Difference between revisions of "Board Game"
From Worms Knowledge Base
(→Mandatory (original): "box" is a word often used on Board Game maps) |
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This is a scheme that requires some reading during the game and the maps need to be made thinking on this aspect, in a way that the instructions are clear enough (to avoid multiple interpretations) and not too extense: to players don't take too much time reading and to the text fit well on the map. Also, the tasks must not interfere badly in the completion of the other tasks, like when a task that uses the [[Longbow]] blocks with arrows an important path of the other task. | This is a scheme that requires some reading during the game and the maps need to be made thinking on this aspect, in a way that the instructions are clear enough (to avoid multiple interpretations) and not too extense: to players don't take too much time reading and to the text fit well on the map. Also, the tasks must not interfere badly in the completion of the other tasks, like when a task that uses the [[Longbow]] blocks with arrows an important path of the other task. | ||
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+ | Since Board Game can be considered a race, "[[Test_versions|/boom]]" command (or 3.8's Phased Worms (Enemy): worms + weapons + damage) is very useful for the gameplay, with a few examples as exceptions: [[Board_Game#Board_War|Board War]] variation and [https://www.wmdb.org/33109 this map]. | ||
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+ | Regarding the [[Wind|wind]] rule, before version 3.8 the wind used as die had a side effect: depending on the position of a worm on the map, the wind could be more likely to be blue or red, affecting significantly the gameplay. Some maps might be designed thinking on this aspect, but others might not, causing a more frustrating gameplay experience. [https://www.wmdb.org/40075 This map] was the first one to use v3.8 "wind bias 0" feature which makes the wind probability be the same no matter where the worms are on the map. | ||
== Rules == | == Rules == | ||
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=== Board War === | === Board War === | ||
{{Game setup|file=Board_War.wsc|scheme=Board War|map=Specially-designed map ([https://www.wmdb.org/maps/?map%5Btitle%5D=Board%7CWar examples])|worms=Two per team}} | {{Game setup|file=Board_War.wsc|scheme=Board War|map=Specially-designed map ([https://www.wmdb.org/maps/?map%5Btitle%5D=Board%7CWar examples])|worms=Two per team}} | ||
− | In this original variant created by [[User:Sbs|sbs]] ([https://www.wmdb.org/28202 released] on 21st June 2015), with limited health and weapons, each player must control 2 worms that must complete the tasks and at the same time survive. After clearing all the tasks a player is free to start attacking other players with the remaining weapons that were saved from the tasks made or with weapons found in crates. | + | In this original variant created by [[User:Sbs|sbs]] ([https://www.wmdb.org/28202 released] on 21st June 2015), with limited health and weapons, each player must control 2 worms that must complete the tasks and at the same time survive. After clearing all the tasks a player is free to start attacking other players with the remaining weapons that were saved from the tasks made or with weapons found in crates. |
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+ | This mode must be played without "/boom" or phased worms (enemy): worms + weapons + damage, since enemies must attack each other. | ||
{{clear}} | {{clear}} |
Revision as of 03:54, 5 October 2021
Board Game is a scheme that relies on specially-designed complex maps with several tasks to be accomplished (in a similar way to physical race board games with dice being used to move pieces). The tasks are numbered and usually each one is accompanied by written instructions to players understand what the task asks them to do. Tradicionally the wind is used as dice: blue wind +1 space forward, red wind +2 and no wind +3. An optional rule is often applied: after 5 fail attempts, move on to the next space (after checking the wind). Each Board Game map has its own specially designed scheme, so there is not only one scheme for Board Game, although the original one can be used as reference. This scheme has infinite possibilities to be explored, including glitches and elements from other schemes. Also, new schemes may arise based on Board Game tasks.
This is a scheme that requires some reading during the game and the maps need to be made thinking on this aspect, in a way that the instructions are clear enough (to avoid multiple interpretations) and not too extense: to players don't take too much time reading and to the text fit well on the map. Also, the tasks must not interfere badly in the completion of the other tasks, like when a task that uses the Longbow blocks with arrows an important path of the other task.
Since Board Game can be considered a race, "/boom" command (or 3.8's Phased Worms (Enemy): worms + weapons + damage) is very useful for the gameplay, with a few examples as exceptions: Board War variation and this map.
Regarding the wind rule, before version 3.8 the wind used as die had a side effect: depending on the position of a worm on the map, the wind could be more likely to be blue or red, affecting significantly the gameplay. Some maps might be designed thinking on this aspect, but others might not, causing a more frustrating gameplay experience. This map was the first one to use v3.8 "wind bias 0" feature which makes the wind probability be the same no matter where the worms are on the map.
Contents
Rules
Mandatory (original)
- Start to Finish (STF) - The worm must be placed at start and then reach the finish.
- Wind rule (on your turn):
- If blue wind - move one square (box/space) forward.
- If red wind - move two squares (boxes/spaces) forward.
- If no wind - move three squares (boxes/spaces) forward.
- If you land on a square (box/space) which has a task, complete the task before moving on. Once you have completed the task, you follow the wind rule (in your next turn).
- You may only leave a square (box/space) if the task you are asks for this. If you accidentaly exit a square (box/space), walk or teleport back to it.
Optional
The following rule is widely used and can be considered an official rule by many players, since sometimes players can get stuck on a task.
- After 5 fail attempts (you can use /me to count them, like "/me 2"), move on to the next space (after checking the wind).
Variations
Wormlympic
W:A replay: An example of a Wormlympic match with sbs, FoxHound, FATE and Thanatonaut | |
Download · Info |
Map |
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Specially-designed map (examples) |
This variation made by Rollo and released on 2010 is very similar to the standard Board Game scheme, although it doesn't have the wind rule, has 15 seconds of turn time, the weapons are limited (if you spend all of them you go to the next task).
Task Race
Very similar to Wormlympic, this variation proposed by xDNCxGhost64x on 9th March 2012 just removes the rule about the wind, being only a "Task Race".
Rubber Board
Download (.wsc) · View scheme settings |
Map |
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Specially-designed map (examples: [1] and [2]) |
This variation created by sbs (released on 14th August 2013) uses RubberWorm/Extended Scheme Options features such as multishot, fire doesn't pause timer and loss of control doesn't end turn, allowing different kind of tasks to be made.
Board War
Game setup |
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Scheme |
Board War: |
Map |
Specially-designed map (examples) |
Worms |
Two per team |
In this original variant created by sbs (released on 21st June 2015), with limited health and weapons, each player must control 2 worms that must complete the tasks and at the same time survive. After clearing all the tasks a player is free to start attacking other players with the remaining weapons that were saved from the tasks made or with weapons found in crates.
This mode must be played without "/boom" or phased worms (enemy): worms + weapons + damage, since enemies must attack each other.
History
The scheme was created by miner2049, according to the first map's PNG conversion upload description and the Board Game 2 map by SilverPhoenix. The oldest Board Game map upload from WMDB dates 30th November 2004, so the scheme was created earlier than this date.
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