$29.99Is Worms W.M.D worth it?
Worms W.M.D is worth it if…
- you want a couch multiplayer game where the laughs matter as much as the winning
- you like turn-based tactics with wind, angles and destructible terrain to exploit
- you enjoy absurd humour and cartoon violence in the same breath
- you have friends whose trust you are willing to gamble on a bazooka shot
- you want one more short round, every time
Screenshots
Turn-based artillery with real physics
Each turn, you move one worm, pick a weapon, judge the wind and the angle, then let go of the power bar and hope. Grenades bounce, bazookas arc, and the wind genuinely matters. The maps are fully destructible, so the smart play is often not a direct hit but the ground under someone's feet: tunnel, take the high ground, or simply delete the ledge they are standing on. It is easy to understand in a minute and much harder to master. The ninja rope and the backflip demand real precision, and a good hit feels earned because you calculated it.
An arsenal of very serious weapons
Over 80 weapons and utilities, from shotguns, grenades and mines to the series' famous absurdities: the Holy Hand Grenade, the Super Sheep, the Banana Bomb and the Concrete Donkey. On top of that, W.M.D adds vehicles and stationary guns, so you can run a rival over with a tank, lift off in a helicopter or stomp around in a mech. There are buildings to duck into for an ambush, and crafting lets you assemble upgraded weapons while your opponent is still taking their turn. Every round you choose between dealing damage now and saving something nastier for later.
A party game that ends friendships politely
Up to six teams can share one match, locally or online, and the rules are simple enough to explain before the first shot. The fun comes from what happens between turns: alliances form against whoever is winning, alliances break, and someone's carefully aimed airstrike lands on their own worms. Naming your worms after the people on the couch is a time-honoured tradition, right up until they die in the stupidest way possible. The squeaky voices, the hand-drawn cartoon look and the ridiculous deaths keep everyone laughing even when the plan falls apart. Especially then.
Playing together, on the couch or online
Local multiplayer is where this game is at its best: hot-seat matches on one screen, with custom rules you can tweak in every detail, including whether the new vehicles and crafting appear at all. Prefer the pure classic formula? Turn the new features off and it plays like the old days. Online there are casual lobbies and ranked play against up to five opponents, and co-op-minded groups can team up against the rest. One honest note: some players report connection problems in ranked matches, so the couch is the safest battlefield.
Can you play it solo?
Can you play it solo?
Yes. There is a 30-level campaign, training missions to learn the ropes, and boss challenges where you get a limited set of weapons and have to work out how to use them. The single-player content is a solid side dish rather than the main event, but it is a real way to learn the physics before you face humans.
Is it hard to learn?
The basics take minutes: move, aim, fire. The depth is in mastering it, and that takes practice. Judging trajectories against the wind, swinging on the ninja rope and setting traps several turns ahead are genuine skills. New players will still have a great time, mostly by causing disasters.
What is new compared to older Worms games?
Vehicles like tanks, mechs and helicopters, buildings you can enter and ambush from, stationary guns, and crafting that lets you build upgraded weapons mid-match. All of it can be switched off per match if you want the pure classic experience, and the core physics stay faithful to the series' roots.
































