Home  ForumWorm GuidesDownloadsArcadeVideos  Upload  Members  Links

Worm Guides > Scheme Guides

There are loads of different schemes in Worms. Here are some of the most common schemes found.

The scheme files can be downloaded from here

 

Created by r1ot3r - mail him here to amend anything


 

Bow 'n' Arrow

Using a BnA map, consisting of small bits of land scattered across the map, the aim is to reach and kill the opponent. You are armed with unlimited longbows, transport tools, parashoot, LG and some air tools. Crates can be collected.

Specific Rules - None (free for all)

 

Bazooka 'n' Grenade

Using a normally generated map, you are limited to 'zooks and grenades. Worms cannot move, unless use of drill, blowtorch or teleport.

Specific Rules

- The bazooka must not be aimed at a worm directly (use wind or up/down)

- The sight of the worm must be reset per turn

- When using teleport, the worm must not teleport next to an opponent

- Any grenades should not actively lay to rest

 

Boom Race

Weapons are provided. Use them to complete a course/maze. First player to reach the end wins

 

Capture The Flag

Two teams, placed on two different ends of a map. The main goal is to invade the other side and either kill the enemy team, or destroy their flag. This is essentially a variation of the fort scheme

Specific Rules - place team on opposite ends

 

Elite

Similar to the Intermediate scheme. Played 1v1, essentially a normal game. Rapid rising water at sudden death, and 20s per turn, with selected weapons

 

Fly Shoppa

Variation of the Shoppa scheme. Added rule where you have to fly over an object in the centre of the map. Normal shoppa rules apply

Specific Rules

- KTL (Kill the Leader) or ABL (All But Last)

- CBA (Crate Before Attack)

- AFR (Attack From Rope)

- FBA (Fly Before Attack)

 

Fort

The map has been split into two identical bases, with identical number of worms per side. Main objective is to kill the opponent in whatever way. Can be played 1v1 or 2v2

Specific Rules

- Do NOT invade the other side's fort

 

Hysteria

This is a fast paced scheme, where you only have one second to do anything. You have a small itinerary of weapons, which are unlimited (bar the lonely cow). After 10 missed turns, rapid rising sudden death commences which will consume the map.

Specific Rules - None

 

Holy War

This essentially involves Holy Hand Grenades (HHG) en masse (Unlimited). The scheme can vary from person to person, but generally involves HHGs and girders. This is considered a fun and silly scheme

 

Mole Shoppa

Using moles, and basic transport tools, use them to dig your way through the map to collect crates and destroy the opposing teams. This is similar to T17, but the whole map is a solid block, with holes. Crates will appear in any hole. No rules, just kill the opposing team.

Be warned that this scheme has high power on all weapons, including nanas. Super weapons can appear as well.

Specific Rules - None (crate does not need to be collected before attack)

 

Nail

r1ot3r does not know the nail scheme

 

Plop Wars

Created in GAT (Redneck and co). Worms are placed on an indestructible map with god mode enabled. The main objective is to plop all opposing worms into the water. You are given weapons to use, most will have a high power rating.

 

Pod Shoppa

Variation of Shoppa, where the map is split up into "pods"

Rules are same as Shoppa

 

Rope Race (RR)

This is a test of roping ability. Using the ninja rope, rope your way from start to finish, before the time ends. The map usually is basic, and consists of vertical and horizontal lines, though they can be diagonal on some maps. The first player to reach finish is the winner.

Specific Rules - NO Knocking

 

Roper

Once very popular on WormNET. One worm per team. Players are set in a spacious cavern map, usually premade or generated. Players will have 15 seconds to collect a health crate, then using a zook on the first turn to attack the other player. After turn 1, players will have grenades and mines. The winner is the last team standing. After X number of minutes, sudden death initiates and w2w begins (W2W before attack).

The floor will let through weapons, so be careful. Worms will stay put.

Specific Rules

- ABL (All but last)

- CBA (Crate Before Attack)

- AFR (Attack From Rope)

 

Sheep BnG

Same as a normal BnG, but crates are dropped per turn, to be used as explosives. Sheep will literally start flying!

Specific Rules - Do NOT use sheep if collected!

 

Sheep Drive

r1ot3r says "i dunno"

 

Shoppa

At the moment, the most popular game in Worms. Players start randomly placed, with no weapons (apart from standard drill or/and zook). The objective is to collect a crate, and use that weapon (or other weapon) to attack the opponents with.  Players navigate, and attack using the ninja rope. The map is indestructable.

Specific Rules

- KTL (Kill the Leader) or ABL (All but Last)

- CBA (Crate Before Attack)

- AFR (Attack from rope)

 

Team 17

Similar in concept to Shoppa, Team17 combines it with normal. Users have limited weapons (i.e. basic transport and hand attacks), and collect crates to gain weapons. Maps are destructible, and Sudden Death initiates after a certain time. The map tends to be a cavern map. The game is also highy tactical, as crates can spawn in a certain area.

 

Time Trial Rope Race (TTRR)

Essentially Rope Race, but instead of a 30s per turn, the clock counts how long you take per turn. The time is then recorded and placed in the chat window, for others to beat.

 

Walk For Weapons

The map is covered with WA weapon symbols. Worms may stand on that symbol and use that weapon to attack the opponent with. No rules, though some hosts prefer ABL

 

Wall x Wall

Another variation of Shoppa. This time, the map has a route, and your worm has to ninja rope and touch the walls (usually highlighted). Once your worm has hit the required walls, the player may attack. Standard shoppa rules apply

Specific Rules - All shoppa rules, and

- WBA (Wall Before Attack)

 

Wascar

Wascar is a variation of the Rope Race, where players rope around a wide, short circuit as many times as they can in a given turn. The winner is the first person to achieve a certain number of laps, which depends on the difficulty of the circuit. Sort of like racing for worms

 

Warmer

Time to show off your skills, or just warm up your roping skills. Here, wormers are able to warm up, improve their roping skills, or even show off their skills.

 

Worm Cannon

Worm Cannon is essentially what it says. Using a nana, or cluster, or granny, or whatever, use it to blast your worm into the target, and score points.

TeamSpeak

ShoutBox!

© Clan AF1, 2006-7 - Like someone's gonna steal it...