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Strategy: You get 1 initial dare and have to add 3 more. The only way to do so is by a lab experiment (which will not always be offered to you) Initial dares: These initial dares are considered to be easy dares and are the ones that you should be playing during runs: -Open each locked trunk in your house each day -Draft six different colors of rooms each day -Never exit the house from the entrance hall -*Leave the Mt. Holly Blueprint on the Entrance Hall table -*Make exactly 1 purchase or trade in each shop you draft -*End each day with 0 keys, 0 gems, and 0 coins -**Always pick the first floorplan while drafting in the Entrance Hall The ones marked with * are up to you, personally I don't like playing the shop one because of aquarium, but I will play the other two. For the last dare, consider resetting if your entrance hall drafts are bad. If you get any other dare as your initial dare, reset. Just like in curse mode, drafting commonplace gem-cost rooms (nursery, security, drawing room, courtyard and shops) will make pool and lab more likely to be drawn. Lab is necessary for the run and you will not always get the required experiment result, or you might get it but not have the ability to trigger it 3 times. If you haven't seen the lab yet, you want to save apples and dig spots for potential experiments. Those 2 are some of the best triggers, security doors and bedroom drafts are also pretty nice. If you don't get the correct experiment result, reset. Dares added through lab can sometimes result in an instant fail, whereas others won't fail you for actions you took on the past. For example the DEN dare won't fail you, but the 2 items dare will, and the parlor dare will prevent you from opening room 46 at the end. Apart from that, normal day 1 strats apply: Fill the board as much as possible, farm the early ranks, don't waste resources and make sure you know every possible winning combination. This run's dares were: -Draft 6 colors of rooms (initial dare) -Have at least 20 steps (this one sucks and almost killed me) -Can't touch the center door in the entrance hall (irrelevant, it doesn't fail you retroactively) -Can't step on THE POOL (really annoying in this particular run, but I managed to work around it) -Can't exit the house through entrance hall (irrelevant as I had garage) Mistakes I made in this run: -I forgot I had car keys, could've gotten 2 dice from an upgraded boudoir. -I should've waited to open the pump room door, I ended up adding an extra dare earlier than needed. It actually paid off because I got locker room, but I forgot I had conference room and ended up not picking up the keys which could've costed me the run at the end.