How to Play Worms Party
Turn-based artillery chaos. Bazooka, grenade, airstrike. Party hotseat.
Worms Party is turn-based artillery on a destructible hillside. Two teams of three worms take turns; on yours you walk a little, choose a weapon, drag back to set angle and power, and release. Explosions dig craters, damage worms and knock them back. The water at the bottom starts rising after 20 turns, so a team camping in a valley eventually drowns. The last team with a worm standing wins.
It is a compact take on the classic party artillery formula, made for short sessions. Bazooka shots bend in the wind, grenades bounce on a three-second fuse, the shotgun is a straight hitscan blast, the bat knocks worms flying, and each team gets one airstrike. Beat three bots of rising skill, from Pinky the Rookie to General Bunty who uses airstrikes, or pass the phone in Red versus Blue hotseat.
Controls
- Move: hold the on-screen arrows or Left and Right keys while the fuel bar lasts.
- Aim and fire: press on the arena, drag away from the target to set angle and power, release to fire.
- Weapons: tap the icons, or press 1 Bazooka, 2 Grenade, 3 Shotgun, 4 Airstrike, 5 Bat.
- Airstrike: select it, then tap the ground where you want the planes to hit.
How to play, step by step
- Choose a bot difficulty or Pass and Play for two humans on one phone.
- Each turn lasts 45 seconds. Move your highlighted worm along the surface if you need a better angle.
- Pick a weapon. Bazooka and grenade are lobbed; shotgun and bat are short-range direct hits.
- Drag away from the enemy to pull back the aim; longer drags mean more power. Release to fire and watch the wind bend the shell.
- Turns alternate between teams and cycle through each team's worms.
- After turn 20 the water rises every turn. Eliminate all three enemy worms to win.
Rules and scoring
- Each team has 3 worms with 100 HP. A worm dies at 0 HP, by drowning, or by falling off the map edge. Falling too fast also hurts.
- Bazooka 48 damage, radius 52, full wind. Grenade 46, radius 58, 35 percent wind, 3-second fuse. Shotgun 34, hitscan. Airstrike 38, one per team. Bat 22 with strong knockback.
- Wind rerolls every turn. Steep slopes cannot be climbed.
- Win coins versus bots: 25 easy, 40 medium, 60 hard, with an ad double.
Tips to score higher
- Read the wind before a long bazooka shot; aim slightly into it and add power.
- Grenades are best against worms under an overhang: lob high and let the fuse do the work.
- The shotgun ignores wind, so it is the most reliable damage when a clean line exists.
- Use the bat near water or cliff edges; 22 damage is small, but the knockback into water is a full kill.
- Save the airstrike for two enemies standing together.
- Spend fuel to climb before turn 20; the central hill is the safest ground once water rises.
Modes and challenges
- Beat the bot: Pinky the Rookie, Raju Ustad and General Bunty with rising coin rewards.
- Pass and Play: Red versus Blue hotseat on the same device.
- Ad-based Save Your Team continue and Double My Coins after a win.
Frequently asked questions
How does aiming work?
Press and drag opposite to where you want to shoot, like pulling back a catapult. Drag length sets power, direction sets angle, release fires.
When does the water rise?
Sudden death starts after 20 turns. The water then rises every turn and any worm at or below it drowns instantly.
How many airstrikes do I get?
One per team per match. Select it and tap the ground where it should land; it has a 40-unit radius and is partly affected by wind.
Can two people play on one phone?
Yes. Pass and Play runs Red versus Blue with both teams human and a banner showing whose turn it is.