Magnet

Actions usually have empty slots you can use to place Cards in them.

Magnets are empty slots with a magnet icon under the usual empty slots. A magnet, however, will automatically pull in any card meeting its requirements and refuse to let go. This may produce good or bad effects.

Mechanic

 * While being active, magnet constantly attempts to pull an eligible card that fulfills its specific slot requirements. It is always completely satisfied by the first card it captures.
 * Captured card cannot be taken by player.
 * Cards residing inside running verbs are inaccessible to magnets. As a general rule — magnets cannot take what player cannot take. As a consequence, card captured by a magnet cannot be recaptured by another magnet.
 * Eligible cards include:
 * ones openly lying on the table;
 * ones placed in some non-magnet verb slot;
 * ones generated by a completed verb (both face up and face down — magnets get to know what you drew before you do).
 * Some magnets have preferences for cases when multiple suitable cards are available (i.e., hunters looking for reputation will take Notoriety much more often than Mystique, albeit not always), some will pull at random.
 * Card held in player's hand can be neither pulled by magnet (even if there are no other candidates) nor deliberately placed into magnet slot. This can be used for player's advantage.
 * Holding the only existing Notoriety will force a hunter to take a Mystique for its investigation. With enough Mystique on board, player can safely ensure Notoriety decays before hunter gets to it.
 * Holding almost-decayed Dread will force Bleak Thoughts to capture more recent one, letting older Dread card to decay safely before it gets stuck in Bleak Thoughts demanding Contentment to be resolved.
 * In mobile (1.7) version, magnets are not active while game is paused. In PC version (2020.10.f.1), however, magnets can pull cards even when game is paused. This is probably the most gameplay-relevant difference between versions, since PC version greatly limits player's ability to manipulate magnets comparing to mobile version.

Examples of Magnet actions

 * Time Passes appears at the beginning of the game and grabs your Funds every 60 seconds.
 * A Trembling in the Air will initially take Fascination, then continue to periodically take either Fascination, Dread or Fleeting Reminiscence.
 * Bleak Thoughts will initially take Dread, then continue to periodically take either Dread or Contentment.
 * Sickness will magnet your Health and turn it into an Affliction.
 * Hunters will magnet Reputation and Evidence while they are trying to build a case.
 * A variety of actions will magnet items that are used as resources.