Blood Moon

Worms Rising

Play Online

Welcome to Blood Moon Worms Rising! In this tactical, asymmetric 2-player duel of predator and prey, every turn brings new threats, shifting terrain, and high-stakes decisions.

2
Players
15 - 45m
Game Length
3m
Setup
Medium
Complexity
High
Replayability
Bird

As the Bird

Manage your hunger and health while digging deep into the earth, playing powerful ability cards, and simulating rain to lure the Worms.

Worm

As the Worms

Bully the Bird by refilling its tunnels, placing Bedrock, taking opportunistic strikes, and raising fallen allies as deadly Zombies.

Victory demands sacrifice. You'll need to make tough choices and adapt to Special Events and a changing battlefield to survive.

Welcome to the Dirt War.

Card Sneak Peek

Here is a taste of what is in the box! The full game currently includes 38 Champion cards, 36 ability cards, and 16 Special Events.

Worm Champions

The Necromancer Worm Champion card
The Necromancer
The Necromancer

The Necromancer may take the raise undead action from any distance.

The Commander Worm Champion card
The Commander
The Commander

Once per turn from any distance, The Commander may move another Worm once (including Zombies). Does not take an action to use this ability.

The Warrior Worm Champion card
The Warrior
The Warrior

Once per turn as an action, instead of biting, The Warrior can slash an adjacent Bird. It causes 2 loss of health and 1 loss of action to the Bird.

The Sorceress Worm Champion card
The Sorceress
The Sorceress

Once per turn, as an action, The Sorceress may place 1 Wormhole in any space not occupied by a Worm.

The Engineer Worm Champion card
The Engineer
The Engineer

The Engineer may place Bedrock 1 space farther than normal.

The Shadow Worm Champion card
The Shadow
The Shadow

Once per game, The Shadow may move 1 space as a free reaction to an action, ability, or reaction from the Bird if moving would allow The Shadow to avoid the affect.

Bird Champions

The Crash Bird Champion card
The Crash
The Crash

Once per turn, The Crash may move and land with enough force to break the nearest Bedrock in the column (if within 6 spaces), then dig 1 Dirt. You may move to your current space.

The Resilient Bird Champion card
The Resilient
The Resilient

The Resilient does not lose actions when damaged by Worms. Also, eating a Worm Champion heals The Resilient by 1 health.

The Tilt Bird Champion card
The Tilt
The Tilt

The Tilt may do all of its actions diagonally unlike other Birds. When pecking Dirt diagonally, Worms in that direction move diagonally towards it. Does not modify ability cards.

The Reborn Bird Champion card
The Reborn
The Reborn

The Reborn may spend 1 health to gain 1 action. When The Reborn dies, its next turn is spent reviving in place to full health. The Reborn can only lose from starvation.

Worm Action Cards

Bird Rave Worm action card
Bird Rave
Bird Rave

The Bird attends a rave and loses 2 actions next turn.

Wormhole Lab Worm action card
Wormhole Lab
Wormhole Lab

Place 2 Wormholes in any spaces not occupied by a Worm or another Wormhole.

Bird Action Cards

Vacuum Bird action card
Vacuum
Vacuum

Pick a non-diagonal direction from the Bird. If any Worms are within 4 spaces in that direction, they are vacuumed into the Birds mouth! Yum! Cannot move through Bedrock.

Bedrock Laser Gun Bird action card
Bedrock Laser Gun
Bedrock Laser Gun

Blasts Bedrock to bits! Breaks up to 3 pieces of Bedrock anywhere on the board of your choosing.

Special Events

Special Event card - Meteor Shower
Meteor Shower
Meteor Shower

The Bird flies away as 3 meteors hit. Replace 3 Grass tokens with Lava tokens. Roll a 12-sided die for column placement (12 and conflicts miss). The Bird returns anywhere.

Special Event card - Blood Worm Moon
Blood Worm Moon
Blood Worm Moon

Worms turn into WereWorms until the end of the day. They bite for 2 damage and can cover 2 spaces each movement. Does not stack with other effects. Zombies are not affected.

A Typical Turn in Action

Here's how a turn might unfold in Blood Moon Worms Rising:

Special Event

A Special Event card is drawn: “Timelines Merging”. The 2 remaining Wormholes are wiped away and 4 are randomized back onto the board.

Roll for Rain

The dice shows a 5, so it rains! All Worms must move 2 spaces toward the surface. One of them is pulled through a Wormhole, leaving 2 Wormholes left on the board!

Worms Rise & Strike

After being forced to rise, the Worms are dangerously close to the Bird...

Action 1: The Necromancer uses Raise Undead to resurrect a fallen Worm as a Zombie

Action 2: The Zombie moves to safely sit below a piece of Bedrock for the turn.

Action 3: The Bold is in range thanks to the rain and shoots the Bird! Bird loses 1 health and 1 action next turn

Action 4: The Bold places a Bedrock above her head to stop her from responding to rain again

Bird's Counterattack

The Uslurper, the Bird Champion, starts with only 3 actions (4 minus 1 from the bite). But, The Uslurper can eat Worms from 2 spaces away instead of 1 like other Birds.

Action 1: Peck Dirt simulates rain and causes The Bandit Worm Champion to think its raining. She moves twice towards the Bird, and is forced to move through one of the remaining Wormholes! She pops out 2 spaces to the Birds right, but its blocked by Bedrock.

Action 2: Break Bedrock to destroy the Bedrock blocking The Uslurper from eating.

Action 3: Eat Worm devours the Worm that was pulled closer, moving its Hunger marker up 3 spaces!

End of Day

Hunger and Suspicion markers move down.
Day marker advances.
The next day a Special Event is drawn: the Blood Worm Moon...

Every turn is filled with tough decisions, shifting terrain, and high-stakes combat. Will the Worms overwhelm the Bird, or will the Bird hunt them all down?

How to Win

Bird

Bird Victory

The Bird wins when all Worms are dead. Zombie Worms are not considered alive.

Worm

Worm Victory

The Worms win if the Bird dies, either from starvation or by losing all its health.