Glue Mine

Glue Mine and Glue Mine Activator are items.

Glue Mine

 * Bury a Glue Mine on your space and gain a Glue Mine Activator connected to it.

Glue Mine Activator

 * Make the connected Glue Mine explode; all players within a 15-space radius of the Mine gain Skip A Turn.

Glue Mine

 * Tinkering Quietly

Glue Mine Activator

 * Signal Jam

Glue Mine or Glue Mine Activator

 * Generic Mechanical-related event use (Princess Bubblegum in Ooo)
 * Give to the Damaged Construct of the Archaeology Dig; counts as 1 item.

Glue Mine

 * Use against the Dune Beetles of the Dungeon Crawl.
 * Use at the Catapult event to launch the item 25-30 spaces in a given direction.
 * All players within a 15-space radius of the landing spot gain Skip A Turn.

Glue Mine or Glue Mine Activator

 * Destroy a buried Glue Mine and its connected Activator with the Sabotage skill.

Glue Mine or Glue Mine Activator

 * Use the Detonation spell to make a Glue Mine and/or a Glue Mine Activator explode.
 * Note that the Activator itself doesn't really "explode". Instead, the connected Mine explodes like with the Activator's standard use, while the Activator is simply removed from the game.

Glue Mine

 * Generic Magnetic-related other item use (Magneto Gloves)
 * ACME Magnet; has a chance to explode, giving the user Skip A Turn as well as other players within 15 spaces of where the Magnet was used.

Item Combining

 * None

Strategy

 * TBD

Glue Mine

 * Generic random item-givers (Multiversal Flux, D6, Opal Necklace, Auction, Minigames)
 * Generic random Mechanical item-givers (Soldering Torch)

Events

 * The Engineering Shop (Price: 6 Rupees)
 * Santa's Workshop
 * The Lever's Reinforcements Activation Panel
 * Choose An Item Phase event
 * Hit the drunk with a (Holy) Hammer in The Wild West.
 * Trade with the Indian chief in The Wild West.
 * Glue Mine (event)
 * Early Reinforcements
 * Reinforcements!
 * Pawn Shop

Items

 * Thieving Imp

Items

 * Bury a Glue Mine