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Wormopoly Party for WOF cup

Wormopoly Party for WOF cup

Scheme #5679, Viewed 3263 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
Not rated yet
Acronym: Wormopoly Party for WOF cup
Name: Wormopoly Party for WOF cup
Type: Other, Rubberworm
Submitted by:
Original author(s):

Download this scheme:
Downloaded 93 time(s).
Example replays: Downloaded 105 time(s)

Time: August 13, 2024, 10:36 AM
Description:
This scheme is an adaptation of the well-known board game Monopoly for Worms Armageddon.
Original scheme page here

I warn you in advance that I AM NOT the author of this scheme. This scheme was re-upload for the Wheel of Fortune cup.
The description of the scheme contains details of the game, as well as the basic rules.


Rules are:

- 2 worm per player
- Usually bo1, but optional


Gameplay.

I will try to describe it in as much detail as possible. You can also use the example game replay

1. Each player places the first worm on the team in the "dice" cell. In the future, this worm will be used as dice for each team. The second worm in each team is placed in the "start" position.

2. The player who first puts his worm in the "dice" field is the "thrower". This player is required to start each round of the game by throwing the game dice.
To do this, the player's worm in the "Dice" field must be active (Worm Select is active during the turn), then use Earthquake once.


3. Next, use Ninja Rope, pointing it vertically upward and shoot from it. The rope will hit the number above you, this will be the number of moves that your second worm, which is located at the "Start", will have to make and will then move around the playing field. Press TAB to move to your second worm

4. With using Teleport, move your worm from the Start position to the number of moves that you got in the "dice" field. Once on a certain cell, you must complete the task. It can be varied. I will give examples.

Note: If you roll "-2" from start, you move forward 1 cell.

Note: If the rope shot hits between numbers, the numbers are summed up.
For example, if you hit between 7 and 2, then you need to move 9 cells forward; if you hit between 9 and -2, then you need to move 7 cells forward.


Note: In cases where a barrel or mine appears in a dice field or in a mini-game, the author of the scheme recommends destroying it before continuing to play.
This applies to cases where the barrel interferes with throwing the dice (this affects the result of the throw), or interferes with playing the mini-game, blocking the passage for throwing a banana (mini-game 1), for example


Spoiler! View


- Here you need to use two weapons (by default, in the given order, but this is not required) to move forward on the playing field. The further - the better. Ideally - detonate both weapons at the same time, for the best effect. You can also push the enemy back using the weapons available in the task (except for tasks where you need to hit a target). The task is completed only while in this cell. If you leave your cell for some reason, you must skip a turn (for example, if you managed to detonate only one type of weapon or there is a mine or fire on the cell that will push you out).

Note: If your task has a weapon that can collect crates (any sheep, old woman, mad cow, etc.), you can do that

- If the task uses a jetpack, you can fly it as far as possible, and then drop the weapon on the last units of fuel, this will not be considered a violation, everything is ok
- If the task uses a parachute, you can also fly it as far as possible, and then closer to the ground, drop the weapon to fly even further away from the explosion.
- If the task involves a rope, pay attention to how many times the task allows you to shoot it. You can also swing and fly as far as possible by letting go of the rope.
- If you have a weapon with more than one shot available (shotgun, bow), you can use both shots to move your worm forward, and the second shot can be fired no matter what square you land on after the first shot.


You can also collect crates if you can do so while completing the task
Note: You can use the grenade timer from 0 to 9, also you can change the number of cows more than 5 (there is a card with 10 cows)
Note: On cells with cow, you must use one cow by default. If the number of cows is specified, follow the instructions in the cell.


Mines or flames that are scattered on the ground after having been played can be used to your advantage to surf the flames and thus advance a little further or you can use them against your opponent. As for the mines, the opponent has to be careful when teleporting in the squares, otherwise he will be expelled far away and lose his turn due to the explosion of the mine.

Nuclear Test: The effect of the nuclear weapon to poison all players modifies the game mode. Any worm that is poisoned at that moment will play with the die inverted
(in negative mode the positive numbers and vice versa).
If any mini-game sinks because of the nuclear weapon, that mini-game will be inactive and the player who lands on any square that corresponds to the inactive game must skip the turn. To heal yourself, you would have to approach a health box by moving the die or approaching it with a detonation, or you can choose to sacrifice a walking weapon that has the ability to pick up a health crate.


- A slightly more complicated option than the one described above.

-
In this cell, you can use one Supersheep to push the opponent back, and the second Supersheep to move your worm forward.
On other similar cells you can do the same, only with a different specified weapon.
You can also collect crates.


- You have the option to choose one or two types of weapons by selecting any card or cards (located under the dice field). To pick up a card, use girder (small vertical). The order in which you use the weapons does not matter here. Cards marked with girder cannot be used again, you will need to select other cards that are not marked with girder. Then use the selected weapon to move around the map.

- Player who lands on this cell must roll the dice again. It does not matter whether the player is the thrower or not. Press TAB, select the worm-dice, and use Earthquake; then fix the number of moves using the rope, then go to the game board (TAB), move again for the specified number of moves and perform the task on the cell you landed on.

- These and other similar cells - is a cell with a mini-game. Teleport to the mini-game with the number indicated in the cell. Mini-games are located under the playing field. Then follow the instructions described in the mini-game. The number of moves you win after participating in the mini-game must be counted from the cell where the mini-game was indicated (on which you were located).
If you fail to earn movement points on the game board, you need to return to the game board and skip a turn.


- You need to teleport forward to the nearest crate (weapon, utility or health crate) and complete the task on the cell where you teleported.
If there are no crates in front - teleport to the nearest crate behind. If there are no crates on the playing field - skip.

- You need to hit the hearth to your left (like a fireplace or something like that) with one petrol bomb throw. The fire needs to be completely lit.

- If you succeed, you can re-roll the dice, move again, but you double the number of moves (for example, if you roll 5, you move 10).
- If you fail, you skip.


- Teleport the worm to Jail (the cell is between 99 and 101) and skip your turn

- Player that is teleported to this cell goes to Jail and skip. On his next turn, if you land on this cell as a result of the dice roll, you are a "visitor", you can continue playing as usual.
If you land on this cell in cases where you played a cell with a police worm, or played a mini-game unsuccessfully (for example, in mini-game 9, the grenade fell on the red field marked "jail", or in mini-game 2, where the cow fell on the "jail" mark, etc.), his dice roll must be an even number to be released from Jail and continue playing from that cell, up to the number shown on the dice (this is also indicated under "Dice" field). Otherwise, player must skip turn (if you get an odd number on the dice).


If a player is a dice roller, he must roll the dice before passing a turn.

Note: Another way to leave from Jail: if the player takes 3 turns in jail, he may leave the next turn regardless of the result of the dice.



In this cell you need to hit the targets. The arrow shows where the targets are. What you need to shoot and how many attempts to do this are also indicated.

- If you hit successfully, you add up your bonus movement points and teleport forward.
- If you hit a target that has already been hit, you will not be able to earn bonus movement points again.
- If you miss, skip.




5. After you have completed the task, you must pass the turn to another player. Skip.

6. The next player takes a turn. He is not a dice thrower. He does the same thing as the previous player, but does not throw the dice.

7. When it is the dice thrower's turn, he throws the dice again and takes a turn.

8. The player who reaches the finish cell wins.

Note: If during the turn one of the players also finishes, the first one to finish offers the rest of the finishers to play any of the mini-games to determine the winner. The idea is to earn as many bonus movement points as possible. Whoever has more points is the winner.

Nuances:
- For example, if the red player has finished, the other players have one turn to reach the finish line, or somehow prevent the red player from being at the finish line.
You can legally prevent this in one turn by using a weapon from your cell if possible.


- Sometimes, it happens that a player ends up between two cells on the playing field. Usually, if the worm is closer to one or the other cell, this is visible by its position. But there are cases when the worm is between two cells. In this case, the player can choose which cell to play from, but he must tell the other players about it.

- If there is a barrel on your cell, you can climb on it, provided that it is on your cell. You can also use any objects on the map (be it mines, crates or barrels) as explosives for your benefit or against your opponent.

- If the dice roll a number that exceeds the number of moves to the finish cell, when calculating moves, you go back.
For example, if you are standing on cell 198, you roll the number 5, you teleport to cell 199, because the finish cell is considered to be passing cells.
You need to understand that you need to get to the finish cleanly.
This is done either by skillfully moving around the map with a weapon, or with the help of objects on the map (mines, explosions from mines, barrels, crates, etc.), as well as using Earthquake.


COW:
- If a player accidentally or intentionally violates the rules (uses a weapon that is not specified in the cell) and leaves his cell - he must return to his cell and skip turn.
- If a player violates the rules without leaving his cell, he misses a turn.
- If a player violates the rules by using a weapon not specified in the task on another player - the other player, who was moved across the playing field, must return to his cell and continue his turn.


These are the basic rules for playing this map

This is especially true for cells with tasks.
But in general, the idea of playing this scheme is also described


Scheme re-uploaded for the Wheel of Fortune cup, especially for cup map
Scheme game options
Game options
0
Time options
22
1
1
3
Crate options
1
Sudden death options
Objects options
30
0
General options
Help
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
Inf
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
Inf
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
Inf
Patsy's Magic Bullet
Inf
Damage x2
0
Jet Pack
0
Low Gravity
0
Fast Walk
255
Laser Sight
255
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Jet Pack
17
Low Gravity
3
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
5
Homing Missile
19
Mortar
15
Homing Pigeon
4
Sheep Launcher
4
Grenade
5
Cluster Bomb
10
Banana Bomb
4
Battle Axe
1
Earth Quake
5
Shotgun
15
Handgun
15
Uzi
15
Minigun
15
Longbow
5
Fire Punch
19
Dragon Ball
19
Kamikaze
1
Suicide Bomber
1
Prod
5
Dynamite
4
Mine
14
Sheep
5
Super Sheep
5
Mole Bomb
15
Air Strike
4
Napalm Strike
5
Mail Strike
5
Mine Strike
5
Mole Squadron
5
Blow Torch
15
Pnuematic Drill
15
Girder
126
Baseball Bat
14
Girder Starter Pack
5
Ninja Rope
5
Bungee
5
Parachute
4
Teleport
5
Scales of Justice
1
Super Banana Bomb
1
Holy Hand Grenade
4
Flame Thrower
14
Sally Army
5
MB Bomb
5
Petrol Bomb
15
Skunk
15
Ming Vase
5
French Sheep Strike
5
Mike's Carpet Bomb
5
Mad Cow
4
Old Woman
4
Concrete Donkey
1
Indian's Nuclear Test
1
Armageddon
5
Skip Go
1
Surrender
1
Worm Select
1
Freeze
1
Patsy's Magic Bullet
5
Damage x2
5
Jet Pack
0
Low Gravity
5
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
51
Scheme extended game options
Scheme extended game options
Constant Wind
Wind
65410
Wind Bias
30
Terrain Friction
0.96622
Phased Worms (Enemy)
Worms
Petrol Turn Decay
0.16000
Petrol Touch Decay
20
Maximum flamelet count
980
Maximum rope speed
17.70100
Maximum Jet Pack speed
5.00325
Unrestrict Rope
Maximum crate count on map at once
30
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
Health crates cure poison
Cure all allied worms
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

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TheKomodo

Quote from: Lancelot on August 19, 2024, 01:00 PM
Quote from: TheKomodo on August 18, 2024, 10:39 PMAnd people thought Darts was too complex, holy f**k...

The most important thing is to understand the general principle of gameplay.
In practice, it is much simpler than it seems. Darts is the same simple scheme, many maps, some have their own game features, but the essence is the same.

I think you should try to play a couple of times so that you understand the general essence of Wormopoly.

I played Wormopoly online a few times, but I was able to figure out most of the rules on my own. The rest of the details I learned from examples and tried to play offline

Definitely need to practise...