After every round in Cattaboom, you get access to the Item Shop, where you can spend your points on items that affect gameplay. Points are earned by winning rounds and answering correctly. Here's every item, what it does, and when it's actually worth using.
âī¸ Defusal Kit: 5 points
Skips the turn of whoever is currently answering. The bomb moves on to the next player without them having to say anything.
When to use it: It's best used on yourself when you're in a jam. Save it for the very end of your timer if you cannot come up with an answer. You can also use it on your friends or allies.
Limit: Once per player per round.
âĒ Reverse: 3 points
After the current turn ends, the turn order flips direction. Whoever just answered before the current player now has to answer again.
When to use it: Use it when it's about to be your turn. The turn order will flip and give you more time to think of an answer. Alternatively, if a certain player just barely got their answer in, wait until the next turn to use Reverse, and now they have to answer again, and you might eliminate them!
Limit: Once per turn, globally (only one reverse can happen per turn).
đĨ Hot Potato: 15 points
The bomb will automatically explode in 15 seconds, eliminating whoever's turn it is when the timer goes off.
When to use it: Use it is when it's your own turn, as you'll get an extension on your timer and you can wait until the last second to answer, giving the player after you very little time to get their answer in.
Limit: Once per round, globally. Only one Hot Potato can be active at a time.
đšī¸ Detonator: 25 points
Instantly eliminates whoever's turn it currently is. No timer and no warning!
When to use it: Save this for when someone is clearly running away with the game and is currently on their turn. At 25 points it's the most expensive item in the shop, so using it round one on an equal opponent is usually a waste. Hold it until it will change the outcome of the round.
Limit: Once per round, globally.
đ Fuse Extender: 3 points
Adds 10 seconds to the current bomb timer.
When to use it: On your own turn when you're struggling to think of an answer. Buying a bit of extra time for 3 points is almost always worth it if the alternative is elimination.
Limit: Once per player per turn.
â ī¸ Short Fuse: 5 points
Removes 25% of the current bomb timer.
When to use it: Use it when someone is sitting on the bomb with a comfortable amount of time left and you want to force a mistake. Don't waste it when the timer is already very low since 25% of a small timer isn't much.
If the timer has 8 seconds left, removing 25% will bring it down 2 seconds to 6 seconds. If they have 1 second left, they'll lose 0.25 seconds and have 0.75 seconds left to answer. So using it early or mid-round is most effective for the maximum time removal.
Limit: Once per player per turn.
âĸī¸ Dead Man's Switch: 15 points
If you get eliminated while this is active, the next player in the turn order is also eliminated.
When to use it: This is best used as a deterrent. Other players knowing you have it might make them think twice about spending items on you. If you do go out, you might take them with you.
Limit: Once per player per round, and must be used on your own turn.
A Few General Notes
Items are disabled when the timer hits zero, so you can't retroactively save yourself after you've already been eliminated.
The host can enable or disable specific items before the game starts from the options menu, so not all items will necessarily be available in every session.