After being beaten in a chess game by The Saint of Chess, the 13 Worms agree to grant the chess master's daring request to rescue a captive Princess. But the 13 Worms are no Magnificent 7 and what ensues is a madcap adventure of mistaken identity, double crosses and unlikely escapades. When a younger beggar 'boy' enters the scene with 'his' own agenda it's anyone's guess as to who will rescue the Princess, get the treasure and save the day in this whirlwind comic adventure.
1970-01-01
0