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
Yellow
Storm
Volcanic Eruption
Green
South
Earthquake
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
Blue
Wave
East
Red
Gods' Wrath
North
Yellow
South
Earthquake
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
Green
Volcanic Eruption
West
Blue
Storm
Wave
Red
Gods' Mercy
North
Yellow
West
East
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
Green
Earthquake
Volcanic Eruption
Blue
Storm
South
Red
East
North
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
Yellow
Earthquake
Gods' Wrath
Green
South
Wave
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
Blue
West
Wave
Red
East
North
Yellow
Gods' Mercy
Storm
Green
Volcanic Eruption
West
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
Blue
South
Volcanic Eruption
Red
East
North
Yellow
Earthuake
Storm
Green
Gods' Wrath
Wave
Blue
South
Earthquake
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
Red
Wave
North
Yellow
Storm
West
Green
Gods' Mercy
Volcanic Eruption
Blue
East
West
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
Red
Storm
Volcanic Eruption
Yellow
North
Earthquake
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
Green
Wave
South
Blue
East
Earthquake
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
Red
Gods' Wrath
South
Yellow
North
West
Green
Gods' Mercy
East
Blue
West
Storm
Red
Wave
Volcanic 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
Blue
Earthquake
Volcanic Eruption
Red
Storm
North
Yellow
Earthquake
South
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
Green
Wave
East
Blue
West
South
Red
Storm
East
Yellow
Volcanic Eruption
Gods' Wrath
Green
North
West
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
Blue
Wave
Gods' Mercy
Red
North
Volcanic Eruption
Yellow
South
Storm
Green
Earthquake
Earthquake
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.)