01 / Tactical artillery
Burrow Tactics
Little worms. Big plans. One island to win.
Fern squad · you300 / 300 HP
Coral squad · CPU300 / 300 HP
Turn / active worm1 · Pip
WindCalm
THE VERDANT ISLES / 3 MISSIONS
Small squad.
Grand strategy.
Command three worms. Read the wind, carve the terrain, and outplay the Coral squad.
Three islands. Three weapons. Every shot changes the landscape.Set your strategy, then deploy your squad.
Arsenal
85 movement
A / D move · ← / → aim · ↑ / ↓ power · Space fire · P pause
01 / Shape the island
Rockets strike on impact. Grenades bounce before exploding. Cluster rounds break into five smaller charges. Blasts can hurt either squad.
02 / Read the wind
The dotted line shows the start of your shot. 90° points straight up; higher angles shoot left. The wind changes each turn.
03 / Stay above water
Walk to health kits for +30 HP. Large falls cause damage. After turn 24, the tide rises. Eliminate the other squad to win.