A visual playthrough: Episode 2

One round of Red Dungeon

Sitting in the dark of the Red Dungeon. First round. Here I go.

It’s a Light round, so I get a couple of small perks. No Event this time, and I can reveal one of the Guards’ Control cards. Small comfort.

Two cards to Light Barter. One to Dark Barter.

Two cards to the Guard Control Zone. I revealed one, thanks to the Light round.

And it's 8 ♠

Damn… that’s already a lot. Gotta be careful…

Now the fun starts. I’ll draw 6 cards. Round 1 of 9 begins.

Decent mix. Two high, three mid, one low.

3 ♠ | Q ♥ | 5 ♦ | 10 ♣ | 6 ♠ | 6 ♥

Where do they go?

First thought? Spark of Revolution is tempting. That Q ♥ would come in pretty handy.

But committing it there means I lose it for Control. Or Radio...

Scratch that.

Sliding the 6 ♠ into Sabotage. Early Scrap gives flexibility. I’ll take the resources now rather than later.

Allocating the 6 ♥ into Building Machines. I start working on the Lantern. Slow and steady. Something operational early could save me later.

Barter is staring at me…!

Light Barter cards are not tempting enough. Dark Barter is unknown. Too early to gamble.

Four cards left.

Control is looming. That 8 ♠ is already sitting on the Guards’ side. And I can’t ignore it.

Moving the 10 ♣ into my Control Zone. Solid number. Feeling safer than before. But is it enough?

Using the Q ♥ for Radio. Queen works beautifully there as it's a wild. One more and I can unlock the first level of a Padlock. Small progress, but progress nonetheless.

Down to two cards.

The 5 ♦ goes into Storage. I’ll smelt it at the end of Round 3 and turn it into Gold. Future me will thank present me.

That leaves the 3 ♠. Last card. My instinct says Sabotage again…

Or NOT! I only have one card in Control. That’s asking to get smoked.

So I commit the 3 ♠ into Control as well. 10 + 3 = 13. Not amazing, but not terrible either.

I pay 2 Gold to place the second Control card, though. Ah, the dungeon is cruel...

Time for the reveal.

Revealed the second Guard Control card. And it’s a 5 ♣

Eight plus five. Thirteen. So it's thirteen versus thirteen. A tie.

Which means I skipped past the guards!

No Keys lost. No Storage discarded. Whew, that was close…

Round 1 ends and I’m already juggling Scrap, Gold, one machine underway, and a narrow escape from the Guards.

And next round? Dark. No peeking. And Event incoming…

Do I push harder? Go for Bribery? Strengthen Control? Risk Spy?

Gotta take my chances now. After all, I have to set my folks free from the grip of the Red Dungeon!

- Tas.

P.S: Red Dungeon is live on Kickstarter as I write this, and it needs your support. Read my blog to know all about it, and back the game if it's your thing!

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