A wormhole caught it somewhere along its route. The entry ring does not reveal where it stopped.
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.
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.
Probe. Compare. Mark.
- Launch a probe from any unused numbered port.
- Read its result. The route stays hidden; only the outcome appears.
- Compare clues from several ports to narrow the possible locations.
- 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.
Three signals. Many possibilities.
It left and returned through the same port. A wormhole near the edge or a chain of turns may be responsible.
Matching rings identify its entry and exit ports. They do not reveal the route or how many times it turned.
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.
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.
Seek—or hide
Launch probes, interpret the results, and mark every wormhole. In a one-round match, finding the entire field is the only way to win.
Place the wormholes, lock the field, and watch Orbit investigate. In a one-round match, you win if Orbit misses even one.
Both sides play Seeker. Compare the two Seeker scores when the second round ends—the lower score wins.