General Information
When you start a dare mode profile, 8 dares are chosen by the seed and will reveal 4 dares over the course of 4 days. Failing a dare will reset the day to its last save and you will have to restart the day.
You need 4+ dares to enter Room 46. Trying to enter before you have 4 dares will give you the message, "This door has not yet been unlocked."
You also need to have completed all dares before you touch Room 46. If you cannot call it a day without failing a dare, you cannot enter. Trying to enter will give you the message, "Not all dares have been fulfilled today."

Several dares will not retroactively fail you if you do the actions before they show up on the list from an experiment. It is suggested to do things like the boiler room puzzle fully before the "Never ride elevators" dare gets added.
List of Dares
Dares that prevent direct actions
- Leave the Mt. Holly Blueprint on the Entrance Hall table.
- This can only be the first dare.
- You can check the list of dares on the Entrance Hall table.
- Pay attention to the direction of exits when drafting.
- Since you cannot see your inventory, you can check what you have with Coat Check, the Workshop or Trading Post.
- You cannot use Banner of the King.
- Looking at the present day's layout in the house history is okay one time, but it unlocks the keybind for your map and looking at your map after will fail you.
- House history is only available day 2+, and the current day's map layout will show faintly over the house history's day. Therefore if you've got a completely empty house Day 1, the Day 1 house history will always show the map's current layout.
- Never exit the house from the Entrance Hall.
- You can only exit the house through the Garage and Foundation.
- Never have more than 2 special items in your inventory.
- Be careful of temporary items: Wind up Key, Upgrade Disks, etc.
- Shovel can dig up special items.
- You cannot craft Jackhammer or Power Hammer after getting this dare.
- Adding this dare will automatically fail your run when you have 3+ items when added.
- When paired with the "Make exactly 1 purchase or trade in each shop you draft" dare, Commissary can have only items for sale and Showroom will have only items for sale. This combination can fail you if you've got 2 items already and no Coat Check or Lost and Found.
- Never enter a room more then 3 times.
- This dare is tracked with the ticks on the bottom right above the room's name.
- The Entrance Hall and exploration outside the house does not actually have a limit of how many times it can be entered. Any tally marks are purely visual and copied from the last room entered.
- Foundation will increment each time you enter from a door or from the elevator the first time. It will not increment if you explore outside and underground and return to the elevator unless you happened to reenter the house through either the Entrance Hall or Garage.
- Backtracking is discouraged. You will go down a path until you cannot.
- Adding this dare will retroactively mark the rooms you've already entered. It has a high chance of failure for a Day 1 Dare mode run.
- Press only correct numbers in the Billiard Room.
- Adding this dare does not retroactively check if you failed it before.
- Never eat fruit again.
- Adding this dare does not retroactively check if you failed it before.
- Not ride elevators.
- Rooms with elevators: Boiler Room, Foundation, Chamber of Mirrors.
- Boiler Room is solvable without the elevator, but needs extra drafts to enter through the other side of the bridge.
- The outside elevator also counts.
- Adding this dare does not retroactively check if you failed it before.
- Always have at least 20 steps.
- You cannot even briefly dip below 20 steps.
- Adding this dare does not retroactively check if you failed it before.
- Never touch the center door in the Entrance Hall.
- You can't draft from the center door. You can still draft in that location from any of the other adjacent room locations.
- Adding this dare does not retroactively check if you failed it before.
- Press no more than one switch or button in each Utility Closet.
- This will never be the first dare.
- You cannot get the gemstone cavern with this dare.
- You may need to use this for the Garage depending on the dares given.
- Adding this dare does not retroactively check if you've pushed buttons before. You can only press one button after it is added.
- Not to step foot in the Pool.
- This dare makes the Pool a dead end.
- You can draft it but not enter it.
- Adding this dare does not retroactively check if you failed it before. This may fail you immediately if you're in the Pool when this dare is added.
- Make exactly 1 purchase or trade in each shop you draft.
- This dare is retroactive and will fail if you drafted Aquarium before this dare is added.
- Guess Bedroom is okay to draft even if it mimics an Aquarium.
- Be careful when paired with the dare to always draft Red Rooms.
- This dare is also checked at the end of the day.
- When paired with the "Never have more than 2 special items in your inventory" dare, Commissary can have only items for sale and Showroom will have only items for sale. This combination can fail you if you've got 2 items already and no Coat Check or Lost and Found.
- Commissary can be sold out if it had 4 items and you drafted rooms that had those items. In this situation, it is suggested to purchase an item before drafting heavy item rooms like Attic.
- Electromagnet will remove all the keys from Locksmith upon entering, which may be a smart way to bypass the single purchase.
- You would fail with a bookshop once you've purchased everything you could and then drafted it.
- Adding more shops to your draft pool is generally ill-advised (More Aquariums, Casino, Armory).
- Rerolls can help you bypass shop rooms if you are unable to purchase anything in a shop.
Dares that apply when you draft
These dares only apply after the dare is added. These dares may be contradictory to each other when combined together.
- Always draft a Red Room when one is drawn.
- You can reroll the draft to bypass Red Rooms.
- You must still draft a Red Room if it is obscured by the Archives or Dark Room.
- Using Secret Garden Key, Room 8 Key, or Blessing of the Berry Picker will count as skipping a Red Room if one were to be drawn. This has been patched as of the 1.7.3 update.
- Remember that rooms with Power Ducts are more commonly going to draft other rooms with Power Ducts, so there is a high chance Red Rooms will be drafted from them.
- Greenhouse and other powers that make drafting specific colored rooms more common affect the draft very strongly. This can be used to see far less Red Rooms while drafting (or more likely with Furnace).
- Draft the most expensive floor plan you can whenever you have 3 or more gems.
- It is suggested to leave behind gems before drafting when at 2 gems.
- When offered 3 rooms without gem cost, you can freely choose any of them.
- You must spend gems to draft with this dare. Bypassed costs are not the most expensive option.
- Hovel will force you to always choose the most expensive steps option while at 3+ gems unless you can spend your gems.
- You can spend gems while drafting with the Study or Blessing of the Dancer to bypass the dare.
- Ballroom will be able to help you stay at 2 gems.
-
Never draft Den again.
-
Never draft from a door facing south.
- You cannot draft Her Ladyship's Chamber or a Greenhouse on the west edge after getting this dare.
- Never draft all 5 rooms in a rank.
- The Foundation counts on the day you draft it, but will not count afterwards.
- The Entrance Hall and Antechamber count as drafted rooms.
- Always pick the first floorplan while drafting in the Entrance Hall.
Dares that must be done by the end of the day
- Spend 30 seconds each day in the Lavatory without leaving.
- The lights will flicker and turn off when you do so. You will fail immediately if you leave earlier than 30 seconds.
- Lavatory cannot be sheltered or shielded. This includes when Dowsing Rod points to it.
- You can chain the Shelter buff onto 3+ Red Rooms by drafting 4 or more Red Rooms consecutively. Be careful not to unintentionally Shelter the Lavatory.
- This dare is checked after it is added via experiment.
- Red room filters like Furnace, Prism Key/Secret Passage or Banner of the King will help with drafting Lavatory.
- Draxus can help make Lavatory more common.
- Rerolls can help make Lavatory more easily placed. Consider getting the dice upgrades for Boudoir and Guest Bedroom. Banner of the Rook can also help.
- End each day with 0 keys, 0 gems, and 0 coins.
- Locker room, Great Hall, Vestibule, drained reservoir spend keys.
- Study/Blessing of the Dancer spends gems. Ballroom can additionally lower gems if above 2 gems.
- Chapel, shops and Casino take coins. You can drop a coin into the fountain if it is full.
- Shrine can take up to 80 coins, being cursed will also drain resources upon drafting.
- Draft six different colors of rooms each day.
- Black rooms are the most uncommon, but they can replace one of the colors needed.
- Aquarium completes this dare.
- Open an empty box in each Parlor you draft.
- The first box in each parlor must be a box without a gem. It will fail you otherwise. You can use the phantom key glitch to open an empty box and the one with gems.
- The Upgrade Disk for Parlor is the last upgrade you will get with this dare. This may be bypassed by the upgrade disk logic introduced in the 1.7 patch.
- This dare will fail you day 1 if you chose the box with the gems first for all parlors drafted in the day. There is a check that is calculated upon opening your first parlor box that is kept track in the background.
- Open each locked trunk in your house each day.
- Car Trunk, Treasure Trove trunk and trunks at the bottom of the reservoir do not count.
- End each day with with at least 1 gem.
Dare 4 may also be a blank dare. This happens when the 4th dare points to the Lavatory dare which the game deleted, but did not remove the pointer to it. You do not need to do anything with this dare, it is a free dare. This has been patched as of the 1.7.3 update.

Laboratory Experiments

The Laboratory experiment that adds a dare is the only way to get 4+ dares on Day 1. It is also the only way to have 5-8 dares in general. When you are at 4+ dares, any new day after will not add more dares. If you were to continue adding dares past 8, the game will override any of the dares and bypasses all logic checks. This means you can get contradictory dares that are impossible. It will also remove that dare from the pool for the day, until only 1 dare remains. This means you can trigger the experiment often enough in a day to have 8 of the same dare.
Do be aware of when the dare is added. It is possible to fail a dare before seeing it. Particularly the "While drafting, if you draw a DRAWING ROOM floorplan," cause could fail if it adds a drafting dare to the list. You should also pause the experiment once you have 4 dares for an easier win.
You can also reload experiments to get different causes and effects by prematurely pressing cancel before the entire list is generated.
Easiest Causes to add Dares:
- Each time you eat an apple
- Secret Garden Spread
- In Lockers
- In Pantry
- Boudoir apple Upgrade
- Each time you unlock or bypass a security door
- The following rooms have security doors: the Foundation, Locker Room, The Pool, Pump Room, Security, Workshop, Laboratory, Conference Room, Passageway, Commissary, Patio, Courtyard, Cloister, Archives, Gymnasium, Dark Room, Weight Room, and Closed Exhibit.
- For each bedroom you draft after your second
- Whenever you draft an 'archived' floorplan
- The next 3 times you unlock and open a chest
- Most commonly found in the following rooms: Attic, Bedroom, Courtyard, Den, Her Ladyship's Chamber, Laboratory, Library, Mail Room, Observatory, Office, Servant's Quarters, Storeroom, Study, Terrace, Vault, Veranda, Wine Cellar, Morning Room, Tunnel, and Conservatory.
- With high luck (probably from Dowsing Rod), trunks can also be found in these rooms: Drawing Room, Foyer, Great Hall, Music Room, Secret Passage, and Spare Room.
- Each time you find some trash while digging
- These rooms can naturally have dig spots: the Foundation, Storeroom, Garage, Boiler Room, Pump Room, Workshop, Wine Cellar, Aquarium, Terrace, Patio, Courtyard, Cloister (but not for Day 1), Veranda, Greenhouse, Furnace, Morning Room, Secret Garden, Dovecote, The Kennel, Solarium, Tunnel, Conservatory, Schoolhouse, Root Cellar, Hovel Trading Post, and Tomb.
- While drafting, if you draw a DRAWING ROOM floorplan
- If you never draft the Drawing Room, you'd likely see 3+ triggers.
- Narrowing the drafting pool with a Silver Key and several rerolls from Ivory Dice or Study will also help.
---
Logic of Dares given
Some dares cannot naturally be together or else the game would softlock you. While the seed dictates what dares are given, there are checks for conflicting dares which remove dares from the pool it chooses from. This logic is fully explained in the Reddit post listed in the references, but it starts with 15 possible dares for slot 1. I have made a table that hopefully helps visualize the information better, with red dares being ones I want to avoid personally. Tier 1's X indicate the possible dares it can start with, and dare 9's "I dare you to leave the Mt. Holly Blueprint on the Entrance Hall table." is removed completely after the first dare.

References
Datamine on upgrade disks showing that parlor is the last one chosen with the parlor dare: https://www.reddit.com/r/BluePrince69/comments/1ma4l11/upgrade_disks_logic_part_1_upgrade_offering/
Datamine on how dares are chosen and how a blank dare is created: https://www.reddit.com/r/BluePrince69/comments/1mq2wyb/dare_mode_dares_offering/
Blackened's discovery on manipulating Laboratory experiments:
My Youtube Playlist testing out dares: https://www.youtube.com/playlist?list=PLYEK065kqWxw
Hi everyone,
the game is released today (in 40 minutes no less) and during the first month of release, no speedruns will be accepted. We will update the rules and categories. In the meantime, avoid spoilers and enjoy the game!













