1rule

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Revision as of 05:11, 24 February 2009 by Konar6 (Talk | contribs) (description & scheme & replay (I had to write this article 3 times from scratch, thank you Firefox...))

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(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: An example of a 1rule
game with Konar6 and ShadowTheAge
Download · Info
Game setup
Scheme
1rule:
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View scheme settings
Map
Roper maps
Examples at the WMDB
Worms
2

1rule is a scheme with shopping concept, originated from WWP. Although it's a conventional gameplay scheme, it is played on same maps as Roper. On the start of the match, players are given their arsenal - infinite teleport, and the battle may begin.

However, this scheme can be played only with people you know and trust, since it relies on a fair play because of The rule - the only rule is that you can't carry more than 3 weapons of different type at ANY time, including crates collected by animals, parachute, rope... (You can have 150 blowtorches and 360 grenades, for example - that only counts as 2 types). Of course, teleport, skip go and surrender doesn't count.

The scheme features 'crateshower' RubberWorm feature, so crates can appear even within player's turns. Maximim number of crates on the map, 'cratelimit', is 6. Due to the shopping concept and limited amount of carried weaponry, 1rule is influenced by crate luck. Players tends to wait for better weapon by repeatedly collecting crates and wasting unwanted weapons.

Tips

  • Be on top. Try to camp more on top of the map, rather than down.
  • Since you can't choose which worm to move at the start of your turn, it may be somehow better to have only 1 (strong) worm, versus 2 (wounded) opponent's.
  • Bang your head against a wall everytime you get a "kamikaze + suicide bomber + blowtorches" trio. :--)
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