APOCALYPSE
The Game of Nuclear Devastation
(Red Shift)


ThE HISTORY

Born in the murky depths of the late 1960's in sunny Sheffield, APOCALYPSE
was nurtured through its infancy by Mike Hayes and his colleagues. After a
mysterious early childhood as 'Warlord', APOCALYPSE was discovered in its
adolescence by Steve Jackson and Ian Livingstone. Next, as a board game,
APOCALYPSE, the young adult, was experienced in thousands of dark
alcoves and now, at last, it is raised to expansion and maturity by RED SHIFT
as APOCALYPSE the Tapes.
APOCALYPSE grew with its age - this nuclear plaything is now a compelling
and dangerous toy.


APOCALYPSE

APOCALYPSE allows one to four players to enter a world of long and unhurried
military campaigns. They use three of the forces of attack and defence
available to modern empires: the Army, the Navy and Long Range Nuclear
Missiles. The game may be played with only the pre-nuclear, conventional
arms if the players can agree to do so, or the shadow of the ubiquitous nuke
may be allowed to darken the arena. The players slip into the roles of world
leaders, mimicking their daring and foolish escapades, uncertain alliances,
and idiosyncratic preoccupations. The high level tools of deceit and treachery,
diplomacy and statesmanship direct the players' struggle with the uncertainty
of the lunatic - BUT WHO IS HE/SHE?
APOCALYPSE is a game of strategy in which the players' skills, both logical
and psychological, predominate. Little more than the order of turns is random.
Combat between generals is an eye to eye affair. The commitment of
forces is made and the battle rages. The players have total control over the
outcome.
The possibilities of the game are inexhaustible as each player strives for
dominance over cities, rich urban areas, mountain strongholds and the open
seas. You will be involved in isolated and supported attacks, in costly invasions
and you will tread the thin line between nuclear deterrence and devastation.


APOCALYPSE - THE RULES

LOADING

Rewind the cassette to load the Main Program titled "APOCALYPSE". Type
LOAD "" and Enter, then start the tape and the Leader Program will start
loading. When the first information is displayed, press 'i' for the credits and
advertisements if you want them, if not, loading continues. You will have to
wait a while as the Main Program loads, so make yourself comfortable and
decide which area of the world you are set on disturbing. The choices are
Europe, Britain, London or the Caribbean. When loading is complete the
"LOAD DATA TAPE" prompt is displayed and shrill beeps sound. You must
now select one of the map regions. Press 1 to 4 for a new or 5 for a saved game
(if this is the first time you've played "APOCALYPSE", press 1 to load the
European Apocalypse Map). At this point you will also see the letter 'E' on the
screen - please ignore this for now (see under Miscellany). NOW TURN OVER
THE TAPE, REWIND AND PLAY. The selected map and data files will now be
loaded. Each region has a number of data arrays and a SCREEN$. (For quick
reference when loading the suffixes, E, B, C and L denote the four regions).
STOP THE TAPE WHEN THE CHOSEN MAP IS DISPLAYED.


INITIALISATION

Now all is ready to roll. Suggestion: APOCALYPSE is probably unlike any
computer game you have played before and it will totally absorb you; play
may last from 4 hours to 4 years so get comfortable and have tasty provisions
at hand, BUT DON'T PANIC- the game may always be saved for another day.

a SELECT MILLENNIUM
The scene can be set at any millennium between 0 and 7999AD by pressing
a key between 1 and 8. (Press 2 and a year will be chosen).

b NUMBER OF EMPIRES
The number of empires involved is the same as the number of players.
Input a number between 2 and 4 (input 2 to learn).

c NAME OF EMPIRE
You now assume the role of leader of a religious or power group, empire,
race or species, and reflect this in your choice of Empire Name. So now
type in the name of your empire (maximum of 9 letters), eg. ROMAN or
ALIENS, etc, then ENTER.

d SELECT SYMBOL
Your name will appear and a set of 10 symbols will flash onto the screen.
Press any key when the symbol you want to select is flashing. Other
players follow suit.

e SELECT EMPIRE CENTRES
There are two ways of doing this:
i   The first player's name is displayed and the names of the 24 available
    empire centres are flashed onto the screen in quick succession. Press any
    key to select a centre and (if you were fast enough) your symbol will
    appear on the map at that centre's location. If you were too slow, your
    symbol will appear at another centre. Each player performs this operation
    in turn, repeatedly until all centres are taken.
ii  Automatic selection - press the 'a' key at any time during the selection
    procedure and the centres will be distributed automatically.

f POWER POINTS
In the bottom left hand corner each player's power points are always
displayed. Each location on the map has a revenue value ranging from 0
for the desert or sea areas to 9 for the largest centres. These points are the
main currency of the game and with them you can construct army divisions,
warships or nukes.


THE GAME

Now that all centres have been occupied, the game really begins. There are
four main phases to the game:

i   NUKE PHASE
NB THERE IS NO NUKE PHASE UNTIL EACH PLAYER HAS COMPLETED
ONE TURN.
In this phase you may search for nukes that other players have deployed
and launch nukes that you have built previously.

ii  DEPLOYMENT PHASE
Now you may build army divisions, warships and nukes on locations that
you already occupy.

iii MOVEMENT PHASE
Here you manoeuvre your forces and engage in conventional combat,

iv  END TURN PHASE
If you feel confident you may challenge the following player to concede.

At the beginning of each turn, EXCLUDING THE FIRST TURN OF THE GAME,
you are given the following options: (for first turn go straight to
ii  DEPLOYMENT PHASE).
1. Concede
2. Revenue
3. Nukes

1 CONCEDE
This allows you to retire from the contest. All your divisions and ships are
withdrawn and the game continues with the next player. If you choose this
option you will be asked if you concede. Then you will be asked to confirm.

2 REVENUE
This option by-passes the NUKE PHASE to which you cannot return on this
go. Your revenue will be displayed - your current power points are added
to any saved revenue from the previous turn. This revenue may be used in
the DEPLOYMENT PHASE (see below ii).

3 NUKES
This is the only opportunity to launch nukes during your turn. By pressing
3 you move into the NUKE PHASE.


i   NUKE PHASE
NB This phase does not appear until each player has completed one turn.
You are given the following options:
1 Map
2 +Data
3 Nuke Map
4 Nuke Silo
5 Continue

1 Press 1 - until you get a beep two things happen:
i   A flashing cursor appears in the centre of the map.
ii  An exploded window appears in the top right hand corner of the screen
    (this displays vital information as you develop your forces).
The cursor is controlled by keys 'Q,W,E,A,D,Z,X and C' -see Fig 1 below.
Press the appropriate direction keys in order to move the cursor. You will
notice that the window scrolls with you. Place the cursor over your nearest
city. Now press 0. This will return you to the options (see Zero Option
under Miscellany).

2 Press 2 - in the centre of the window you will see your player symbol
flashing and a number - see Fig 2 below.
Each location can accommodate a maximum of 99 divisions, 9 ships and 9
nukes - see Fig 2.


[see APOCALYP.GIF - Fig.1 & Fig.2]


The window containing this data can be scrolled during any phase of the
game.
To move more quickly around the map, press 1, this will delete the data
and produce a clicking sound, or press Cap-shift with any direction key and
you will move 3 squares at a time. These may be done simultaneously for
rapid movement.
Whilst in the Data Phase, press 'N' once, then press it again and the name
of your centre is displayed.
Press 'R' once, and then again and the revenue value of the location is
displayed.
Revenue value will be generally be as follows:
Desert    (Red)     0
Sea       (Blue)    0
Mountains (Red)     1
Rural     (Green)   1 or 2
Urban     (Yellow)  2 or 3
Centres   (White)   4-9
(ie. cities, ports, etc)
Remember, use of Nukes causes a decrease in an area's revenue value.

3 Nuke Map
If nukes are deployed anywhere on the map, they will be revealed by
flashing cursors on the nuke. If there are no nukes you are informed of the
fact. Press 0 to return to options.

4 Nuke Silo
If after cold calculation, heart searching and rejected appeals you choose
to launch a nuke then this is the option to use. You may enter this option
from the option list or directly from the Nuke Map, if you press 4.
Set cursor to your nuke silo and press 0 - remember there is still time to
abort!
The range of the missile in squares is displayed. Now Set cursor to the
target area and press 0 - there is still time to abort.
The flight path calculation is approximately Pythagorean. If the range is
exceeded you will be notified of your error. If the target is in the range the
FINAL decision to launch (press 'L') or abort (press 'B') must be committed
to the keyboard.
The launched missile will devastate the target location. The blast, radiation
cloud and resulting panic and chaos, will catastrophically disrupt the
military and social structures of the adjacent regions and will activate
nuclear sites in these locations, causing a chain reaction of annihilation.
Divisions and warships within this collateral damage zone will suffer
heavy casualties depending on the type of terrain (mountain garrisons will
suffer least, city forces will be crippled). The revenue value of the location
will be reduced and cities will often be worthless as ruin and disease strips
the landscape. This will affect you as well as other players. If you have had
enough, go to the options by pressing 0 and press 5 for continue. Your
revenue will be displayed before you move into the DEPLOYMENT
PHASE.

ii  DEPLOYMENT PHASE
On the first turn the game starts at this phase. Your revenue points for this
turn are displayed with the following options:
0 Options
1 Map
2 +Data
3 Deploy
4 Continue
Options 1 and 2 operate as the NUKE PHASE (see above i) - so set the
cursor to the centre in which you wish to deploy forces and then return to
the options by pressing 0.

3 Press 3 - your revenue is displayed below your name and the prompt 'Set
cursor to your deployment region and press 0 when set'. The cursor
should already be in position so press 0. Normally, you should move the
cursor to where you wish to start deployment.
Depending on the location of the centre you will be asked to select:
            *(Cost in revenue points
		    per unit)
1 DIVISION              4
2 WARSHIPS              8
3 NUKES!               12
            *(This information is not displayed on
See Fig 3 below	         the screen)


[see APOCALYP.GIF - Fig.3]


Press 1 - to station divisions in your chosen centre.
You are then asked for QUANTITY. Input the number to be garrisoned
(maximum 9, although you may repeat the operation for larger deployments).

Press 0 - you are now asked if you have more deployments to make.
Press 'Y' for yes, 'N' for no. Your revenue is reduced by the cost of the
divisions.
To deploy Warships or Nukes in the same centre press 0 again and press 2
or 3 respectively. To deploy in another area, simply move cursor to your
chosen location and repeat deployment process.
When deploying Nukes remember that a single missile is enough to
provoke a diplomatic crisis and a maniacal escalation to the nether regions
of apocalyptic overkill - YOU HAVE BEEN WARNED.
Now press 'Y' if you wish to deploy more forces or 'N' if you have
completed deployment.
Should you wish to save revenue points until your next turn, re-enter
options and press 4 to continue to the next phase. If you have less than 4
points left, you automatically proceed to the movement phase.

NB. RESTRICTIONS ON DEPLOYMENT
  i DIVISIONS - may be deployed on land or in ports.
 ii WARSHIPS - may deployed only in ports.
iii NUKES - may be deployed on land or in ports.

iii MOVEMENT PHASE
You are given the following options:
0 Options
1 Map
2 +Data
3 Movement
4 Continue
Options 0, 1 and 2 operate as in the deployment phase. Remember you
may change from 1 to 2 at will by pressing either key.

3 PRESS 3 FOR MOVEMENT
Forces have a limited degree of movement based on the type of territory
they cover and the manoeuvres carried out. Each individual force may
move a maximum of six regions/squares across rural land or nine regions
across open sea. Moves must be carried out one region at a time, but
naturally the process may be repeated until all movement points for this
turn have been used up. Set the cursor to the region where you forces are
deployed. Press 0 when set (NB Nukes cannot be moved).
If you have both divisions and warships in the region you will be asked
which you wish to move, otherwise these options will be displayed:
1 Movement
2 March or Sail (depending on whether you are on land or sea)
3 Occupy
4 Change
5 Options
Provided that none of the restrictions outlined below apply, forces may be
moved to an ADJACENT territory in 3 ways.
Each of the movement modes first requires you to set the cursor to your
destination and press 0 when set.
Possible movements are as follows:

Press 1 - Movement
This enables you to move as many forces as you wish
from the original territory to the destination provided
you do not exceed the maximum number permitted
in the destination. Input the number to be moved.
Press 0 to return to the movement modes. See Fig 4
below.


[see APOCALYP.GIF - Fig.4]



Press 2 - March or Sail
This moves the whole force from the original region
to the destination. Often used when moving forces
across the sea. Press 0 to return movement modes.
See Fig 5 below.


[see APOCALYP.GIF - Fig.5]


Press 3 - Occupy
This moves all but one of your forces to the destination,
leaving one occupying the original territory. Useful
for expanding into neighbouring territory, and
probably the most common of the movement commands.
Press 0 to return to modes. See Fig 6 below.


[see APOCALYP.GIF - Fig.6]


Press 4 - Change
This allows you to change the region from which
forces are to be moved. Set the cursor to your new
region and repeat the movement process.

RESTRICTIONS ON MOVEMENT
  i Sea
    No restrictions - both divisions and ships may travel by sea. but
    unescorted divisions will be wiped out if attacked (see under Combat).
 ii Coast
    Only divisions may land on the coast and these must leave by ports (but
    see under Ports and Invasions).
iii Ports
    No restrictions - both ships and divisions may move to and from ports.
 iv Land
    Only divisions are allowed on land.
NB NUKES CANNOT BE MOVED.

COMBAT
Combat will occur when a force attempts to move to a territory occupied
by another empire provided that:
 i The move is not restricted.
ii The territory is occupied by the same type of forces as the attacking force
   (ie. ships may only attack ships and divisions may only attack divisions,
   but see under Unescorted Divisions).
To attack a territory move to it as in ordinary movement. Either "SHIP
ATTACK" or "DIVISION ATTACK" will be displayed followed by a list of the
alternative types of attack available to you. See Fig 7 below.


[see APOCALYP.GIF - Fig.7]


The attacks permitted are dependent on the number of forces you are
using and the type of territory you are attempting to capture. For instance,
cities and urban areas require a minimum of 4 and 3 divisions respectively.
Large forces cannot be thrown against mountain defences.
Select the attack to be made and INPUT ITS NUMBER. Take care not to let
the defender see!
The defender now attempts to counter the attack by selecting a defence
from the options offered.
If the defender chooses exactly the same number as the attacker, the
defender wins. If the defender underestimates the attack, the attack wins
but may suffer some casualties. If the defence overestimates the attack,
the attack wins outright.
If your attack did not remove all of the enemy then your cursor will still be
above the enemy. So, if you wish to attack the same target again, simply
press 0, followed by 1, 2, or 3, then 0 again and the sequence will be
repeated.
If the defence forces are reduced to zero, the attacker occupies the
defender's territory. Press 0 for movement options.
If you wish to move and attack a new target, then move the cursor back to
your original territory, press 0 and continue movement.

COMBAT VARIATIONS
  i Invasions
    If divisions attack from the sea onto land or into ports the attack is an
    invasion and may be opposed by two defences. If the defender's first
    choice fails, a second line of defence is offered.
 ii Unescorted Divisions
    Divisions are transported in troop carriers and are unable to engage in
    battle when at sea. They should be escorted by warships in order to
    protect them. Attacks on unescorted divisions are always successful.
iii Computer Override
    Both players may enter the world of future combat where the computer
    automatically launches its own attack and defence systems. Press Cap-
    shift and 'p' instead of choosing an attack or defence and the computer
    decides for you.
When ALL movements and attacks are completed return to the options by
pressing 5 and then press 4 to Continue to the END OF TURN PHASE.

END OF TURN PHASE
You are given the following options:
1 Map
2 +Data
3 Movement
4 Contest?
5 End Turn
Options 1 and 2 operate as in other phases. Press 3 and you return to the
Movement Phase and may continue movement.

4. Contest?
If you feel that you are in a winning position and wish to issue a
challenge to the other players press 4. The next player is asked whether
they concede defeat or wish to battle on. If player 2 answers 'N'
the game continues. If the answer is 'Y', player 2 is asked to confirm, by
pressing 'C', otherwise they escape by pressing 'N'. All this player's
divisions and warships are now withdrawn.
BUT BE WARNED, IF YOU ARE NOT IN A NATURALLY COMMANDING
POSITION THIS SIMPLE ACT MAY BE YOUR DOWNFALL
5. End Turn
This completes the player's turn and moves through to a display of the
player's power points. This is the end of one quarter. To continue the
game press any key - you now enter a new quarter and the next
player's turn.
After EACH player has completed one turn, touch any key and an 'S'
will flash in the bottom right hand corner of the screen.
If the evening has grown too long, or your provisions have run too
short you can freeze game time and SAVE. Press Cap-shift and 'S' and
prepare a tape for recording. The DATA FILES may be saved automatically
by pressing a key as prompted (approximately 12 Data Files and
the screen are saved). When this is completed, you will see 2 Data on
the screen. This allows you to survey the map. Press 0 to continue. You
now see C Continue - this allows you to continue the game. To LOAD a
Saved Game: press 5 (SAVED GAME) when the "LOAD DATA TAPE"
prompt is displayed after loading the main program.

MISCELLANY
The players have a reduced amount of revenue points to deploy on their
first round.
Zero Option - when in doubt press 0. This is a technique used to prompt
the computer into continuing action.
The 'E' that appears during loading is for use with Expansion kits only. By
pressing 0 at this point you are able to merge in your Expansion kit.

SUMMARY OF PHASES (for 2 Empires)
a Selecting Empire Centres
b First Player      Deployment
                    Movement
                    End Turn
  Second Player     Deployment
                    Movement
                    End Turn
d First Player      Nukes? <--------+
                    Revenue         |
                    Deployment      |
                    Movement        |
                    End Turn        |
e Second Player     ----------------+


                    VICTORY CONDITIONS

There are three basic sets of Victory Conditions:

1 CENTRE CHOICE
This is a fast and furious game.
Each player writes down the names of the centres that they feel they
can gain. The number of centres each player chooses is as follows:
	No of players           No of centres
	               (to be chosen by each player)
	      4                      7
	      3                      9
	      2                     13
See list below for names of available centres for each map.
NB Each player then shows their list of chosen centres to the other
players before the centres are allocated by the computer.
Now each player must attempt to gain control of the centres they have
chosen. The player who achieves this by the end of their turn wins.

List of available centres for each map:
Europe      Britain     London      Caribbean
------      -------     ------      ---------
Stockholm   Inverness   PM's HQ     Dallas
Oslo        Aberdeen    Tottenham   Atlanta
Glasgow     Glasgow     Highgate    Houston
Dublin      Edinburgh   Red Shift   N. Orleans
Copenhagen  Londonderry Hampstead   Miami
London      Newcastle   Wembley     Nassau
Amsterdam   Belfast     Hackney     Monterrey
Gdansk      Donegal     LiverpoolSt.Havana
Berlin      Hull        Paddington  S. Domingo
Brest       Liverpool   TrafalgarSq.San Juan
Warsaw      Manchester  Tower       P A Prince
Paris       Leeds       Games Wkshp Mexico City
Zurich      Dublin      Buck'hamPal.Kingston
Vienna      Sheffield   Isle of DogsVera Cruz
Lisbon      Limerick    Victoria    Belize
Madrid      Cork        Westminster Guatemala
Marseille   Birmingham  Waterloo    S. Salvador
Trieste     Cardiff     London Br.  Caracas
Belgrade    London      Hammersmith Managua
Rome        Bristol     Greenwich   Panama City
Gibraltar   Southampton Battersea   San Jose
Athens      Dover       Brixton     Bogata
Palermo     Plymouth    Wimbledon   Cali
Tunis       Calais      Crystal Pal.Quito

2 REVENUE CONTROL
This is a long and tortuous game.
The aim is to amass revenue at the end of your turn, in excess of the
following figures:
Map         Target revenue      Total available revenue
                                       for victory
Europe           340                       509
Britain          170                       250
London           225                       338
Caribbean        270                       407


                       HINTS ON PLAY

1 NUKES!
The most effective size of Nukes are those with a value of 3+. It is advisable
to build up Nukes deep within your territory and well defended. Ports are
ideal locations. This makes the Nukes difficult to capture. Always remember
that Nuke Silos are prime targets for a long range nuclear attack.
Size 1 Nukes can be effectively deployed to secure a defensive line. If an
opponent overwhelms your line, one well aimed long range missile can
soon set off a chain reaction that can provide welcome breathing space.
WARNING! One sneakily launched pre-emptive strike can annihilate the
most secure defensive line.
REMEMBER! Deploying nuclear weapons is the most aggressive act an
empire can undertake, short of all out devastation.
REMEMBER! Poorly defended Nukes can be easily annexed by unscrupulous empires.

2 ALLIANCES
Diplomacy is a vital element of the game. In the Centre Choice game you
may well find after the allocation of centres that certain natural alliances
will be formed as well as obvious areas of conflict.
A powerful empire can be an immense force for stability or instability, but
must handle allies with care. From these allies' point of view the major
power could, after a period of uncertainty, become unstoppable; therefore
allies should always try and assess the optimum time to break away and
join a united opposition.
BEWARE THE NUKE IN THE BACK!

3 STRATEGY & TACTICS

a General Strategy
  Establish power bases surrounded by a defence in depth.

b General Tactics
  Always try to weight the odds HEAVILY in your favour.
  When invading always aim for high revenue areas.

c European Map
    i It is surprising how often successful empires follow the lines of
      historical and current frontiers. Don't be afraid to use the lessons of
      European History.
   ii Areas of strategic importance: Gibraltar; the English Channel; the
      Skagerrack.
  iii Eastern Europe may look unexciting but can be a powerful power
      base: remember Russia.

d Caribbean Map
    i Ships are the major weapon in this area, therefore control of ports is
      vital.
   ii Areas of strategic importance: Panama; Cuba; Southern USA.
  iii Tip: try capturing all the Pacific coast ports.

e Great Britain Map
    i This often becomes a North, South, West conflict.
   ii Areas of strategic importance; The Midlands; Ireland.
  iii The advent of nuclear escalation on such a small island is TERMINAL.

f London Map
    i The battle for London is concerned with STREET FIGHTING, revolving
      around Trafalgar Square.
   ii Empires should leave by the main roads.

g The Last Word
  The successful 'APOCALYPSE' player will need to be able to experiment
  and innovate.
  WARNING!
  The indiscriminate proliferation of nuclear weapons courts disaster.

  If you have any problems please phone Dr Strange-Love on 01-800 1333.



APOCALYPSE Expansions available from RED SHIFT LTD:

Volume one - Nova Maps
USA
SE Asia
S Africa
Arctic Circle
Star Systems
Nether Earth

Volume two - Histories
Fall of Rome
Napoleon's Campaigns
War in the Pacific
1984

Others soon to follow.

Apocalypse Rules published by:
RED SHIFT LTD
12c Manor Road
London N16

Copyright 1983 RED SHIFT LTD

Apocalypse is produced under licence from The Games Workshop Ltd.
