Worm Hole
Flight School // Field Manual

How to
play

Worm Hole is a duel of deduction and deception. Hidden objects bend your probes. The results are clues. Read the field, mark every wormhole, and keep your score low.

01 // The field

Read the board

The 8 × 8 grid is the hidden field. Numbered ports around its edge are where probes enter and leave. Wormholes sit inside cells, but stay concealed until the round ends.

02 // Your turn

Probe. Compare. Mark.

  1. Launch a probe from any unused numbered port.
  2. Read its result. The route stays hidden; only the outcome appears.
  3. Compare clues from several ports to narrow the possible locations.
  4. Mark the field when you think you know where every wormhole is hiding.

Captain’s note: One result can have several explanations. A nearby wormhole can turn a probe before another one absorbs it.

03 // Probe results

Three signals. Many possibilities.

Absorbed The probe did not come out.

A wormhole caught it somewhere along its route. The entry ring does not reveal where it stopped.

Returned The probe came home.

It left and returned through the same port. A wormhole near the edge or a chain of turns may be responsible.

Emerged The probe exited elsewhere.

Matching rings identify its entry and exit ports. They do not reveal the route or how many times it turned.

04 // Gravity rules

Wormholes bend the path

A probe travels straight until the field changes it. A wormhole directly ahead absorbs the probe. A wormhole on a forward diagonal deflects it away. Several wormholes can bend one probe several times before it exits—or disappears.

Treat each signal as evidence, not a complete map. The strongest deductions come from clues that overlap.

05 // Scoring

Spend clues wisely

Every probe costs points, and every incorrect marked location adds a penalty. Find the whole field using the least information you can.

Absorbed +1 Returned +1 Emerged +2 Wrong mark +5
06 // Match roles

Seek—or hide

Seeker Map the hidden field.

Launch probes, interpret the results, and mark every wormhole. In a one-round match, finding the entire field is the only way to win.

Hider Outwit Orbit.

Place the wormholes, lock the field, and watch Orbit investigate. In a one-round match, you win if Orbit misses even one.

Two rounds Swap roles.

Both sides play Seeker. Compare the two Seeker scores when the second round ends—the lower score wins.