TakMaster Items: Line Clear, Material Swap, Quick Bomb and Magnet Pulse, Timing Is Skill
Six things you buy with coins,
and you pick the moment to use them
Your remaining strength is sliding toward the floor, no bomb is coming, and not a single piece is the material you need. So you tap one small circle beside the platform: a whole row sweeps away and the number jumps. These are the six TakMaster items you buy in the shop and fire at the moment you choose, in the middle of a round.
This post is about TakMaster items: how they are bought and where they show up, what each of the six really does, the rule that makes them vanish after 24 hours, and where coins come from. Everything comes from the real game screens and the numbers in the code.
The shop you visit at the start of every round: bought items get a check mark
Buy, stock up, use in the round
- The shop opens once at the start of each round. Tap what you want and it is bought on the spot (green check). Tap it again during the same visit to get the coins back and undo it. If you bought at least one thing the button reads START GAME; if you bought nothing it reads START WITHOUT ITEMS.
- You can use as many as you own during the round. They appear as small circles on both sides of the platform (three on the left, three on the right, only the ones you own), and the count is shown as x2 and so on.
- They fire the instant you tap. There is no equipping or arming step. Your fingers are idle in this game, so choosing “when” is left to you.
- The ITEM tab on the bottom bar opens the shop at any time (from the home screen).


| Item | In-game description | H-Coins |
|---|---|---|
| Material Swap | Change the falling box to the material you have the most of. | 100 |
| Quick Bomb | Turn the falling box into a bomb. | 200 |
| Line Clear | Instantly clear the fullest row. | 240 |
| Swap Next | Swap the falling box with the next one in line. | 90 |
| Light Load | Lighten the load for a few seconds. | 120 |
| Magnet Pulse | Pull scattered same-material boxes together. | 160 |
Buying one of each costs 910 coins. The most expensive is Line Clear (240), which rescues a dangerous board on the spot; the cheapest is Swap Next (90), an easy one to spend.
Line Clear: the surest rescue



It clears the fullest horizontal row on the board. The row does not have to be completely full. On the board above the remaining strength went from 69.3% to 89.1%.
- The weight removed comes off exactly as with a normal line clear (the residual-weight rule from phase 4 applies too), and the score gets one line’s worth (260 points by default). However, the 10 H-Coins are paid only when a line fills naturally, not for a row cleared by an item (if the boxes above collapse and a new line fills, you get the coins for that chain only).
- If the boxes above fall and complete another row, it continues as a chain.
- If the board is empty there is nothing to clear, so it is returned as unused (your stock does not go down).
- If you pick a row with a lock on it, the lock disappears too.
Material Swap, Quick Bomb, Swap Next
Material Swap: to the color the board has most of

It changes the material of the falling piece to the material you have the most of. Position and shape stay the same. The more boxes of one material you have together, the easier it is for a bomb’s key to reach them, so this is a good last move to grow a clump. The moment it changes there is a flash in that material’s color, with a sound.
Quick Bomb: always a big bomb

It turns the current piece into a bomb box, and the size is always the “big” one (7×7). The bombs that turn up in normal play are mostly the small kind, so the range was made large to feel like something you paid coins for. One limit: it cannot be used on a piece that is already an item. Wiping out a bomb, magnet, drill, plus or mystery box that just appeared would count as a loss, not as using the item. In that case too it is not counted as used and is returned. The rule that the key has to touch the same material to set it off stays the same.
Swap Next: trade with what you can already see


It swaps the current piece with the first piece in the queue. The current piece does not vanish; it moves to the front of the queue and comes back exactly as it was on the next turn. Since you can already see what you will get before using it, it is no gamble. It used to redraw the shape at random, but sometimes the same shape came up and it looked like an item that only rotates, so it was changed to this way, as I understand it.
Light Load and Magnet Pulse
Light Load: pressure −30% for 5 seconds

Tap it and HELIUM -30% appears, and the pressure drops by 30% for 5 seconds. The platform swells slightly and a blue glow spreads from the middle of the objects. The stacked boxes stay where they are, so after 5 seconds it all returns to normal. Use those 5 seconds to complete a row or throw a bomb and take real weight off.
Magnet Pulse: every box of one material, pulled to one place



It finds the material you have the most of and pulls it in from the whole board (radius = board width + height). That is much wider than the magnet inside a bomb box (radius 3 to 5 cells), and you trigger it when you want. On the board above, the 9 scattered wooden boxes were all drawn together and the largest pile grew from 3 to 9. It works well right before you wait for a bomb to come. If there is nothing to pull, it is returned as unused.
They vanish after 24 hours
- 24 hours from the time you buy: used or not, they disappear, the earliest bought first (FIFO). The rule exists so nobody equips an item and hoards it forever, so buying today and using it today pays off. A note about this is printed at the bottom of the shop.
- You can undo only within the same visit. Tap something you just bought and the coins come back, but once you finish the visit (START GAME) it is final.
- Stock does not go down when you cannot use one. If there is no piece or the board is empty and the effect fails, the item is returned.
Where do coins come from?
| How | H-Coins |
|---|---|
| Clearing one line | 10 |
| Each additional step of a chain | +20 |
| One of today’s missions | 40 (double if you watch an ad) |
| Collecting all nine missions | +100 |
| One ad in the shop | 100 |
At 10 coins a line, the values are set so that two or three rounds earn you an item yourself. There are nine missions every day.

Six lines before you use an item
- In danger, Line Clear. The fullest row goes even if it is not full.
- Material Swap right before a bomb. Match the color the key will reach.
- Quick Bomb is a big bomb. It is worth the most dropped to the bottom of a pit. It cannot be used on a piece that is already an item.
- Swap Next is used with your eyes open. The piece you swap to is already visible.
- Light Load is a 5-second breather. Spend those seconds removing real weight.
- Bomb after Magnet Pulse. Gather the whole board into one clump first.
That is the end of the TakMaster story. The rules are in the TakMaster complete guide, and the stories of bombs, platforms, box states and weather are in their own posts.
Whoever knows when to use them
lasts the longest.
Play TakMaster now
Playing it is much faster than reading about it.
Find the other Master Series games all in one place at hanilab.app.
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