
Magnifying Glass
Reveals the shell currently in the chamber.
Best momentCheck before choosing a target or using the Inverter.
It only reveals the current shell.Choose two items you hold to see which to use first and when to save the other.

Pick any two items. The advice shows whether to use one first or save them for separate moments.
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A sawed-off blank does no damage.

Reveals the shell currently in the chamber.
Best momentCheck before choosing a target or using the Inverter.
It only reveals the current shell.
Safely ejects the current shell.
Best momentClear an unfavorable known shell or move toward a known future shell.
Record the ejected shell so the count stays accurate.
Restores one charge when healing is available.
Best momentUse when you are below your maximum charges and expect a risky hit.
Cannot restore a charge beyond your current maximum.
Makes the Dealer miss the next turn.
Best momentBuy time when the next shell or your next move is dangerous.
Multiplayer uses the Jammer instead.
The next live shot deals two charges of damage.
Best momentPair with a known live shell or a high live-shell chance.
A blank still deals no damage; a live self-shot is also doubled.
Reveals the position and type of one future shell.
Best momentMark its numbered position in the shell row, then let the row move after each shot.
The revealed position is relative to the current chamber; avoid using it with only one shell left.
A 50% chance to restore up to two charges; otherwise lose one.
Best momentConsider it only when you have room to heal and can risk losing a charge.
It can cost your last charge.
Flips the current shell from live to blank or blank to live.
Best momentBest after a Magnifying Glass confirms the current shell.
It changes only the current shell; record the result you actually see.
Steals an opponent’s item and uses it immediately.
Best momentTake the item that resolves the current risk, such as a Glass, Saw, or Beer.
The stolen item must be used right away.
Story Stage 1 has no items. Stages 2 and 3 deal Magnifying Glass, Beer, Cigarette Pack, Handcuffs and Hand Saw. Double or Nothing adds Adrenaline, Burner Phone, Expired Medicine and Inverter. Multiplayer replaces Handcuffs with Jammer and adds Remote for tables of three or four.
A Magnifying Glass reveal can make a Saw or Inverter much safer. Beer discards the current shell, so using it after changing that shell with an Inverter usually wastes the change.
The pills in the bathroom start Double or Nothing after Story mode has been completed. Expired Medicine is a separate item with a 50% chance to heal up to two charges or lose one.
Beer safely ejects the current shell. Record whether it was live or blank so the remaining count stays correct.