ACME Magnet

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ACME Magnet is an item.

ACME Magnet
In-Game Description
Tooltip Use this magnet to attract all magnetic items from all players near you.

Product should only be used when no magnetic objects are near. ACME Corporation cannot be held liable for unwanted flattening, crushing, bashing, crunching, combustion or death regardless of the circumstances
Categories
Object, Magnetic
Characteristics
Uses 1
Range 15 spaces


Usage[edit | edit source]

Standard Use[edit | edit source]

  • The non-Soulbound, Magnetic items from all other players within range of you (in the instant of time of use) are removed from those players' inventories and attracted towards you. The item attraction/side-effects activate as follows: A random player is selected, then all of their items are attracted in a random order; this repeats until all items are attracted. Items also have a chance to break after being attracted and not be acquired at all.
  • Note that the space you are on at the moment the Magnet is used will be the space all explosions caused by the Magnet use occur even if you are moved by an attracted (Holy) Hammer before then. However, you will be affected by the explosion as if you are in a 0 space radius of the explosion no matter how far away you have moved from that space.
  • (Holy) Hammer has an additional side-effect of knocking you forwards or backwards 6-10(?) spaces. Whether or not a Hammer knocks backwards or forwards depends on the space where the Magnet is used relative to the space where each Hammer came from.
  • Mace has an additional side-effect of knocking you forwards or backwards 2-3 spaces. Whether or not a Mace knocks backwards or forwards depends on the space where the Magnet is used relative to the space where each Mace came from.
  • Tetsubo has an additional side-effect of knocking you forwards or backwards 12-18 spaces. Whether or not a Tetsubo knocks backwards or forwards depends on the space where the Magnet is used relative to the space where each Tetsubo came from.

Notes[edit | edit source]

  • It is possible for the Magnet user to get Incapacitated or killed multiple times when attracting a lot of dangerous items. This can be important when you consider death blockers.

Related Effects[edit | edit source]

Event Use[edit | edit source]

  • Give to the Damaged Construct of the Archaeology Dig. Counts as 1 item.
  • Give to Princess Bubblegum in Ooo to gain an Orb and a Candy Cane.
  • Give to Marceline in Ooo.
  • Use while in range of another player who has the Time Bomb during Bomb!/It's A Bomb!/Throw It Away!/Sucks To Be Dead; you trigger and are affected by the Bombs Are Magnetic! subevent, which acts exactly like the KABOOM! subevent except for an additional effect of the Bomb somehow killing you. No other subevent will occur. (Time Bomb's relation to the standard use of using an ACME Magnet needs testing.)
  • Insert into the Weeping Angel Interface in the Secret Room related to The Doctor In The TARDIS.

Other Item Use[edit | edit source]

Item Recipes[edit | edit source]

  • ACME Magnet + Gloves = Magneto Gloves
  • ACME Magnet + Tractor Beam = The finish line is pulled 10-15 spaces initially in the combiner's direction. (It moves behind the combiner if they are on the same space as the finish line.) Note that the finish line will finish moving the 10-15 spaces in the direction and not stop even if it passes through the combiner.
  • ACME Magnet + Improbability Device = The combiner attracts (effectively steals) 1 random item each from (up to) 5 random other players.

How To Obtain[edit | edit source]

Events[edit | edit source]

Items[edit | edit source]

Strategy[edit | edit source]

  • Because magnetic items that can kill on impact can be common, it may be wise to protect oneself with effects like Life Shield, Magic Star, Auto Resurrection, or Schrödinger's Box. For all but the last, be mindful that you are only as safe as the number of deaths those effects can prevent.
  • Because magnetic items that can incapacitate you or skip your turn can be common, it may be wise to have some method of removing or preventing these effects like Man Mode, Crystal Meth, or Focus.
    • For the same reason, items that skip your turn can be used without worrying about that drawback since you already expect to have your turn skipped, like a preemptive Glue Mine, or tossing Hand Grenades or activating Explosive Sheep behind yourself.
    • For the same reason, items that incapacitate you can be used without worrying about that drawback, such as Donuts or back-fired Extendo Fists.
    • If you think you'll die, you don't need to worry about skip-a-turn or incapacitate effects either.
  • Use near the beginning of the game to take advantage of many players being clustered together and likely having many magnetic items between them from starting reinforcements.
  • Use near a player in later stages of the game to attract all magnetic items they've built up.
  • Use near a player that you know has another ACME Magnet to get all their magnetic items, prevent them from taking yours, and get another ACME Magnet to be able to attract items again in the future.

Trivia[edit | edit source]

  • Ball & Chain, Frostmourne, Iron Coin, & Safe are Magnetic, though they can never be attracted by a Magnet since they're Soulbound by default.