Setup
Prepare the racecourse with finish line and starting line posts on a flat surface.
Worm Up! is played on any smooth, flat surface. Place the finish line at one end of the course and insert 2 posts into its holes. Place the other 2 posts approximately 2 feet away from the finish line, spread approximately 6–8 inches apart, to form the starting line.
Setup
Each player picks a colored set of 7 worm segments and a matching colored die.
Each player selects one of the 5 colored sets of 7 worm segments and a die of the matching color. Their 7 worm segments are lined up behind the starting line, each segment touching the one in front of it, forming a complete worm at the start of the race.
Turn structure
All players secretly and simultaneously select a die face to bid, then reveal together.
At the start of each round, every player secretly selects one face of their die (4, 5, 6, 7, or X) and places the die face-down in front of them. Once all players have made their selection, all dice are revealed simultaneously. This hidden simultaneous bidding is the core mechanic of each round.
Turn structure
Only unique bids (not shared with any other player) are valid; duplicate bids cancel each other.
After bids are revealed, only bids that are unique — not chosen by any other player — are valid and allow the bidder to move their worm. If 2 or more players bid the same number (or both bid X), all of those bids are invalid and none of those players move their worm that round.
Turn structure
The player with the lowest unique bid moves first, then ascending order.
Among all players with valid unique bids, the player who bid the lowest number moves their worm first. Movement then proceeds in ascending bid order (e.g., 4 before 5 before 6 before 7). The X bid is handled separately.
Restriction
A successfully used bid cannot be repeated for one round.
If a player's bid was valid and successful (i.e., it was unique and they moved their worm), that bid number is locked out for the next round — the player cannot bid it again until the round after. This restriction applies only to successful bids. If a bid was cancelled because another player matched it, the bid is NOT locked out and can be freely bid again next round.
Special
Bidding X lets the player advance any number of segments (4–7), provided that number wasn't bid by another player.
A player who bids X may choose to advance their worm any number of segments, provided the number they choose (4, 5, 6, or 7) has not been bid by another player in that same round. If all four numbers (4, 5, 6, and 7) have been bid by other players, the X bidder does not move their worm that turn.
Special
Bidding X also allows the player to move one finish line post, changing the course.
In addition to (or instead of) advancing their worm, a player who bids X may move one of the 2 finish line posts. To do so, the player places a finger on one post to keep it stationary and physically moves the other post. This changes the orientation and/or length of the finish line, potentially extending or redirecting the course to thwart opponents.