: If both players’ last Footmen are eliminated simultaneously, the game is a draw.

Special Rules & Edge Cases

Player Reference

Piece Movement Capture
Horseman L-shape (as chess knight) Same as movement
Footman 1 square forward 1 square diagonally forward
Collision (same square) Result
Horseman vs. Footman Horseman wins
Same type vs. same type Both eliminated
Condition Result
All enemy Footmen captured You win
2 penalty points You lose
Simultaneous last Footman loss Draw

| Promotion | Footman reaching back rank becomes Horseman (if fewer than 2 Horsemen on board) | |———–|—|