Catapult

Catapult can be reached from the Travel event, from paying 4 Rupees at the Rent-A-Catapult subevent after choosing to [Travel] in the Middle Ages, from the [A card picturing a wooden contraption.] option in Cards Of Fate, from the Arcane Portal found in The Haunted Mansion's Cellar, or from choosing the Catapult option in Winterfell. It can also simply be a random event.

In the event, you can aim the Catapult forward or backward to go to the Time To Shoot! screen, or you can choose to leave. (If reaching the Catapult from Winterfell, you instead begin at the Time To Shoot! screen as if you had aimed the Catapult backward.) From Time To Shoot!, you can choose to launch yourself standardly, to use an item or skill, or to leave. Most options result in launching either an item or yourself.

The moment any item/skill (excluding ACME Rocket, Chicken, Festive Chicken, sometimes the No. skill, and the options listed below under Other) is used on the Time To Shoot! screen, a random space 25-30 spaces away from the player in the direction launched is invisibly selected for the projectile's landing spot; this remains static even if the player moves before continuing onto the page where the landing occurs. Unlike any other option, the standard self-launch moves 26-30 spaces through two 13-15 movement halves, also the eventual landing space can be altered by external effects after the option is chosen.

Once a projectile lands, its effect is applied, typically with an effect radius that affects a player(s) inside the radius. Those that affect players in the radius have been separated below into Multi-Target and Single-Target; Multi-Target effects can affect any number of players, while Single-Target effects can only affect 1 player.

If multiple players are in the effect radius of a Single-Target effect, the target that will be selected is decided totally randomly. (Exception: Signal Jammer can't target dead players.)

Human Aerodynamics and Floating do not affect No., Pacman, or Bend Space self-launches. Also, War Helmet can protect a player against the landing effect of standard self-launches, but it can't protect against effects of other projectiles, including No., Pacman, or Bend Space self-launches.

If the landing space would be negative, a projectile is actually treated as landing at that negative space for the effect radius rather than at space 0 with the exception of the standard self-launch. (Pacman and Bend Space self-launches will check for the effect radius from the negative space, though the launched player still ends up landing on space 0.) Also, locking a Teleporter onto a negative space this way will produce a non-functioning Teleporter Activator.

Multi-Target Effects

 * Bend Space: The launcher moves 25-30 spaces like other projectiles. The affected players then move to the player's landing space and are killed, also the projectile player survives. (If the target players are all dead, the projectile player still survives. If the projectile player is dead before landing, the effect oddly continues normally.) If no other players are in the effect radius, the projectile player dies. (Effect radius:10)


 * Demon Sword: The affected players are killed. (Effect radius:20)


 * Sword: The affected players are killed. (Effect radius:7)


 * ACME TNT: The affected players are killed. (Effect radius:10)


 * Cow: The affected players are killed. (Effect radius:5) Starting from the landing space, the Cow will then move in the direction launched during the launcher's Effects Phases like if it was used standardly on that space.


 * ACME Piano: The affected players are killed. (Effect radius:5)


 * Anvil: The affected players are killed. (Effect radius:5)


 * Broken Glass: The affected players all receive the Skip A Turn status. (Effect radius:13)


 * Lasso: The affected players are Incapacitated. (Effect radius:5)


 * Crabs: The affected players receive the Crabs Debuff for ? Rounds. Dead players aren't affected. (Effect radius:10)


 * Combustible Lemon: The affected players receive the Fire Debuff for 1 Effects Phase. (Effect radius:8)


 * Birthday Cake: The affected players all run to the space where the item landed and eat the Cake. (Counts as eating Food for Hungry Games, Diet Choices, and Delicious Aftertaste; 2 are counted for Hungry Games, also it counts as eating animal products) Dead players aren't affected. (Effect radius:20)
 * Note: Unlike most Catapult related effects, this effect cannot affect the launcher outside of a single player game. Also, the radius is oddly apparently infinite in single player.


 * Delicious Cake: The affected players all run to the space where the item landed and eat the Cake. (Counts as eating Food for Hungry Games, Diet Choices, and Delicious Aftertaste; 2 are counted for Hungry Games, also it counts as eating animal products) Dead players aren't affected. (Effect radius:16)
 * Note: Unlike most Catapult related effects, this effect cannot affect the launcher outside of a single player game.


 * Flamethrower: The affected players receive the Fire Debuff for 2 Effects Phases. (Effect radius:8)


 * Holy Hand Grenade: The Holy Hand Grenade affects players just as if a player had thrown a Holy Hand Grenade to the exact space where it lands (with the same effect and kill radii used.)


 * Hand Grenade: The Hand Grenade affects players just as if a player had thrown a Hand Grenade to the exact space where it lands (with the same effect and kill radii used.)


 * ACME Rocket: Unlike most projectiles, this item moves 10-45 spaces instead of 25-30 spaces. Then, the Rocket affects players just as if a player had launched themself with a Rocket to the exact space where it lands (with the same effect and kill radii used.)
 * Unlike most Catapult related effects, this effect cannot affect the launcher.


 * Glue Mine: The affected players all receive Skip A Turn status. (Effect radius:15)


 * Poison: The affected players all receive the Delusion Poison Debuff. Dead players aren't affected. (Effect radius:7)


 * Holy Water: The affected players have all Curses removed. (Effect radius:12)


 * Volatile Oil: The affected players receive the Fire Debuff for 1 turn. (Effect radius:7)


 * Liquid Luck: The affected players have the Drinking Liquid Luck event queued if alive. The affected players are revived if Dead. (Effect radius:7)

Single-Target Effects

 * Standard Launch: Unlike other projectiles, the launcher moves 13-15 spaces on one screen, then 13-15 more spaces on another screen for a possible 26-30 spaces moved, with 28 being the most probable amount.
 * If a player is in the effect radius: The projectile player then kills another player and survives or instead dies themself if the player which would be killed has a War Helmet. (If the projectile player is dead before landing, their corpse can still kill the target player unless they have a War Helmet. If the target player is dead (even with a War Helmet), the projectile player survives.) (Effect radius:0)
 * If no other player is in the effect radius: The projectile player survives if they have the Floating Buff. If they do not have Floating, they survive standardly (5% chance), survive with incapacitation (5% chance), or die (90% chance). With the Human Aerodynamics feat, this standard survival goes from 5% chance to 75% chance, and dying goes from 90% chance to 20% chance.


 * Pacman: The launcher moves 25-30 spaces like other projectiles. The projectile player then survives and has the resultant effects of a standard Pacman eat on the specific target, so much so that even something like Hallucination can trigger. (If the target player is dead, the projectile player survives but is not treated as eating them. If the projectile player dies after launch but before the effect, the effect oddly continues normally.) If no other player is in the effect radius, the projectile player dies and does not have the resultant effects of a standard Pacman eat. (Effect radius:6)


 * Coconut: The affected player is incapacitated. (Effect radius:8) If a player is hit, the Coconut moves to the space where the hit player was, then moves 10 extra spaces in the launched direction. It can then hit and incapacitate another player within an effect radius of 8. This repeats over and over until no players are in the radius or until a dead player is hit. For each hit of the Coconut, players closer to the launch space are prioritized over players farther from it. If a dead player is hit, the Coconut will not go on to hit another player. (This item is listed under single target since it only hits 1 player at a time per hit.)


 * Pet Bear: The affected player is killed. If another player was killed or if the affected player was already Dead, then the Pet Bear returns to you refreshed with all 5 charges. If the affected player was you while alive, you do not get the Pet Bear back. If there is no affected player, the Pet Bear dies, and you have a chance to gain the PETA Debuff (version without the random STD). (Effect radius:7)


 * non-Amethyst Lightsabers: The affected player is killed (only if the saber has 15% or more energy.) (Effect radius:7)


 * Amethyst Lightsaber: The affected player is killed (only if the saber has 15% or more energy.) (Effect radius:14)


 * War Helmet: The affected player is incapacitated OR killed. (Effect radius:5)


 * Mining Pick: The affected player is incapacitated OR killed. (Effect radius:6)


 * Space Capacitator/Space Fluctuator: The affected player moves backwards the amount of spaces previously charged in the item. (Effect radius:5)


 * Festive Chicken/Chicken: The animal moves 10-15 extra spaces in the direction launched on top of the standard 25-30. Then, the affected player moves backwards 18-27 spaces and is Blinded. (If the target is dead, the effect does nothing.) (Effect radius:10)


 * Tractor Beam: The affected player moves to the space where the item landed. (Effect radius:15)


 * Banana Peel: The affected player gains the Skip A Turn status. If no player is in the effect radius, the Banana Peel remains at the spot where it lands like if the item was used standardly 2 spaces ahead of the landing space. (Effect radius:6)


 * Gun: The affected player is shot at and may randomly be killed. The Bulletproof effect protects against the death. (Effect radius:8)


 * (Holy) Hammer: The affected player is incapacitated OR killed. (Effect radius: 5)


 * Bucket (Of Water): The affected player is Blinded OR incapacitated. (If dead, the target player can't be Blinded.) The affected player also gains the launched item (even if dead.) (Effect radius:5)


 * Signal Jammer: The standard Signal Jam Global Effect is applied OR the affected player is incapacitated. If no living player is in the effect radius, the standard Signal Jam effect is applied OR nothing happens. (Effect radius:5)


 * Truth Serum: The affected player says something in the log that Truth Serum would normally make them say (which is purely flavor text). Interestingly, this does not affect the No. skill. (Effect radius:7)


 * Hypno Glasses/Time Travel Condom/Lemon/Banana/Balaclava/Horn/Any Magic Crystal/Any Wedding Ring: The affected player gains the launched item. (If the target player is Dead, they do not gain the item.) (Effect radius:6)


 * Orb: The affected player is incapacitated and gains Broken Glass. (Enchantments of the Orb aren't kept for the Broken Glass.)(Effect Radius:8) The Orb also casts any spell it may be charged with (whether a player is hit or not.)
 * If a player is hit, the Orb moves to the space where the hit player is for any spells cast.
 * It is important to note that the launcher is not in any way treated as the caster of the spell.
 * The Orb casts any targeted spells on a hit player as if they were the target, which will succeed if the spell only affects 1 player; with no target hit, the spell fails.
 * Interestingly, if an Orb with a targeted spell hits a player, it can trigger spell protection even if the spell would fail like with Burden.
 * If the spell targets or affects another player(s) but would normally affect the caster, too in a caster specific way, refer to this:
 * On Love's Wings fails.
 * Dark Sacrifice fails.
 * Runes of Guidance fails.
 * Life Link fails.
 * Burden fails.
 * Wealth gives everyone 0 Rupees; it effectively fails.
 * Acceleration increases the Speed of all players by 1.
 * Nature's Blessing gives all players 2 random pieces of Fruit or Vegetables.
 * Steal Item makes the target lose an item.
 * Spellsteal makes the target lose a temporary Magic buff.
 * The spell is cast as though a player on the same space as the Orb cast it, which is relevant for Arcane Explosion and Laser. Also, Laser will shoot in the direction the Orb was launched.
 * Global spells which don't involve the caster, like Weaponize, are cast just fine.

Non-Targeting Effects

 * No.: The player moves 25-30 spaces in the direction launched like other projectiles and survives (80% chance) OR moves 12-17(?) spaces in the direction launched and dies. (20% chance) (If the projectile player dies after launch but before the effect, the effect oddly continues normally.)


 * Teleporter: The Teleporter locks on to the landing space and the launcher gains a Teleporter Activator tied to the space.


 * Explosive Sheep: The launcher gains a Sheep Activator tied to the Sheep. Starting from the landing space, the Sheep will then move in the direction launched during the launcher's Effects Phases like if it was used standardly on that space.

Other

 * Watermelon: The launcher incapacitates themself.


 * The Force: The Catapult event is replaced by Toppled Catapult for the next player who would go to the Catapult base page; in Toppled Catapult, the turn player resets the Catapult for the next visitor without having a chance to use it. (The Winterfell Catapult can oddly still be accessed due to bypassing the base page; this is likely an oversight.)


 * Any Diss Card: The launcher loses then regains the Diss Card.