Ghost Refuging

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Revision as of 02:17, 10 December 2024 by FoxHound (Talk | contribs) (History)

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(Up to Scheme ideas)
Game setup
Scheme
Ghost Refuging:
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Map
Specially designed maps.
Examples at the WMDB
Worms
2 teams per player (both players will play as Sniper and as Escapers). 1st team must have 1 worm (Sniper); 2nd team must have 5 worms (Escapers).

Ghost Refuging is a scheme that explores a lot the Invisibility. It's both, a survival and an aiming mode. The idea is that a group of invisible worms - called Escapers or Ghosts - must go through the (usually symmetrical) map, from the start to the finish line, avoiding the Sniper worm from the opposite side. Despite being designed as a 1vs1 game, other variations are possible.

Instructions and rules

  1. Reminder: 2 teams per player - one with the Sniper and other with the Escapers. Both players will play 1 turn with the Sniper and 1 turn with the Escapers. Pay attention to the team you are playing, especially before placing worms in the very beginning.
  2. The team with only the Sniper worm must be placed at left side or at the right side of the Post or Fortress (around the middle of the map, with stairs).
  3. The team with the 5 Escapers must be placed at the begin point (far left/right).
  4. The Sniper cannot leave the Post/Fortress. If this happens by accident (and it survives), it has to go back before continuing to attack.
  5. The Sniper must attack the Escapers, and only "active worms". The Sniper cannot attack enemy Escapers that haven't left their base yet (as there are usually many worms piled there). The same for the vehicle or goal: worms that arrived there must not be attacked.
  6. Only Parachute, Select Worm, Low Gravity and Invisiblity are allowed for the Escapers. They don't attack, and should be always invisible.
  7. The objective is to rescue as many Escapers as possible (bringing them to the vehicle or goal) before Sudden Death. The winner will be the player who brought more worms at the vehicle/goal when Sudden Death happened. Or, the winner will be the first to bring all Escapers to the vehicle/goal. A draw can also be declared if both players arrived with the same amount of worms. The vehicle or goal is usually at the exact bottom of the map's center.

Note - if all worms were correctly placed and considering the map is divided into right hemisphere and left hemisphere, the Sniper worm should stay at the opposite hemisphere of the map (near the middle) compared to its allied base of Escapers. So, considering it's red vs. blue, one hemisphere of the map must have 5 red team Escapers at their base (usually at the edge) and 1 blue team Sniper at its staired area in the Post (usually near the middle). The other hemisphere of the map must have 5 blue team Escapers at their base (usually at the edge) and 1 red team Sniper at its staired area in the Post (usually near the middle).

Variations

Modifications with relatively small detail changes to the scheme.

Ghosts n' Snipers

The map that sbs made for Ghost Refuging is bigger than the original ones by xyz. So, everything is longer and may take more time, therefore, a variation scheme was attached to the map, to fit better on it. The name of the variation and the map is Ghosts n' Snipers, inspired by the game Ghosts 'n Goblins.

History

The scheme was created by xyz and released on 7th July 2017. According to the comments on the original map page, it was based on sbs' scheme called 1 vs. 4, and it has many similarities with TRX's SniperVsWalkers. There are 3 specially designed maps for this scheme: 2 by the author and a big sized one by sbs (with a variation scheme).

Similar ideas

Besides the already mentioned similarities with SniperVsWalkers and 1 vs. 4, this scheme is similar to Escape. Also this scheme belongs to the so called "Hide and Seek schemes" group. For details about these schemes check this section on Ghost Knocking.


This article has a to-do list:
  • Add replay
  • Add tactics
  • Add GIF
  • Add image

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