Explosive Sheep

Explosive Sheep and Sheep Activator are items.

Standard Use

 * Release the Explosive Sheep either forwards or backwards, gaining the Explosive Sheep effect and a Sheep Activator connected with the Sheep.
 * Explosive Sheep: During each of your Effects Phases, the released Sheep moves 12-18 spaces in the released direction. (It still moves even if the Activator is in a non-player inventory. If the connected Activator has been removed from the game, during the Effects Phase, instead the Sheep leaves the game and you lose this effect.) It is possible for any player to use a Pocket Ball to catch the Sheep when they are on the same space as it (even if the Activator is in a non-player inventory), at which point you lose this effect.

Related Effects

 * Tinkering Quietly

Event Use

 * Use against the Damaged Construct of the Archaeology Dig. Counts as 1 item.
 * Feed to the Starving Monster of the Archaeology Dig. Counts as 2 food items.
 * Use against the Small Golem of the Archaeology Dig.
 * Use against the Rock Obstruction of the Archaeology Dig.
 * Feed to the Big Mouth Monster of the Dungeon Crawl.
 * Use against the Dune Beetles of the Dungeon Crawl.
 * Use against The Dragon.
 * Use against The Bear! to kill it; there is a chance to gain 4 turns of the PETA Debuff.
 * Use at the Catapult event to launch the item 25-30 spaces.
 * The launcher gains a Sheep Activator tied to the Sheep. From the landing space, the Sheep continues moving 12-18 spaces in the launched direction during the launcher's next Effects Phases like if it was used standardly on that space.


 * Use to kill a bad guy in The Wild West after first using the "No." skill against him.
 * Use to blow up the Crack In The Wall Inside The Cave to move 9-13(?) spaces forward.

Other Item Use

 * ACME Magnet; In addition to attracting the Explosive Sheep, it has a chance to explode, killing you and affecting other players as though a released Sheep exploded on the space on which the Magnet was used.

Item Combining

 * Explosive Sheep + Pocket Ball = Filled Pocket Ball (with Sheep)

Standard Use

 * Make the connected Sheep explode. Kill all players on the same space as the Sheep. Then, all players within a 12-space radius of the Sheep without being on the same space as the Sheep are moved 9-17 spaces in the direction away from the Sheep, then they gain Skip A Turn.
 * If the connected Sheep was captured with a Pocket Ball, instead nothing occurs besides losing the Remote.

Related Effects

 * Signal Jam

Event Use

 * Use against the Damaged Construct of the Archaeology Dig. Counts as 1 item.

Skill Use

 * Sabotage

Other Item Use

 * Use a Pocket Ball while on the same space as a released Sheep to catch it.

Explosive Sheep

 * Generic item-givers
 * Generic Living item-givers
 * Generic Mechanical item-givers

Events

 * The Engineering Shop
 * Choose An Item Phase event
 * Hit the drunk with a (Holy) Hammer in The Wild West.
 * The Lever's Reinforcements Activation Panel
 * Jackpot subevent in The Wild West
 * Pawn Shop
 * Early Reinforcements
 * Reinforcements!

Items

 * Chocolate Surprise Egg
 * Cereal Box

Effects

 * U.N. Voting

Items

 * Explosive Sheep

Events

 * Catapult an Explosive Sheep

Skills

 * Tinker

Inherent Effect Tooltip

 * {| class="wikitable" style="text-align: left;

! Explosive Sheep (Neutral Effect) Tooltip
 * Your sheep is running!
 * Your sheep is running!

Neutral Effect
 * }

Strategy
TBD

Trivia
TBD