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Rules


League Rules     -    Playoff Rules     -    Scheme Rules    -    General Rules

Scheme Rules

If you break a rule that may cause a loss for your opponent, the game will be declared void/auto-loss at the Staff’s discretion. (For example: killing your opponent in a Roper without getting a Health Crate first). Always remember another human sits behind the nickname/screen. So try to play fair and friendly. This applies for the Forum also. Should a game result in a tie/draw, that game must be replayed/restarted until a winner is determined.

If someone breaks a rule and does not take the penalty outlined in our scheme rules, keep playing and do not quit. Submit a complaint afterwards and allow our Staff to handle it accordingly.

Elite/Pro/Team17

Rope knocking IS ONLY allowed if both parties agree before the game, and confirmation of the agreement is mentioned in the replay (before both parties have had a turn, preferably). Roofing (getting a worm on the top of the border when a level has a ceiling border) IS ONLY allowed if both parties agree before the game, and confirmation of the agreement is mentioned in the replay (before both parties have had a turn, preferably). You must play with a level randomly generated in the in-game editor unless otherwise agreed to by all players. 4 Worms per Team (1 Vs. 1). 2 Worms per Team (2 Vs. 2).

Elite/Pro/Team17 Penalties

If you rope knock* any worm and it causes a significant difference to the game as would be determined by the Staff, the game must be restarted, unless you are clearly going to win, in which case the Staff will either determine appropriate penalties if the game is to be replayed, or give you the win. If the opponent chooses a pre-made level without your knowledge and the game is not immediately replayed, the game is auto-void or auto-loss at the Staff’s discretion.

Roper

Each player is given 1 worm. Each player may attack only with a Bazooka on his or her first turn. Crate Before Attack (CBA). This means you must collect a Health Crate before you’re entitled to attack** any worm, including your own team mate (when a worm attacks himself via firebomb this is legal). Attack from Rope/Chute (AFR/AFC). This means you are only entitled to attack your opponent when hanging from a Rope, or while using a Parachute. No fire-bombs (Exploding a Crate which ultimately results in harming your opponent). No worm-blocking. It is not a block if a worm can escape via walking or by shooting a rope out correctly to escape a narrow spot. Sudden Death (SD). After SD arrives AND/OR there are no Health Crates to collect, you must touch both walls before attempting to attack or hide (known as W2W).

Roper Penalties

If any other weapon apart from the Bazooka is used to attack your opponent on your first turn, you must NOT damage your opponent during your next turn.
If you attack a worm before collecting a Health Crate, you must NOT damage your opponent during your next turn. If you hit yourself and/or your teammate and it appears accidental, there is no penalty.
If you attack your opponent when not on a Rope or using a Chute, you must NOT damage your opponent during your next turn.
If you fire-bomb your opponent, you must NOT damage your opponent during your next turn. However, the damage of a fire-bomb is variable and can be reviewed by our Staff should a fire-bomb victim wish to complain.
If you worm-block an opponent and they're unable to collect their Health Crate and/or can't make an attack, you must NOT damage your opponent during your next turn, AND must leave your opponent's Health Create alone.
If you Worm-block your opponent but they're able to collect their Health Crate and attack with 35+ HP damage, you must wait 5 seconds before beginning your turn. If the attack was below 35 HP damage, then the above rule of not attacking applies.
During SD, if you attack your opponent without touching both walls (W2W), the game is void/auto-loss at the Staff’s discretion.
Should you hide your worm without touching both walls first (W2W), you must not damage your opponent during your next turn. The reason for this is that some people wait for their opponent to fall before attempting to W2W.

RopeRace

Place your worms at the Start, ensuring you don't block your opponent or cause them difficulty beginning their turn. If there is any disagreement as to what space encompasses the Start, you must resolve this issue before the first turn has passed for each player, and if it interferes with the game, the game will be restarted.
No rope knocking unless to move worms out of the way (for example: killing an opponent by knocking them into the water).
3 Worms per player, meaning exactly 3 attempts to make it to the finish.
The Regular and Time-Trial variations of the RopeRace scheme are allowed and supported.
In Time-Trial RopeRace, the time taken to finish is measured in whole seconds UNLESS otherwise agreed, obtained by removing the decimal part of whatever time a player gets. If the timer stops and afterwards the player finishes, the player’s time is given by whatever the timer displayed when it stopped.

RopeRace Penalties

If you block your opponent at the Start, they're allowed to restart that particular turn again, in order to do so you might want to skip your next turn.
If you rope knock an opponent and it causes a difference to their turn, they are allowed to return to their original position before their turn begins (if this requires you to skip your next turn to allow them to restart their turn, and then do so).
If you kill an opponent's worm via Rope knocking that hasn't had a turn yet, or in the case of a Regular RR, hasn't finished yet, the game must be restarted with all of yours and your opponent’s worms in their prior positions (worms already used should be placed out of the way). If your worm did die or was going to die after killing the opponent worm, it is treated as dead when you restart.

BnG

Do not teleport too close to your opponent, within 200 pixels (from the edge of one worm’s outline to the other).
No straight, full powered bazooka shots.
No Telecides (teleporting on your opponent when you've low health in order to inflict grave damage on them).
Aim to have your Grenade's explode as close to the opponent or land as possible. Thus preventing a sitter. (a Grenade that sits for more than 0.1 seconds).
You must re-aim the cross-hair every turn (For example: Resetting the cross-hair to a vertical position).
No Darksiding, (Darksiding is when you do not have a single shot possible to attack the enemy)
1 worm per team.
The anchored and unanchored variations of the BnG scheme are allowed and supported.
You must play with a level randomly generated in the in-game editor unless otherwise agreed to by all players.

BnG Penalties

If you teleport too close, you have to move. If you don't or are unable to, the match can be declared void/auto-loss at the Staff''s discretion.
If you do a straight, full powered Bazooka shot, you must inflict self-damage to your worm by placing a Grenade on your head.
If you Telecide on a worm you have lost yourself the match. This is extremely low.
If you do a sitter (a Grenade that sits for more than 0.1 seconds) that causes 15+ HP damage, you must inflict self-damage to your worm by placing a Grenade on your head.
If you do a sitter (a Grenade that sits for more than 0.1 seconds) that causes less than 15 HP damage, you must skip your next turn.
If you do not re-aim before attempting to attack your opponent, you must skip your next turn.
If you do not re-aim before successfully attacking your opponent, you must inflict self-damage to your worm by placing a Grenade on your head.
If the opponent chooses a pre-made level without your knowledge and the game is not immediately replayed, the game is auto-void or auto-loss at the Staff’s discretion.

Shopper/WxW

Crate before Attack (CBA). This means you must collect a weapon crate before you're entitled to attack your opponent.
Attack from Rope or Chute (AFR/AFC) IS ONLY mandatory if both parties agree before the game, and confirmation of the agreement is mentioned in the replay (before both parties have had a turn, preferably). Otherwise normal attacking is acceptable.
Blocking is allowed, except blocks that are permanent (For example: A block with a Bow).
4 Worms per Team. (1 Vs. 1)
2 Worms per Team. (2 Vs. 2)

Shopper/WxW Penalties

If you attack your opponent before collecting a Weapon Crate, you must NOT damage your opponent during your next turn.
If you permanently block your opponent with a Bow for example. The match is void/auto-loss at the Staff's discretion.

*Rope knocking: This implies moving any other worm by letting your worm knock into it having gained initial momentum from rope, whether the knock is intentional. This is the same as knock via bungee

**Attack: This means pressing space or enter to end your turn and fire, shoot, lay, etc. a weapon, by end result of which a worm takes damage during your turn.

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