Paul.Power
26 Feb 2007, 17:22
I've posted this before, but in the light of Luther's card game idea (incidentally, great concept - sorry I didn't actually post in the thread, but I couldn't really think of anything better to say than "nice idea!") I thought I'd repost the good ol' "Full Random Wormage"
2 to 6 players
You Will Need:
Worms World Party (or Worms Armageddon with 100% unlocked)
A standard d6 die
A d12 (available from all good gaming shops)
Some friends who are not adverse to a spot of hot-seat Worming.
Rules:
1. Start a game with the Full Wormage scheme.
2. The first peson to go rolls the d12. This chooses which function key row your weapon will come from.
3. Then roll the d6 to choose the weapon on that row. Six is a "row wildcard", allowing you to choose any weapon from that row.
EXAMPLES:
Rolling a 1 and then a 4 (1, 4): Homing Pigeon
(6, 2): Napalm Strike
(11, 3): Concrete Donkey
(3, 6): Any weapon from the F3 row (Shotgun, Handgun, Uzi, Minigun, Longbow)
4. Suicide Bomber (4, 4) and Surrender (12, 2) are "full wildcards", allowing you to choose any weapon. However, Kamikaze (4, 3) and Skip Go (12, 1) must be used. Yes, even if it's your last worm.
5. Weapons on the F8 row have a special rule: you can choose to use the F8 weapon, OR the corresponding utility. E.g. (8, 1) can be Ninja Rope OR Jetpack, (8, 2) Bungee OR Low Gravity, and so on. (8, 6) allows you to use any of the nine weapons/utilities on the F8 and Util. rows). (8, 5) is a special case: as this is a hot-seat game, there is no Invisibility. However, the Scales of Justice are pretty impressive in their own right, so there we go. You also get to roll again, given the non-turn-ending nature of most of these.
6. Any deliberate attempt to avoid using a weapon either by waiting for the time to run out or incurring a minor injury from a fall or a mine results in forefitting the round (Reasonable accidents such as simply running out of time while performing a complex manoeuvre are permitted).
7. After the end of the turn, the next player goes through the same process.
8. Continue until you have a winner!
2 to 6 players
You Will Need:
Worms World Party (or Worms Armageddon with 100% unlocked)
A standard d6 die
A d12 (available from all good gaming shops)
Some friends who are not adverse to a spot of hot-seat Worming.
Rules:
1. Start a game with the Full Wormage scheme.
2. The first peson to go rolls the d12. This chooses which function key row your weapon will come from.
3. Then roll the d6 to choose the weapon on that row. Six is a "row wildcard", allowing you to choose any weapon from that row.
EXAMPLES:
Rolling a 1 and then a 4 (1, 4): Homing Pigeon
(6, 2): Napalm Strike
(11, 3): Concrete Donkey
(3, 6): Any weapon from the F3 row (Shotgun, Handgun, Uzi, Minigun, Longbow)
4. Suicide Bomber (4, 4) and Surrender (12, 2) are "full wildcards", allowing you to choose any weapon. However, Kamikaze (4, 3) and Skip Go (12, 1) must be used. Yes, even if it's your last worm.
5. Weapons on the F8 row have a special rule: you can choose to use the F8 weapon, OR the corresponding utility. E.g. (8, 1) can be Ninja Rope OR Jetpack, (8, 2) Bungee OR Low Gravity, and so on. (8, 6) allows you to use any of the nine weapons/utilities on the F8 and Util. rows). (8, 5) is a special case: as this is a hot-seat game, there is no Invisibility. However, the Scales of Justice are pretty impressive in their own right, so there we go. You also get to roll again, given the non-turn-ending nature of most of these.
6. Any deliberate attempt to avoid using a weapon either by waiting for the time to run out or incurring a minor injury from a fall or a mine results in forefitting the round (Reasonable accidents such as simply running out of time while performing a complex manoeuvre are permitted).
7. After the end of the turn, the next player goes through the same process.
8. Continue until you have a winner!