The whole skill curve
Momentum decides the explosion.
There is no kit to memorize. You have a body with weight, a charge, and an arena that punishes both edges and bad angles. Learn that once, then let each map change the numbers.
Why downhill wins
Space starts a dash into whatever you are facing. Outcome depends on relative speed and angle, not on who pressed the button first. A downhill line into a sheep on the flat almost always wins. A glancing hit from the side barely moves anyone. Two sheep charging each other equally often cancel into a tangle that a third sheep can finish.
There is no separate jump. Height comes from the terrain. If you want more force, get above the target first, then spend the charge.
No hit marker on purpose
The game does not chime or flash a confirm when you knock someone out. You know it worked when the sheep explodes and its number shows. Until then, assume they are still in the fight. That missing feedback is why people double-charge into a fence they already should have left.
The fence is not a wall
Contact with the arena boundary ends the run the same way a knockdown does. There is no “safe rail.” Herding someone into wood is a finish, not a defensive posture. If you are the one touching it, you are out whether or not anyone hit you.
Same rules, three surfaces
| Map | What changes | Common mistake |
|---|---|---|
| Ireland | Hills make downhill force obvious | Charging from below because the target looks close |
| Egypt | Sand hides fences; later speed ramps up | Ireland-speed lines across empty-looking dune |
| Sweden | Ice keeps moving after the input ends | Steering more after a spin has already started |