Schemes
March 28, 2024, 02:04 PM

Wormopoly Party

Wormopoly Party

Scheme #4081, Viewed 3681 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
4.77 / 5
Total Members Voted: 9
Acronym: Wormopoly Party
Name: Wormopoly Party
Type: Race, Rubberworm
Submitted by: Costa Rica crmm1792

Download this scheme:
Downloaded 374 time(s).
Example replays: Downloaded 166 time(s)

Time: August 20, 2021, 06:07 AM
Description:
Created by CAK-RULES

If host ask for rules u must say: DTBS (DICE TELEPORT BOX SKIP)

Placement:
 First worm (dice worm) in your team "dice" box of the respective colour.
 Second worm (token worm) on top of box #0 marked "GO"

Rules:
- Select someone to "roll the dice" (via earthquake) every round for all players each round. Other players do not need to earthquake. After the dice have been rolled, Switch to your token worm (with TAB), and move his the number of spaces indicated by the dice (with Teleport).
 
- After moving your token worm to it's box, depending on the space the token reaches, you may use weapons to get as many boxes forward as you can, draw a card, Go To Jail, or etc.... However, you can use these weapons ONLY while you are standing on your box. (exceptions carrier weapons like: rope, parachute, jetpack, or the second shots of a shotgun or longbow.) If you leave your box, you must skip your turn, even if you have not used all your designated weapons.

- You can NOT play a box that has not been designated to you by a dice roll.

- The goal is to reach the finish block before the other players. (NEW RULE!!!)


 


MAP: https://www.wmdb.org/41435    re-uploaded
        https://www.wmdb.org/41670    (short version)
        https://www.wmdb.org/43939    (tower map)
        https://www.wmdb.org/45092    (NEW MAP!!!)

Gameplay:
&ab_channel=CAK-RULES

Scheme game options
Game options
0
Time options
120
1
1
3
Crate options
1
Sudden death options
Objects options
30
0
Help
General options
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
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
0
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
0
Patsy's Magic Bullet
Inf
Damage x2
0
Scheme extended game options
Scheme extended game options
Constant Wind
Wind
65408
Wind Bias
45
Gravity
0.23900
Terrain Friction
0.96655
Phased Worms (Enemy)
Worms
Petrol Turn Decay
0.12500
Petrol Touch Decay
21
Maximum flamelet count
1120
Maximum rope speed
17.70000
Maximum Jet Pack speed
5.10001
Unrestrict Rope
Maximum crate count on map at once
45
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
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

Author Topic: Scheme #4081, Wormopoly Party submitted by crmm1792  (Read 3628 times)

0 Members and 1 Guest are viewing this topic.

Offline FoxHound

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Scheme #4081, Wormopoly Party submitted by crmm1792
« on: August 31, 2021, 08:14 AM »
Monopoly adaptation? Seems very interesting. Share some similarities with Board Game and maybe Boom for Weapons, but seems original with the dice there and probably more stuff I didn't understand so well yet.
« Last Edit: August 31, 2021, 08:23 AM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline Echiko

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #1 on: August 31, 2021, 12:03 PM »
How do you get these ideas? I want to try it! :)
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Online Lupastic

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #2 on: August 31, 2021, 03:20 PM »
can someone upload a replay of playing this scheme? ::)

Offline FoxHound

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Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #3 on: September 01, 2021, 04:47 AM »
I see there is a demonstration replay now. Very interesting combos with the weapons, very creative. It looks a bit complicated but I think if you get the idea is actually simple.

I like the randomness of the game just like Monopoly. I mean, Monopoly (the real life board game) sucks in terms of gameplay, duration, balance, and luck. There are lots of better Board Games than Monopoly, but everybody knows Monopoly (it is a meme for me) and I have good memories playing it. The randomness and endless capitalism simulation game has its value, I really enjoyed playing the brazilian "pirate" version of Monopoly when I was a kid (Banco Imobiliário). So, this scheme may not be exactly equal to real life Monopoly (what is good), but it has many similarities. The wormy version is surely better than that Board Game.
« Last Edit: September 01, 2021, 04:52 AM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline Echiko

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #4 on: September 01, 2021, 08:52 AM »
Can't wait to try it!
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Online Lupastic

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #5 on: September 26, 2021, 02:48 PM »
I think it would be a great idea to host a cup on TUS out of this scheme ^^ CAK-smack-rules?

Offline Kaleu

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #6 on: September 26, 2021, 03:05 PM »
Good elaborate scheme and map.  :)
Experience the best TTRR gameplays with my maps!

→ The best of Kaleu ←

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Offline Zalo the moler

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #7 on: October 05, 2021, 09:06 AM »
This scheme is absolutely ahead of its time. So innovative and such a great space for creativity. In my opinion, it should instantly be added into Tus Free League. Most likely in the place of Elemental or Super Sheep race.

My suggestion is that mines and crates should be removed since (in my 20+ games), they only confuse players as to whether or not teleport to the field with them all over the place. Due to that, there simply seems to be more mess in the space where players could actually show skills and tactics. Dice is already random so randomness coming from the mines is not necessary and, I believe, not practical here. I am not sure what is the purpose of crates either (since 2x damage can hardly ever be used). Only 1 click would fix it anyway.
« Last Edit: October 05, 2021, 09:48 AM by ZorroX »

Online Lupastic

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #8 on: October 05, 2021, 12:24 PM »
This scheme is absolutely ahead of its time. So innovative and such a great space for creativity. In my opinion, it should instantly be added into Tus Free League. Most likely in the place of Elemental or Super Sheep race.

My suggestion is that mines and crates should be removed since (in my 20+ games), they only confuse players as to whether or not teleport to the field with them all over the place. Due to that, there simply seems to be more mess in the space where players could actually show skills and tactics. Dice is already random so randomness coming from the mines is not necessary and, I believe, not practical here. I am not sure what is the purpose of crates either (since 2x damage can hardly ever be used). Only 1 click would fix it anyway.

the utilitycrates are sometimes very useful for bigger booms, or after boom, the flames they make they can help you. I don't think they should be removed, but maybe spawning less of them is indeed a good idea.
the scheme option has 50 mines with random fuse, now that's a really stupid idea I agree. much fewer, like 30 mines would be perfect, and maybe on 3 sec fuse?
it's up to smack-rules though. he constantly likes changing the rules and adding new elements to the map, on his newest version of this map, there are triple combos with the weapons, so I'm not sure when he plans to finish it and make the final version of the map on which everyone could play in a TUS cup ^^

Offline Zalo the moler

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #9 on: October 05, 2021, 02:00 PM »
Have you ever used 2x Dmg though? Most of the time these are collected by accident as you fly across the map 8 fields forward and you don't really end up using them. You would have to be leading and getting exactly the right square via dice + actually get the right crate. Around 15% of crates are 2x Dmg. Maybe it would be possible to remove every single crate that is not 2x Dmg? (Crate Spy, etc, + the ones with the weapons). Then it would be a nice boost.
« Last Edit: October 05, 2021, 02:02 PM by ZorroX »

Online Lupastic

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #10 on: October 05, 2021, 02:10 PM »
Have you ever used 2x Dmg though? Most of the time these are collected by accident as you fly across the map 8 fields forward and you don't really end up using them. You would have to be leading and getting exactly the right square via dice + actually get the right crate. Around 15% of crates are 2x Dmg. Maybe it would be possible to remove every single crate that is not 2x Dmg? (Crate Spy, etc, + the ones with the weapons). Then it would be a nice boost.

I have played like 10 wormopoly games so far, and nope, never had the chance to use 2x damage :D maybe one time, when you stand on a field that has supersheep, with supersheep you fly and get 2x damage crate, and then go back and boom yourself with it, but this has a very low chance to happen

Offline FoxHound

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Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #11 on: October 05, 2021, 02:11 PM »
3.8 allows to play with damage x2 since the beginning of the game until the end. Not sure if it would be better, since I didn't try the scheme yet. But, Monopoly is a 100% random and endless game, so maybe the luck factor is part of the scheme in purpose.
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline crmm1792

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #12 on: October 05, 2021, 05:32 PM »
crates and mines shouldn´t be removed for thoese reasons: Lupastic already explain why u can get x2 of damage (recommended when u have a supersheep), "the utilitycrates are sometimes very useful for bigger booms" but also they work as opposite blocking your shot, anyway this option can be reduce or increased up to host for most or less
difficulty. About mines the same, 3rd rule explains why. Mines and Fire could make an unsuccessful landing witch means u have to be careful every time u move ur "token" limiting ur placement.(also this seeting can be reduced or increased up to host).

Offline crmm1792

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #13 on: October 05, 2021, 05:41 PM »
Lupastic "it's up to smack-rules though. he constantly likes changing the rules and adding new elements to the map"
Rules are the same can´t be changed but map does because this does not affect the rules at all, about i still adding new elements to the map make combo dynamic and unrepeatable.

Offline Zalo the moler

Re: Scheme #4081, Wormopoly Party submitted by crmm1792
« Reply #14 on: October 05, 2021, 06:09 PM »
alright but like... can all crates be replaced with 2x Dmg Utility?
« Last Edit: October 06, 2021, 09:22 AM by ZorroX »