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I will try to clarify the blue card cost in a patch. Those are the "cards you've added to your deck this turn". To play a card with a cost like that you need to drag something back to your deck, or play a card that shuffles new cards into your deck. I'll also try to add more mouseover hints and tutorials, but I probably won't bring the big encyclopedia scroll back from the first game. The ability to change assignment choices is also something that I'll try to add soon.

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Thanks for the clarification (I cant believe i never tried that). I was also wondering if there will be (or already are) mechanics/criteria to differentiate the different rooms like in the first game. During my run I didn't feel any real difference between the rooms outside of the corkboard clues and the rooms inherent work type focuses and was wondering if this was a design choice or something that would be coming later.

I think there may be a bit of it later, but I wanted to standardize the interaction results somewhat to make them more intuitive. At the moment the special mechanics are tied purely to the events, such as slimes copying body parts from visitors, the genie lamp requiring rubbing to activate, or orcs rotating when the lever is pulled.