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Annotated Games: 4 Players

This game was played during the game testing of the advanced version of Apokalypsis. The general strategy is to observe each others' moves, deduce which cards that are kept and which cards that are returned, and move to safe areas and away from unsafe areas.

The meeples are denoted with colored circles; filled in the hexes they stand in and hollow in the regions they moved from. A "round" ends when an apocalypse takes place and hexes get flipped. "Hand" refers to the omen kept and "Pile" to the omen returned to the pile.

Starting positions

Round 1

Player   Hand   Pile   
YellowStormVolcanic Eruption
GreenSouthEarthquake

Player 1 picks Yellow, since the meeples are safe from storms. She moves towards the hopefully safe volcanic eruption areas. Player 2 picks Green and, seeing Yellow's moves, move away from the coastal areas. The omens South and Storm triggers an early apokalypsis, flipping 1 tile and removing 1 orange meeple.


Round 2

Player   Hand   Pile   
BlueWaveEast
RedGods' WrathNorth
YellowSouthEarthquake

Player 3 picks Blue and moves towards what she now thinks is the safe South while also staying in the presumably safe stormy tiles. Player 4 finally discards North and picks Red, which has several meeples there.

However, Yellow gets the opportunity to keep South and, after having moved out of there, triggers the second apocalypse in the game. This hurts Red most with 2 lost meeples.

Round 3

Player   Hand   Pile   
GreenVolcanic EruptionWest
BlueStormWave
RedGods' MercyNorth
YellowWestEast

Green, having discarded Earthquake last round, fears that it will be back soon. She moves to the safer temple and also discard West to keep it safe. Blue guesses that the temples are safe now and do likewise. She also keeps Storm and moves away from the now unsafe stormy tiles. Red keeps discarding North and moves a meeple closer to a temple just in case. This gives Yellow another chance to trigger an apocalypse and she does so by keeping West after first having fled from there. This hurts both Green and Blue, putting Yellow in the lead.

Round 4

Player   Hand   Pile   
GreenEarthquakeVolcanic Eruption
BlueStormSouth
RedEastNorth

Green expects West to be safe both now and in the future with so few meeples there and moves closer. Blue keeps Storm to potentially hurt Green and also moves out of the temple for now.

Red also leaves the temple and keeps East, where many opponents are gathered. This turns out successful as 2 Yellow and 2 Green meeples are removed.

Round 5

Player   Hand   Pile   
YellowEarthquakeGods' Wrath
GreenSouthWave

Yellow builds a bridge just in case and makes a move away from South to hide the fact that she kept Earthquake. Green hopes that keeping South will hurt Blue or Yellow and also build a bridge to a temple just in case. Her decision did indeed hurt Blue.

 

Round 6

Player   Hand   Pile   
BlueWestWave
RedEastNorth
YellowGods' MercyStorm
GreenVolcanic EruptionWest

Blue keeps Wave and move/keep her meeples at such tiles. Red decides to put all her (Red) eggs in the same (North) basket and discards North. Yellow keeps Gods' Mercy and moves to the safe temples. This gives Green trust in the temples and she pushes out Blue while also keeping Volcanic Eruption, aimed at Red and Yellow. This does indeed trigger an apocalypse but only in the vacated Eastern volcanic areas.

Round 7

Player   Hand   Pile   
BlueSouthVolcanic Eruption
RedEastNorth
YellowEarthuakeStorm
GreenGods' WrathWave
BlueSouthEarthquake

Blue keeps South, aimed at hurting the Southern islands, and stick to Eastern and Eruption areas. Red keeps trusting in North as a safe haven but also build a bridge to the East temple just in case. Yellow keeps Earthquake to hurt Red and also extends the bridge from her Southern islands to open an escape route if necessary. Green keeps Gods' Wrath and escapes from the temple, hoping that Yellow won't have time to do the same. The turn goes back to Blue again and with a South drawn, the opportunity to hurt Yellow is too good to resist. She also leaves the temple for the safer Earthquake island and enjoys the apocalypse that follows and erase the Southern islands with their Yellow meeples.

Round 8

Player   Hand   Pile   
RedWaveNorth
YellowStormWest
GreenGods' MercyVolcanic Eruption
BlueEastWest

Red is fortunate enough to once again draw and discard North. She also pushes Orange into the temple to be able to push out Yellow later. Yellow doesn't wait for this but discards and flees to West. Green moves away from Red and hopes to hurt her with a Volcanic Eruption. Blue finds herself with no cards that hurt Red but still away from her and keeps the least harmful for herself, West. This triggers an apocalypse but no player meeple is removed this time.

Round 9

Player   Hand   Pile   
RedStormVolcanic Eruption
YellowNorthEarthquake

Red doesn't draw North this time and evacuates to spread the risks. However, Yellow does draw North, keeps it and pushes back Red into North.

However, the apocalypse only hits the empty stormy area in North.

 

Round 10

Player   Hand   Pile   
GreenWaveSouth
BlueEastEarthquake

Green keeps Wave and flees from the coast, hoping to hurt the new leading color Red.

Blue observers this and gets the opportunity to keep East and escape across the bridge.

As both players had hoped, an apocalypse flips the Eastern wavy areas, removing 1 Red meeple and equalizing the game again with 3 each for Red and Blue and 2 each for Green and Yellow.

Round 11

Player   Hand   Pile   
RedGods' WrathSouth
YellowNorthWest
GreenGods' MercyEast
BlueWestStorm
RedWaveVolcanic Eruption

Red pushes Yellow to the West as a "hostage" to discourage other players from selecting West. Yellow does indeed discards West and extends a bridge in the East as an escape route, a bridge that Green happily moves towards. Blue now aims for the weakest players, since their removal will end the game, and pushes back Yellow from the bridge while also keeping West. However, the apocalypse is still not triggered. Red builds a bridge in the West and escapes across it, after which her kept Wave finally triggers an apocalypse, although with no player victims.

Round 12

Player   Hand   Pile   
BlueEarthquakeVolcanic Eruption
RedStormNorth
YellowEarthquakeSouth

Blue keeps Earthquake aimed at both Red and Yellow and also builds a bridge to give her meeples flexibility. Red sees a North card again and discards it as usual. She also builds a flexibility bridge. Yellow, although in Earthquake areas, decides to keep Earthquake and move away only from one of them, knowing that West shouldn't appear just yet. She's correct and the apocalypse hit the Earthquake islands instead, with them yet another Red meeple. Blue is now alone in the lead.

Round 13

Player   Hand   Pile   
GreenWaveEast
BlueWestSouth
RedStormEast
YellowVolcanic EruptionGods' Wrath
GreenNorthWest

Green keeps Wave and leaves a Wave tile through a bridge while also building another bridge for future escapes. Blue gets suspicious and follows across the same bridge. Since East is now almost empty, Red keeps Storm instead of East but still no apocalypse is triggered. Yellow builds the last of the 12 bridges to open an escape route to the last South tile. The turn is back to Green, who can keep North confident that an apocalypse will be triggered and that at least 1 Blue meeple will perish. It's now completely equal with all players having 2 meeples left.

Round 14

Player   Hand   Pile   
BlueWaveGods' Mercy
RedNorthVolcanic Eruption
YellowSouthStorm
GreenEarthquakeEarthquake

Blue keeps Wave and makes no moves, hoping another player will move to the now risky Wave tiles. Red keeps North and abandons the area. Yellow finds herself with the only option to keep South, since keeping Storm would risk her isolated meeple in the East. Green is unlucky to draw 2 Earthquakes, leaving her with no options. This triggers an apocalypse in North, removing Blue's 2nd to last meeple.

Since the advanced game ends when a player loses the 2nd to last meeple, Green, Red and Yellow end with 2 meeples each and Green wins the tie-breaker! (The test showed that the advanced game will drag if played to the last meeple.)

P&P (PDF, A4)

P&P (PDF, US Letter)



Annotated games

  • Version 2.99: 4 players
  • Version 2.96: 4 players
  • Version 1.5: 4 players
  • Version 1.3: 4 players
  • Version 1.0: 4 players

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