Acronym: Hide and Seek
Name: [czlowiek-kredens] Hide and Seek
Type: Battle
Submitted by: czlowiek-kredens
Download this scheme:
Downloaded 126 time(s).
Example replays: Downloaded 119 time(s)
Time: May 18, 2022, 07:43 PM
Description:
In this scheme invisible immortal worms push invisible immortal enemy worms to water.
1. First turn players should remember where enemy worms are placed. Freeze can be used, but there is 1 turn delay for Invisibility, so there is no special advantage for the one who goes frst.
2. There is nothing in the scheme that can stop the invisibility. You can push enemies to water just with Prod and knocking only.
3. The terrain friction is decreased.
4. Phased allied worms means that you can't push your own worms.
5. Sudden death makes water level rise.
6. On the map there are special land elements near the water where parachuter can land after knocking.
7. Tab can be pressed anytime to sellect next worm, so, even when you are falling to water you can choose next worm to finish your turn.
8. Weapon use doesn't end turn.
9. HP crates give +0 and worms are immortal. Collecting a crate while being invisible just reveals your current position to enemy, so it's like a penalty and HP crates should be avoided.
10. No rules. Optionally there can be set a rule that Freeze can be used only at first turn, but it doesn't change a lot.
11. It must be played on special dedicated maps (I uploaded some).
Maps:
https://www.tus-wa.com/maps/map-19221/https://www.tus-wa.com/maps/map-19222/https://www.tus-wa.com/maps/map-19223/https://www.tus-wa.com/maps/map-19224/You are very welcome to prepare more maps like this for this scheme. Just make the mechanics very similiar. The land near the water should be at big angle so that falling enemy worm wouldn't stop on it.
[scheme created 30.03.2021]