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Wormopoly Party for WOF cup

Wormopoly Party for WOF cup

Scheme #5679, Viewed 2958 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
Utility probability
18.1% Fast Walk
13.6% Damage x2
13.6% Low Gravity
13.6% Crate Spy
13.6% Double Time
9% Laser Sight
9% Jet Pack
4.5% Invisibility
4.5% Crate Shower
Crate probability
96.1%
3.8%
Scheme Rate
Not rated yet
Acronym: Wormopoly Party for WOF cup
Name: Wormopoly Party for WOF cup
Type: Other, Rubberworm
Submitted by:
Original author(s):

Download this scheme:
Downloaded 75 time(s).
Example replays: Downloaded 81 time(s)

Time: August 13, 2024, 10:36 AM
Description:
This scheme is an adaptation of the well-known board game Monopoly for Worms Armageddon.
Original scheme page here

I warn you in advance that I AM NOT the author of this scheme. This scheme was re-upload for the Wheel of Fortune cup.
The description of the scheme contains details of the game, as well as the basic rules.


Rules are:

- 2 worm per player
- Usually bo1, but optional


Gameplay.

I will try to describe it in as much detail as possible. You can also use the example game replay

1. Each player places the first worm on the team in the "dice" cell. In the future, this worm will be used as dice for each team. The second worm in each team is placed in the "start" position.

2. The player who first puts his worm in the "dice" field is the "thrower". This player is required to start each round of the game by throwing the game dice.
To do this, the player's worm in the "Dice" field must be active (Worm Select is active during the turn), then use Earthquake once.


3. Next, use Ninja Rope, pointing it vertically upward and shoot from it. The rope will hit the number above you, this will be the number of moves that your second worm, which is located at the "Start", will have to make and will then move around the playing field. Press TAB to move to your second worm

4. With using Teleport, move your worm from the Start position to the number of moves that you got in the "dice" field. Once on a certain cell, you must complete the task. It can be varied. I will give examples.

Note: If you roll "-2" from start, you move forward 1 cell.

Note: If the rope shot hits between numbers, the numbers are summed up.
For example, if you hit between 7 and 2, then you need to move 9 cells forward; if you hit between 9 and -2, then you need to move 7 cells forward.


Note: In cases where a barrel or mine appears in a dice field or in a mini-game, the author of the scheme recommends destroying it before continuing to play.
This applies to cases where the barrel interferes with throwing the dice (this affects the result of the throw), or interferes with playing the mini-game, blocking the passage for throwing a banana (mini-game 1), for example


Spoiler! View


- Here you need to use two weapons (by default, in the given order, but this is not required) to move forward on the playing field. The further - the better. Ideally - detonate both weapons at the same time, for the best effect. You can also push the enemy back using the weapons available in the task (except for tasks where you need to hit a target). The task is completed only while in this cell. If you leave your cell for some reason, you must skip a turn (for example, if you managed to detonate only one type of weapon or there is a mine or fire on the cell that will push you out).

Note: If your task has a weapon that can collect crates (any sheep, old woman, mad cow, etc.), you can do that

- If the task uses a jetpack, you can fly it as far as possible, and then drop the weapon on the last units of fuel, this will not be considered a violation, everything is ok
- If the task uses a parachute, you can also fly it as far as possible, and then closer to the ground, drop the weapon to fly even further away from the explosion.
- If the task involves a rope, pay attention to how many times the task allows you to shoot it. You can also swing and fly as far as possible by letting go of the rope.
- If you have a weapon with more than one shot available (shotgun, bow), you can use both shots to move your worm forward, and the second shot can be fired no matter what square you land on after the first shot.


You can also collect crates if you can do so while completing the task
Note: You can use the grenade timer from 0 to 9, also you can change the number of cows more than 5 (there is a card with 10 cows)
Note: On cells with cow, you must use one cow by default. If the number of cows is specified, follow the instructions in the cell.


Mines or flames that are scattered on the ground after having been played can be used to your advantage to surf the flames and thus advance a little further or you can use them against your opponent. As for the mines, the opponent has to be careful when teleporting in the squares, otherwise he will be expelled far away and lose his turn due to the explosion of the mine.

Nuclear Test: The effect of the nuclear weapon to poison all players modifies the game mode. Any worm that is poisoned at that moment will play with the die inverted
(in negative mode the positive numbers and vice versa).
If any mini-game sinks because of the nuclear weapon, that mini-game will be inactive and the player who lands on any square that corresponds to the inactive game must skip the turn. To heal yourself, you would have to approach a health box by moving the die or approaching it with a detonation, or you can choose to sacrifice a walking weapon that has the ability to pick up a health crate.


- A slightly more complicated option than the one described above.

-
In this cell, you can use one Supersheep to push the opponent back, and the second Supersheep to move your worm forward.
On other similar cells you can do the same, only with a different specified weapon.
You can also collect crates.


- You have the option to choose one or two types of weapons by selecting any card or cards (located under the dice field). To pick up a card, use girder (small vertical). The order in which you use the weapons does not matter here. Cards marked with girder cannot be used again, you will need to select other cards that are not marked with girder. Then use the selected weapon to move around the map.

- Player who lands on this cell must roll the dice again. It does not matter whether the player is the thrower or not. Press TAB, select the worm-dice, and use Earthquake; then fix the number of moves using the rope, then go to the game board (TAB), move again for the specified number of moves and perform the task on the cell you landed on.

- These and other similar cells - is a cell with a mini-game. Teleport to the mini-game with the number indicated in the cell. Mini-games are located under the playing field. Then follow the instructions described in the mini-game. The number of moves you win after participating in the mini-game must be counted from the cell where the mini-game was indicated (on which you were located).
If you fail to earn movement points on the game board, you need to return to the game board and skip a turn.


- You need to teleport forward to the nearest crate (weapon, utility or health crate) and complete the task on the cell where you teleported.
If there are no crates in front - teleport to the nearest crate behind. If there are no crates on the playing field - skip.

- You need to hit the hearth to your left (like a fireplace or something like that) with one petrol bomb throw. The fire needs to be completely lit.

- If you succeed, you can re-roll the dice, move again, but you double the number of moves (for example, if you roll 5, you move 10).
- If you fail, you skip.


- Teleport the worm to Jail (the cell is between 99 and 101) and skip your turn

- Player that is teleported to this cell goes to Jail and skip. On his next turn, if you land on this cell as a result of the dice roll, you are a "visitor", you can continue playing as usual.
If you land on this cell in cases where you played a cell with a police worm, or played a mini-game unsuccessfully (for example, in mini-game 9, the grenade fell on the red field marked "jail", or in mini-game 2, where the cow fell on the "jail" mark, etc.), his dice roll must be an even number to be released from Jail and continue playing from that cell, up to the number shown on the dice (this is also indicated under "Dice" field). Otherwise, player must skip turn (if you get an odd number on the dice).


If a player is a dice roller, he must roll the dice before passing a turn.

Note: Another way to leave from Jail: if the player takes 3 turns in jail, he may leave the next turn regardless of the result of the dice.



In this cell you need to hit the targets. The arrow shows where the targets are. What you need to shoot and how many attempts to do this are also indicated.

- If you hit successfully, you add up your bonus movement points and teleport forward.
- If you hit a target that has already been hit, you will not be able to earn bonus movement points again.
- If you miss, skip.




5. After you have completed the task, you must pass the turn to another player. Skip.

6. The next player takes a turn. He is not a dice thrower. He does the same thing as the previous player, but does not throw the dice.

7. When it is the dice thrower's turn, he throws the dice again and takes a turn.

8. The player who reaches the finish cell wins.

Note: If during the turn one of the players also finishes, the first one to finish offers the rest of the finishers to play any of the mini-games to determine the winner. The idea is to earn as many bonus movement points as possible. Whoever has more points is the winner.

Nuances:
- For example, if the red player has finished, the other players have one turn to reach the finish line, or somehow prevent the red player from being at the finish line.
You can legally prevent this in one turn by using a weapon from your cell if possible.


- Sometimes, it happens that a player ends up between two cells on the playing field. Usually, if the worm is closer to one or the other cell, this is visible by its position. But there are cases when the worm is between two cells. In this case, the player can choose which cell to play from, but he must tell the other players about it.

- If there is a barrel on your cell, you can climb on it, provided that it is on your cell. You can also use any objects on the map (be it mines, crates or barrels) as explosives for your benefit or against your opponent.

- If the dice roll a number that exceeds the number of moves to the finish cell, when calculating moves, you go back.
For example, if you are standing on cell 198, you roll the number 5, you teleport to cell 199, because the finish cell is considered to be passing cells.
You need to understand that you need to get to the finish cleanly.
This is done either by skillfully moving around the map with a weapon, or with the help of objects on the map (mines, explosions from mines, barrels, crates, etc.), as well as using Earthquake.


COW:
- If a player accidentally or intentionally violates the rules (uses a weapon that is not specified in the cell) and leaves his cell - he must return to his cell and skip turn.
- If a player violates the rules without leaving his cell, he misses a turn.
- If a player violates the rules by using a weapon not specified in the task on another player - the other player, who was moved across the playing field, must return to his cell and continue his turn.


These are the basic rules for playing this map

This is especially true for cells with tasks.
But in general, the idea of playing this scheme is also described


Scheme re-uploaded for the Wheel of Fortune cup, especially for cup map
Scheme game options
Game options
0
Time options
22
1
1
3
Crate options
1
Sudden death options
Objects options
30
0
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
Inf
Fast Walk
Inf
Laser Sight
Inf
Invisibility
Inf
Bazooka
Inf
Homing Missile
Inf
Mortar
Inf
Homing Pigeon
Inf
Sheep Launcher
Inf
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
Inf
Battle Axe
0
Earth Quake
Inf
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
Inf
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
Inf
Mine Strike
Inf
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
Inf
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
0
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
Inf
Holy Hand Grenade
Inf
Flame Thrower
Inf
Sally Army
Inf
MB Bomb
Inf
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
Inf
French Sheep Strike
Inf
Mike's Carpet Bomb
Inf
Mad Cow
Inf
Old Woman
Inf
Concrete Donkey
0
Indian's Nuclear Test
Inf
Armageddon
Inf
Skip Go
0
Surrender
0
Worm Select
0
Freeze
Inf
Patsy's Magic Bullet
Inf
Damage x2
0
Jet Pack
0
Low Gravity
0
Fast Walk
255
Laser Sight
255
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Jet Pack
17
Low Gravity
3
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
5
Homing Missile
19
Mortar
15
Homing Pigeon
4
Sheep Launcher
4
Grenade
5
Cluster Bomb
10
Banana Bomb
4
Battle Axe
1
Earth Quake
5
Shotgun
15
Handgun
15
Uzi
15
Minigun
15
Longbow
5
Fire Punch
19
Dragon Ball
19
Kamikaze
1
Suicide Bomber
1
Prod
5
Dynamite
4
Mine
14
Sheep
5
Super Sheep
5
Mole Bomb
15
Air Strike
4
Napalm Strike
5
Mail Strike
5
Mine Strike
5
Mole Squadron
5
Blow Torch
15
Pnuematic Drill
15
Girder
126
Baseball Bat
14
Girder Starter Pack
5
Ninja Rope
5
Bungee
5
Parachute
4
Teleport
5
Scales of Justice
1
Super Banana Bomb
1
Holy Hand Grenade
4
Flame Thrower
14
Sally Army
5
MB Bomb
5
Petrol Bomb
15
Skunk
15
Ming Vase
5
French Sheep Strike
5
Mike's Carpet Bomb
5
Mad Cow
4
Old Woman
4
Concrete Donkey
1
Indian's Nuclear Test
1
Armageddon
5
Skip Go
1
Surrender
1
Worm Select
1
Freeze
1
Patsy's Magic Bullet
5
Damage x2
5
Jet Pack
0
Low Gravity
5
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
51
Scheme extended game options
Scheme extended game options
Constant Wind
Wind
65410
Wind Bias
30
Terrain Friction
0.96622
Phased Worms (Enemy)
Worms
Petrol Turn Decay
0.16000
Petrol Touch Decay
20
Maximum flamelet count
980
Maximum rope speed
17.70100
Maximum Jet Pack speed
5.00325
Unrestrict Rope
Maximum crate count on map at once
30
Sudden Death disables Worm Select
Rope-roll drops
As from rope only
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Keep control and rope
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Health crates cure poison
Cure all allied worms
Sheep Heaven's gate
explode
Conserve instant utilities
Terrain overlap phasing glitch
Anti-lock Aim
Worm Selection is never cancelled
RubberWorm crate rate
6
RubberWorm anti-sink
RubberWorm extended fuses/herds
RubberWorm Kaos mod
20, 15, 10, 5, 10, 15, 10, 10, 0
Help

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Lancelot

Dear author (crmm1792)!

I spent a couple of hours trying to describe the gameplay in detail. I would be grateful if you or another player who knows the rules would respond or correct my description if necessary.

Please clarify what to do if a player rolls "-2" at the starting position?

I would also like to know how the winner is determined if both players reach the finish line during one move. Can this be considered a draw? Or are there other things that should determine the winner?

If a player move on a cell where he needs to move to the nearest crate and continue playing, but there are no crates ahead, up to the cell with the finish line, what should the player do?

In this case, in my opinion, there are two possible outcomes: either the player misses a move, or the box can be considered a barrel or a mine, for example.

I would also be grateful if you could answer me here

Thx
TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.

crmm1792

PART 1:

Tira el dado y mueve la ficha-gusano:
   - Nomina un jugador para ser el Roller
   - El Roller toma sus turnos para tirar el dado por medio del terremoto para todos los jugadores(los demás jugadores no necesitan tirar el dado).
   -El jugador activo debe disparar la soga directamente hacia arriba de manera vertical para demostrar que numero sacó(en caso que la soga apunta justo entre dos números el resultado se sumara). Entonces presiona la tecla TAB para cambiar al gusano-ficha que esta en la zona de start y teletranspórtalo esa misma cantidad de espacios indicado por el dado(sacar -2 en el primer turno significa que avanzas 1 espacio).
   

Dependiendo en que casilla aterriza el gusano-ficha:
   - Casillas Rojas:
      Estas casillas solamente contienen 1,2 o 3 armas disponibles para usar(1 de cada 1 por defecto amenos que en la casilla muestre un "x" acompañado por la cantidad). No existe un orden especifico para utilizar las armas sin embargo, las casillas muestran un modo predeterminado para usarlas. El uso de cada arma dependerá de cada jugador: puedes detonarlas al mismo tiempo para avanzar mas o también esta permitido abalanzarlas hacia otros adversarios o en algunos casos utilizar armas caminantes para tomar cajas que estén al rededor. Sin embargo el jugador se vera limitado en completar las tareas mientras estás en la casilla ya que si abandonas la casilla por cualquier motivo deberás saltar el turno. Algunas excepciones son:

-El jetpack, el paracaídas y la soga : cuando la tarea incluya alguna de estas armas sera posible acompañarlos con el arma secundario(solo sí está pintada en la casilla) y se podrá usar fuera de la casilla mientras el jetpack, el paracaídas o la soga estén activas.

-Utilizar dos armas iguales que no puedan ser utilizadas al mismo tiempo, deberás utilizar una de ellas en contra de tus adversarios y la otra utilizarla para avanzar hacia adelante.

-Pistolas o armas con mas de un disparo: Algunas armas como shotgun y bowandarrow tienen un disparo extra. El segundo disparo es gratis sin importar si ya estas fuera de la casilla, solo y si después de a verlas usado en la casilla correspondiente.

Otras Efectos:

granadas: se puede configurar el temporizador de las granadas de 0 a 9 segundos.

Vacas: Vienen 3 vacas por defecto por lo que es importante configurarla a 1 solamente antes de jugar la casilla a menos que se especifique en la casilla.

Molotov y minas: Las minas o las llamas que quedan repartidas en el suelo, después de haberla jugado, se puede utilizar a  tú favor para surfear las llamas y así avanzar un poco más o puedes usarla en contra de tu oponente.  En cuanto a las minas el oponente tiene que ser precavido al teletransportarse en las casillas de lo contrario sera expulsado lejos y perderá su turno debido ala explosión de la mina.

Arma Nuclear: el efecto de el arma nuclear de envenenar a todos los jugadores modifica el modo de juego. Aquel gusano que este envenenado en ese momento jugara con el dado
invertido (en modo negativo los números positivos y viceversa).
Si algún mini-juego se hunde a causa del arma nuclear ese mini-juego quedara inactivo y el jugador que caiga en alguna casilla que corresponda a el juego inactivo deberá saltar el turno. Para curarte tendrías acércate a una caja de salud mediante los movimientos del dado o acercándote con alguna detonación o puedes optar por sacrificar algún arma caminante que tenga la capacidad de recoger una caja de salud.

Baseball bat (vs rule): cuando un jugador aterriza en alguna casilla la cual se encuentra ocupada por otro gusano,
el jugador puede considerar utilizar el bate de baseball (ignorando si el bate no esta dibujado en la casilla) para pegarle al jugador adversario pero solamente podrá hacerlo antes de realizar la tarea de la casilla.

crmm1792

PART 2
   - Casillas Verdes:
las casillas verdes son casillas especiales que tienen diferentes efectos a diferencia de las casillas normales.
      -Mini-juegos:
         Teleport: Los mini juegos de teleport incluyen un numero indicado en la casilla que te ayudara a teletransportarte en el mini juego correcto ubicado debajo del mapa. Después lee y sigue las instrucciones que están descritas en la pizarra de cada mini juego. Al terminar el mini juego debes regresar a la casilla del mini juego (en la pizarra del mini juego se encuentran enumeradas las casillas por donde se accede).
         De campo: Los mini juegos de campo son mini juegos que deberás jugarlos en la misma casilla donde aterrizas. Estos juegos tratan sobre apuntar y atinar a un objetivo en concreto(no siempre tienen una descripción), sin embargo en la imagen de la casilla muestran con que arma jugar, señala la ubicación donde se encuentra el objetivo y cuantos disparos puedes hacer. Ademas que los aciertos se traducirán en movimientos adicionales y si no hay aciertos solamente salta tu turno.
 Nota: Los puntos de los objetivos son acumulativos sim embargo no se acumularan los aciertos si el jugador atina al mismo objetivo repetidamente.

      -Re-roll: Gracias a esta casilla podrás tirar nuevamente los dados incluso si no eres el encargado de tirar los dados y jugar la casilla donde aterrices, si aterrizas nuevamente en la casilla re-roll deberás volver a tirar los dados. El roller nominado al inicio no se vera afectado por esta casilla y seguirá tirando el dado como de costumbre.En el caso que un gusano este envenenado el re-roll se vera afectado por su efecto.

      Teleport to the next crate and play: Debes usar teleport hacia adelante hasta la caja mas cercana(de cualquier tipo) después tendrás permitido jugar este mismo turno y completar la tarea donde teletransportaste(no hace falta tomar la caja).
Nota: Si no existen cajas adelante debes jugar una que este detrás y en el caso extraño que no exista ninguna caja el jugador deberá saltar el turno.

      Cartas: La lista de cartas se ubica debajo del dado. Al aterrizar en alguna de las casillas: "toma una carta" o de "toma dos cartas" podrás tomar CUALQUIER carta(s), para hacer esto debes seleccionar la viga y colocarla en la ranura donde se encuentra la(s) carta(s) de tu interés. El orden en el que uses las cartas dependerá del jugador, sin embargo el usuario estará sometido a usarlas solamente en la casilla como dicta la regla. Nota: Cuando una viga este ocupando una ranura esa carta no podrá ser disponible.

   - Jail: hay varias formas de teletransportarse a la cárcel, mediante algunos mini juegos,aterrizando en las casillas de "ve ala cárcel" o directamente desde la casilla JAIL que se encuentra entre las casillas 99 y 101. Cuando el jugador se castiga con cárcel el jugador deberá teletransportarse dentro de la casilla JAIL (donde apunta la flecha blanca) e inmediatamente saltar el turno.
   Para salir de JAIL el prisionero debe esperar que se tiren los dados y si salen números pares:-2,2,4,6,8,10 podrá salir de prisión y tendrá permitido jugar inmediatamente desde la casilla de jail, avanzando la misma cantidad de números especificados en los dados. Si el jugador tiene mala suerte y sale numero impar, significa que debe volver a saltar su turno y esperar nuevamente a que el Roller tire el dado
   Otra forma de salir: si el jugador demora 3 turnos en jail podrá salir el siguiente turno sin importar el resultado del dado.

Aclaraciones Importantes:
- Puede ser que después de tirar los dados eres sacudido y arrastrado entre 2 casillas y aveces es difícil de reconocer en donde esta parado tu ficha-gusano por lo que puedes elegir desde cual de las 2 casillas vas a jugar sin embargo debes aclararle a los demás jugadores desde cual casilla jugaras.
   
-Si de casualidad en la casilla donde aterrizas hay un barril (ya sea que se asome una pequeña parte o la totalidad del barril) eres libre de subirte encima del barril o de la parte que se asoma siempre y cuando el gusano-ficha se encuentre dentro de los coordenadas de la casilla.

-Atajos: Ademas de varias formas para adelantarse ya sea usando barriles, doble daño o mediante las explosiones de cajas que están cerca. Existe otro modo para acercarse mas rápido a la meta... por medio de los atajos que puedes acceder utilizando las armas que están en las casillas.

-COW: En caso que algún jugador rompa las reglas por ejemplo: utilizó accidentalmente un arma que no estaba dibujada en alguna casilla y sale expulsado de la casilla, debe teletransportar el gusano-ficha a su antigua casilla donde realizo el cow y saltar el turno, pero si el jugador rompió las reglas en la misma casilla solamente debe saltar su turno.

crmm1792

Finish Line:
Para llegar a la meta el jugador debe realizar la tarea de su casilla para caer sobre la meta (no se considerará valido si el gusano cuelga de la casilla anterior). Otra forma para llegar ala ultima casilla, hay que rollear el número exacto de movimientos, pero si se saca más de lo necesario, se retroceden tantas casillas como movimientos sobrantes y debe jugar la casilla donde aterrice.
Cuando un jugador aterriza en la ultima casilla(excepto por tirar los dados) debe esperar una ronda del resto de jugadores antes de declararse ganador. Los demás jugadores jugaran un ultimo turno y tendrán la opción de llegar a la meta o intentar expulsar al jugador que aterrizo para sabotear su victoria.
Si 2 o mas jugadores logran aterrizar ala meta se considera empate(ya sea que ambos llegan por si mismos o si uno es accidentalmente empujado ala meta por cualquier adversario), en consecuencia el primero en llegar ala meta tendrá el derecho de proponer que mini juego jugar para romper el empate.


This is the rule we use to play on my games but the finish line rule had been changed a couple times.
However i consider that this way has multiple problems when you want to pick a winner specially because ive never determinated it before.
The main problem when you let players kick other player out of the finish line is: what happen if red team get kicked by yellow team and so yellow replaces red team that same turn he kicked him out? so Red turn start again? (included the others). Or simply, as being replaced by yellow it may be considered the new winner?
Basically im trying to say that im unsatisfied with my own rule...

Anyway, Ive read your rules already, and i can say they look good enough, nevertheless would be even finer if you complement them with mine.

Lancelot

Quote from: crmm1792 on August 13, 2024, 09:12 PMArma Nuclear: el efecto de el arma nuclear de envenenar a todos los jugadores modifica el modo de juego. Aquel gusano que este envenenado en ese momento jugara con el dado
invertido (en modo negativo los números positivos y viceversa).
Si algún mini-juego se hunde a causa del arma nuclear ese mini-juego quedara inactivo y el jugador que caiga en alguna casilla que corresponda a el juego inactivo deberá saltar el turno. Para curarte tendrías acércate a una caja de salud mediante los movimientos del dado o acercándote con alguna detonación o puedes optar por sacrificar algún arma caminante que tenga la capacidad de recoger una caja de salud.

Baseball bat (vs rule): cuando un jugador aterriza en alguna casilla la cual se encuentra ocupada por otro gusano,
el jugador puede considerar utilizar el bate de baseball (ignorando si el bate no esta dibujado en la casilla) para pegarle al jugador adversario pero solamente podrá hacerlo antes de realizar la tarea de la casilla.

I would appreciate examples on the game replay, thanks in advance.
This concerns nuclear test and a baseball bat.
About nuclear test I understand more or less, I don't quite get the point about 'baseball bat'

Quote from: crmm1792 on August 13, 2024, 10:58 PM-Re-roll: Gracias a esta casilla podrás tirar nuevamente los dados incluso si no eres el encargado de tirar los dados y jugar la casilla donde aterrices, si aterrizas nuevamente en la casilla re-roll deberás volver a tirar los dados. El roller nominado al inicio no se vera afectado por esta casilla y seguirá tirando el dado como de costumbre.En el caso que un gusano este envenenado el re-roll se vera afectado por su efecto.

-Atajos: Ademas de varias formas para adelantarse ya sea usando barriles, doble daño o mediante las explosiones de cajas que están cerca. Existe otro modo para acercarse mas rápido a la meta... por medio de los atajos que puedes acceder utilizando las armas que están en las casillas.

Please show me, using an example in the game, how a poisoned worm will affect the dice roll

Also, I didn't quite understand the sentence fragment that I marked with three dots. What do you mean?

Quote from: crmm1792 on August 14, 2024, 12:08 AMSi 2 o mas jugadores logran aterrizar ala meta se considera empate(ya sea que ambos llegan por si mismos o si uno es accidentalmente empujado ala meta por cualquier adversario), en consecuencia el primero en llegar ala meta tendrá el derecho de proponer que mini juego jugar para romper el empate.

Let's say in case of a draw, the players get to the mini game with Super Banana (1).
Do I understand correctly that the player who gets the most moves at the end of the mini-game wins?
TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.

crmm1792

I just uploaded two replays with baseball bat and nuclear test examples. https://www.tus-wa.com/schemes/scheme-4081/

About the shortcuts, simply a player can alford to take a shorcut, as much as possible to take it from a red box.
Oh almost forget it! but not only that, its important to mention that shortcuts are used to throw opponent down.

"Do I understand correctly that the player who gets the most moves at the end of the mini-game wins?"
Yes.

crmm1792

since the gift is an extra stuff, I would recommend to include Low gravity in Utility crate.
Really I have more recomendations just for this cup to simplify it but it will depends on you.

Lancelot

Did I understand correctly that I can use baseball bat to move my opponent back? On any cells, or only on the red one (with weapons)?
About nuclear - ok, got it

I forgot to clarify about the "free gift" field. Can you describe it in more detail?

On second replay I saw a cell with jail, which is not in the cup map. Is this some old or new version of the map?
TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.

crmm1792

Exactly, to push your opponent back on any cell in the case a worm would land on a cell which is being occupied by other worm, including finish line.

Of course I can describe the free gift but id really suggest that do not include it in a 1 vs 1 match.

The jail you saw on replay is an old version, I established this current one as best method. You can test it, though.

Lancelot

Quote from: crmm1792 on August 14, 2024, 08:17 PMExactly, to push your opponent back on any cell in the case a worm would land on a cell which is being occupied by other worm, including finish line.

then I don't understand the point of a baseball bat in the finish cell.

I think this point would be redundant, because there are enough opportunities on the playing field to push the opponent back, including from the same cell
TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.

crmm1792


crmm1792

Last clarifications:

Despite after a tied game we play a minigame to define a winner, But sometimes the tie can´t be broken owing to another tie, taking in mind the cup demands that the game have a decisive result so we need to define it all the cost. The method I use when i´m playing with friends we offer a minigame and determinate the amount of attempts, so this way is harder to get re-tied.


I would like to clarify another point because these are things that go unnoticed. Occasionally at the beggining of the match, the game spawms some barrels(crates too) inside the dice or a mini-game zone. In such as situation players are able to determinate whether to destroy it or not.  To leave it around the dice, it might affect the outcome of the dice. In case a barrel spawns a mini-game it can be destroyed only if the barrel is blocking the aperture, for example minigame number 1: when a barrel is originated infront the tunnel and your shot get hindered you are allowed to destroy it.

Important or not i would like to mention: skunk can´t poison other players, i mean due to skunk power it´s impossible not illegal.

Lancelot

I've added to the rules, but I didn't mention the "gifts" and the baseball bat in the cup version of the scheme.
I think it's better and a little easier.

Thank you very much for your answers.  :)  I hope we will meet again for a game.  ;)
TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.


Lancelot

Quote from: TheKomodo on August 18, 2024, 10:39 PMAnd people thought Darts was too complex, holy f**k...

The most important thing is to understand the general principle of gameplay.
In practice, it is much simpler than it seems. Darts is the same simple scheme, many maps, some have their own game features, but the essence is the same.

I think you should try to play a couple of times so that you understand the general essence of Wormopoly.

I played Wormopoly online a few times, but I was able to figure out most of the rules on my own. The rest of the details I learned from examples and tried to play offline
TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.

Paradise - THeDoGG