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**PRE-ORDER** Worms: The Advent Calendar Game
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**PRE-ORDER** Worms: The Advent Calendar Game

SKU 210000052816
$47.66
PRE-ORDER
was $52.95
The aim of the game in Worms: The Gift Calendar Game is (of course!) to be the last player with any Worms remaining on the table.
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560 St. Albert Trail St. Albert, T8N 5Z1 AB, Canada email: contact@boardgames.ca
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**PRE-ORDER** Worms: The Advent Calendar Game
Product Details
UPC: 5060924985376
Brand: Mantic Games

By finalising your purchase of this item, you indicate that you:

a) have read, and
b) agree to be bound to all terms of boardgames.ca’s Pre-Order Policy

Carts submitted with multiple pre-orders, or with pre-orders and in stock items together, will be cancelled and refunded.

 

You'll win through careful positioning, good use of available weapons, and a healthy dose of luck! This is a game about having lots of fun while trying to control the mayhem to your advantage...

The Play Area

The play area is made up of land hexes (safe...usually), water hexes (avoid!), and a numbered hex (with an arrow token) that shows which way the wind is blowing on a given turn.

 

Those land hexes won't be empty though as during setup you'll all help to generate the placement of not only your Worms, but also supply crates, oil drums and mines.

What You'll Have

In a 3-4 player game, you'll each have 2 worms - and have a starting hand of a Bazooka, an Uzi, and one more random card.

The game is also playable with 2 players, and your hand, Worm count, and map generation are slightly altered for fewer people to make sure the game is just as exciting!

On Your Turn

On each player's turn, you'll choose your 'active Worm' (healing them if they're damaged), and they'll then be able to move around, collect supply crates, and play weapon cards from their hand. You'll also be able to prod enemy Worms - which is helpful if they're near a hazard, but success is not guaranteed!

When moving, you can move or jump. Jumping gets you further, but you run a high risk of your Worm slipping when they land - so be cautious if you're near the edge of the map!

Collecting supply crates is as simple as moving into the hex with that counter, and taking a card from the top of the supply deck. The more you collect, the more chance of getting exactly the weapon you need, as well as keeping it out of enemy hands.

 

Weapon cards work by following the instructions on the card. Some cards require you to roll dice, particularly when trying to pull of a lucky bazooka shot or grenade throw. The more accurate the weapon, the more dice you'll start with. You'll be able to pick the result you want, but your dice pool will deplete by one for each hex your target is further away - so there's a really nice risk/reward mechanic here between your positioning and your shooting. Do you risk travelling by a mine in order to  You can however increase your chances by accounting for the wind...

Damage an enemy Worm once and they're put on their side. Damage them again and they're removed from the game. Blast them into water, and they're gone!

Now - in this version of the game there's a special condition in the first turn (only) that you can't pick on an already-damaged Worm. This is to make sure that everyone gets a fair opportunity to get started before the chaos REALLY ramps up.

Wipe out the enemy Worms to win the day - easy right...?

 

The calendar will include some super-characterful Worm miniatures that didn't make it into the regular retail box - but that you absolutely could swap in to mix up and customize your standard teams! 

Features:

  • Turn-based worm warfare
  • 24 doors to open
Show More
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