Green fields · Seed 43821
The arsenal
Tea break.
The worms aren’t going anywhere.
Small worms. Big trouble.
Take turns attacking opposing sides. Teams with matching alliance numbers share ammunition and victory, even if an ally is eliminated. Matches run for the number of victories you choose, from 1 to 9; round scores carry between fresh battlefields. Turns alternate between sides, then member teams. The last side standing wins the round. The terrain is destructible—and the water is fatal.
Right-click also opens the arsenal. Click to aim, or mark a target for a strike/teleport. After firing, the selected Ground retreat time lets you escape. Suspended retreat applies to drops from rope, bungee, jetpack or parachute. When it expires, walking, jumping and worm steering stop; remote attacks keep their own finite control time. Changing remote stages never restores movement. Shotgun and Longbow get two manual shots; embedded arrows form destructible steps. Keep aiming during handgun, Uzi, minigun and flamethrower bursts. Mortar fires at full power with one tap. Kamikaze charges through land and sacrifices the attacking worm. The Holy Hand Grenade has a fixed three-second fuse; once it rests, its choral cue plays for 2.35 seconds before the blast.
Ninja rope: aim at terrain, fire to attach, arrows to swing/reel, fire to release. Jetpack: fire to equip, arrows to thrust, fire to finish. Space/Fire releases the rope or stops the jetpack before it can detonate a dropped sheep. Parachute: open it before you land. While suspended, select an explosive in the arsenal and use Enter or the contextual Drop button; use it again to detonate an ordinary sheep. Super Sheep: release, then use Take off or Enter to launch. Left/right steers for up to 15 seconds; Boom or Enter detonates. Sheep, Old Woman and Sally Army collect crates for their owner. Sheep Launcher fires at full power. Sally drops explosive tambourines; Old Woman uses a fixed five-second fuse. Select a Mad Cow herd with 1–5; injury stops any cows still waiting to be released. Mole Bomb: release, use Burrow or Enter to leap and dig, then Boom or Enter to detonate. Strikes: mark a target, choose the incoming direction with left/right or the Direction selector, then fire. Mine Strike leaves armed mines, Mole Squadron digs, Mail and MB Bomb drift with wind, and French Sheep/Carpet Bombs bounce through repeated blasts. Homing Pigeon and Magic Bullet: mark a target, then tap Fire to navigate around land. Homing missiles can travel underwater. Ming Vase explodes after five seconds into porcelain shards. Super Banana: throw, use Boom or Enter to split it, then Boom or Enter again detonates all remaining bananas. Petrol burns on impact; the axe halves nearby health; prod nudges one worm without direct damage. Mobile players can use the on-screen controls.
Fast Walk doubles walking speed for this turn. Low Gravity halves gravity through the attack’s resolution. Laser Sight adds a dotted aim line to guns, Longbow and Kamikaze for five turns of your team. Activate these, then choose your weapon and attack. Select Worm reopens teammate selection after movement: use Tab or Next Worm, then move, jump or choose a weapon to finish. Freeze ends your turn and protects your entire team until its next turn. Ice ignores weapon damage and knockback, but can fall into the water when its supporting land is destroyed. Existing poison keeps draining health through the ice.
Skunk: release, use Gas or Enter to start its poison trail, then Boom or Enter to detonate. Poison drains health between turns, stops at one health and is cured by a health crate. Suicide Bomber sacrifices your worm in a small blast and leaves poison gas. Indian Nuclear Test infects unprotected worms and raises the water. Earthquake shakes worms and mines loose while raising the sea. Armageddon rains meteors across the whole map. Concrete Donkey: mark a target and tap Fire to smash a shaft down to water.
Bungee: select it, then walk off a ledge to attach automatically. Left/right swings; up/down pumps the elastic; Fire releases with your momentum. You can select and drop explosives while attached. Girder Starter Pack: mark and build up to five segments from one charge; use Angle or Q/E to rotate. Done or Enter ends early. Scales of Justice balances health between surviving teams, then their living worms; it affects ice, preserves total health and does not cure poison. Aqua Sheep uses the Super Sheep controls and can fly underwater before returning to the sky.
Crates: health adds 25 and cures poison; wooden weapon crates add ammunition; blue utility crates contain a saved tool or an instant effect. Double Time doubles the time currently left, including escape movement during retreat. It never extends remote controls or fuses, or restarts expired movement. Double Damage doubles weapon hits and makes explosions larger until the turn finishes settling. Crate Shower drops three more crates. Crate Spy reveals every crate’s contents while your team is active for the rest of the round. Instant effects activate on pickup; Fast Walk, Low Gravity, Laser Sight and Jetpack go into your arsenal.
Donor cards: when an entire side is eliminated and the battle continues, its last worm can leave one card containing its remaining finite utilities and superweapons. Allies keep their shared ammunition until the whole alliance is eliminated. Walk over it, or send a crate-collecting walker, to inherit the ammunition. Water and later explosions destroy the card. Ordinary ammunition, infinite supplies and active effects are not inherited.
Match options: choose automatic worm rotation or free Tab selection. Free selection ends after moving or choosing a weapon; Select Worm can reopen it in either mode. Player handover gives later human turns a protected countdown: Ready, Space or Enter starts early without firing. Artillery prevents walking and jumping, while aiming, falling and mobility weapons still work. Turning fall damage off protects landings, never drowning.
The sudden-death deadline counts down only while the turn clock runs. When it reaches zero, sudden death waits for the turn and its attack to finish. Choose reduction to one health, a five-point drain per turn, or no reduction; water rises by the chosen amount once per turn. You can disable the deadline, water rise or clock display. Any injury ends the active worm’s turn, including an unused Shotgun or Longbow shot.
Sound uses original AI-generated cartoon voices, licensed effects and a public-domain choir recording. Mute stops sounds immediately; pause also pauses playback. Audio sources and credits.