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Queen of Spies Gameplay - Chateau Infiltration | Solitaire (Solo) Espionage Board Game | Episode 1

Zilla Blitz Dec 2, 2025
Transcript 33:19

Hi everybody, I'm Zil Blitz and welcome. Today we're going to be taking a look at Queen of Spies, the World War I espionage game from Salt and Pepper Games. In this game designed by Liz Davidson and David Thompson, you take charge of Alice, who is the leader of a World War I spy network, and her team of spies as you undertake a series of deadly missions. This game is coming to Gamefound in December of 2025. I'll put a link to the campaign down below if you'd like to check that out. I'm going to give an overview of gameplay and we're going to play through the first introductory mission in the game. Hopefully by the end you'll have a sense as to whether this is something you might enjoy. Let's jump in and get started. So here is Queen of Spies set out in front of us to play the introductory scenario. And the game comes with four scenarios. The first that we'll look at today is the introductory scenario. And then there are three main stories or scenarios that come with the game. The first of the main scenarios is to establish a carrier pigeon network so you can build up the communication capacity of your spy network. The second mission is to free a number of PS being held by the Germans.

And the third mission is to infiltrate an office of a trader that is working with the Germans, a company that's working with the Germans. Each of those main missions have three chapters to them. But this introductory mission that we're going to look at today only has one chapter. It's a very almost like a learn how to play, show the mechanics, and get you used to making decisions with the gameplay that's involved in Queen of Spies. So, I think that one's going to be a perfect way to show how the game works. Now, I want to jump into gameplay as quickly as I can, but before we do that, there are five things we need to know a little bit about in order for the gameplay to make sense. The first is, as we can see here, this is a card-based game, and there are, for the most part, three different types of cards in the game. So, we're going to spend a little bit of time before we play exploring what these different cards are and how they work.

Specifically, there are the spy cards, the cards that provide that are the members of your spy network. Secondly, there are the locations, which is also where all the tasks that you're going to be doing happen. And the third is items. And the items are basically some of the tools that are going to make it easier for you to accomplish some of your missions. And we'll talk about how those work as well. There are two more things in addition to the cards to really understand how the game works. The first is the element of time that's impressed upon the game. So, not only do you have to complete your mission, you have to complete it in time. There is pressure to do things quickly and efficiently. Lastly, we're going to talk about this success bag down here because this is really the heart of how the game functions. So, let's jump right in now and go through these things one at a time. Let's start with the spies and take a look at those and see how they work. So, here's a look at six of the more than one dozen spy cards that come with Queen of Spies. And each card represents an individual spy. And they have two sides. One side representing their untrained side and the other side representing their fully trained spide because you can level up your spies in the course of conducting your mission by giving them access to training to increase their skills. When you go through one of the story missions in Queen of Spies, you randomly draw five additional spies in addition to Alice, your leader, at the beginning of the game. So, no two game is probably going to start out with the same group of spies. You also have the ability to recruit spies during the course of your mission. And we may see how that works in this game as well as in this video as

well. Let's take a look now at a couple of cards more close up to see how the spies work and what kind of things we're looking at. So, as we look at uh Danik and Rian here, we can see that obviously one of the most important things is the name and the image identifier of each spy. But let's take a look at this top left, top right, and bottom center area for each spy. Spies in the game have three different skill capacities. This up here is manipulation, the green one, the ability to talk and work your way through different environments to accomplish your mission. The top right is uh insight. So this is powers of observation and deduction to be able to solve problems and to be able to conduct your mission better that way. Then down below here the bottom here we see this uh gear icon. This represents tech capacity, the ability to work machines and technology to be able to better accomplish your spy mission. And for each of these spies in the game, some of them may have no ability in one of the other. We can see here Rianne here uh only has technology ability. She has no capacity to do tasks that require manipulation or insight. Likewise, Denique has both uh manipulation and insight, but she's not going to be good with tech tasks. This is important, too, because giving a spot, you have to put the right spy on the right task. You can't send Rianne here to do a task that requires a lot of observation and deduction powers because she's really only good with machines and using different tools to accomplish the mission. You'll also notice that the spies here, Denique, has a one and then a grade out two and a one here, a red one and a grade out two down here for

Rianne. Each skill can have two levels. Level one or level two. And we're looking at Denique and Rian's untrained cards. Right now, if we flip over Denique, we can see that if we can train her up in this skill, she'll level up to skill two. So Denique is going to be more effective and cause less problems if she's a level two manipulator than if she is a level one manipulator. So one of the decisions we're going to be making is whether we want to take the time to level up Denique or just send her out on a mission untrained. Likewise, if we were to train up Rianne, we could see here that her technology skill will go up to level two. So uh training up and building up skills of skies of spies is important and getting the right spy on the right task is very important. Now, the only other feature to not, well, two other things to notice with the spies. Well, notice Rianne here has this little stealthy hat up in the top right where Denique doesn't. This means that Rianne in general can accomplish her tasks more secretively.

She's not going to get she's not going to draw attention to her task. She's going to be helpful because not only is she good at technology, she can do it very secretively and the Germans are going to be less likely to catch on to what we're doing. Denique here is good, but the Germans are going to be able to spot her a little bit more easily. So, this stealth ability is something that some spies have and other spies don't. The last thing is you'll notice on the top left here is a color icon. Denique has a green little starish thing and Rianne has this gray diamond. Spies belong to one of four cells. And when you have spies that are working together on a task that are from different cells, there are some inefficiencies that can alert the Germans to what they're doing if as as opposed to if you just have spies from the same cell working on a task. So there are some considerations not only for the abilities and the overall capacity of a spy, but also what cell they are from to get them to work together efficiently. The last thing to call attention to here is that you'll notice that Alice, she is pretty awesome, right? She's got she starts the game with level two skills in everything. I mean, she is the spy leader and she's stealthy. So, she by far is our most powerful spy, which means we can put her on a lot of different cap tasks. She, however, also would be catastrophic if she got captured by the Germans. So, how we use Alice could be a key factor in whether we can accomplish our mission successfully or whether everything goes sideways. And that's a look at our spies. At the beginning of the game,

we're going to start with Alice and then one spy randomly chosen from each cell. So, we're going to have a team of five spies as we start out the game. We'll pick those a little bit later as we get into game play. Now, let's talk about locations in Queen of Spies. The locations are these kind of tarot- sized cards that are much bigger than the other ones. And there are two types. There are common locations and that are common to all of the missions and all of the stories in Queen of Spies. And that's the locations in this column, this column, and this column. And then each story or mission can have some unique locations that are particular to that particular story. For the introductory story, we have a cafe and some local roads and those are unique to this introductory mission. Now, uh, there's a lot that goes on at locations.

The key thing is to understand is where we are right now, and we'll dig into the details later, is that we're going to be assigning spies to locations to do different tasks. We might be putting spies over here. It might be adding one or two spies or maybe even three or four spies to a location to try to get them to do something at that location that's going to help our mission out. That's roughly what we need to know right now. But let's also just take a quick look at two locations that are in the game to understand how they work a little bit better. And before we do that, let's just quickly overview what the locations are to get a sense for the type of activities that can go on. The three country house locations on the left, they're where we're going to be training up our spies and we're also going to be studying and learning about items that we can make. The train station is going to help us reduce troop activity by watching troops, German troops in the area and understanding more about what they're doing. The church cellar is where we can make some escape plans should we need to get people out of the jail, which are the jail is these actually three locations in here. They all represent the jail because we can do different things at the jail. And we'll see that more as we play into this mission. The right side, we've got the pub up here where we can recruit new spies. We've got a safe house safe house where we can lay low. We can if that if the Germans think we're going to be looking for a particular spy, we can put them there to keep them out of harm's way. And then this is a workshop where we're going to be able to build the items that we research over here in the country house. Now, particular to this

mission, we have a cafe where we can gather intelligence about the Germans at the chateau and then local roads where we can follow a car to get more information about the Germans and the chateau. That's a general overview of the locations. Let's just take a quick look at a couple of them now to get a better understanding of how they're going to work. Here's a quick look at one of the three locations or places inside the country house. We can see the name down the bottom. We can see insight training that goes on here. And then up at the top, we have some specifications as to the limitations on to who and how many and what way we can assign spies to this location. And then this location actually has two things. If a spy is untrained, we can train the spy up. If the spy is already trained, we can have them research and learn how to make an item. So, generally at the country house, all three country house locations, we're going to be leveling up spies or having them learn how to do things. Now, we mentioned earlier about the spies abilities. One of the limitations here on the top, but it says the operatives uh the operative must be able to be trained or already trained in insight. So that's this blue the perception one. We can see here for example we could assign querine here because she has ability in insight.

However, we couldn't if we wanted to put Leon here because she has no ability at insight. She doesn't match what goes on the tasks that go here. So we can't assign her to this location. Now the last thing is down below in the bottom corner we have some parameters that talk about uh there's a number one in this insight and then a timer with two. Uh these will make more sense shortly, but these are the success criteria for achieving a task at this location. And this will make more sense as we start to play. So hold on to any confusion there because we'll explain all that as we move forward. So we've talked about locations, we've talked about spies. Let's now talk about items. We can see here a bomb and a radio. These are two items that are available in this introductory mission. And right now they're just underneath the country house area. Now, in order to be able to use a bomb or use a radio, there's actually a process that we have to do in order to be able to make it and then use it. The it's a multi-step process. The first thing we have to do in order to be able to get these into our spy network is we have to research how to make them.

And we do that by assigning a spy here to the country house. And then there's certain criteria they have to meet. And if they do that, we're going to take these plans and we're going to shift them over to the workshop. So step one is learning how to make the item. Step two is once the plans get over here in the workshop, you'll see the task here. This is where we're going to assign spies to actually build the radio. Once we then get the radio done, we'll be able to use it in our missions. So the process for all items, and they do various things. They can help us with uh disguise, for example, with our perception here. If we build the disguise, the radio has a specific specific function in this mission that I think we're going to try and check out. We have false papers down here which allow us to do some manipulation tasks. So, different items allow us to do different things in each of the different missions. And that's another key element of gameplay is deciding whether we want to spend the time to research and make an item or whether we just trying to wing it and go without these items as we're doing our missions.

So, that's a rough overview of items, locations, and spies. Let's now talk a little bit about time. Up here in the top right, we can see we have 30 time tokens. Now, missions can start with a unique number of time tokens, but the time tokens are basically the currency you use to complete missions and tasks. And roughly how this works, and we'll see this again in more detail as we start to play. You'll notice the success criteria here for the pub to recruit is we need a certain amount of this manipulation uh skill here that we'll talk about as we get into the missions, but it says two time tokens. So, when we assign spies to the pub to recruit, we have to take two of our time tokens and we're going to drop them on this card, thereby essentially consuming the time tokens. And if we run out of time tokens, the mission's over. So, we're going to be trying to complete our mission without burning through all these time tokens. Now, there are other malicious ways the game takes time tokens away from you, and we'll see those momentarily as we look at the last thing we need before we can start playing, which is the success bag. The heart of completing tasks and completing missions successfully is this rather optimistically named success bag. It's more like a success and failure and all kinds of bad things can happen bag. But the idea is that at the beginning of the game, we're going to drop these 10 tokens into this bag. As we perform tasks at different locations, we're going to be pulling out a certain number of these tokens depending upon the skill

of the spies that are involved. And we're looking for a certain number of success marks. Now, anything that's got a check on it is a success mark. This is a success mark. Just straight up, no problem. This is a success mark, but it also costs us another time token. So, it's churning up more time for us to complete this task. So, these are pretty good. said they got success marks on them. These have success marks, but they also have this alert token. This alert token is bad. This indicates that the general sensitivity of the Germans in the area towards our spy network is increasing. The more alert level goes up, the more likely troops are going to be involved. The more likely troops are going to be involved, the more likely we could have one of our spies arrested, captured, and taken to jail. These two X's are outright failure. This is maybe one of the worst ones here. It's outright failure and it burns up time.

So, we want to see as little of this one as possible. Now, the other thing to note is that over the course of game play, certain things can happen where we're going to have to drop more alert tokens into the bag. And certain things can happen where we're going to have to actually drop troops into the bag. If we drop a troop into the bag and we pull a troop out of the bag, whichever spy was performing that action gets immediately arrested and taken to jail. So, this is the worst one we can have in the bag. and we'll talk about how those go into the bag as we start doing actions. Alert alert tokens. The higher the alert tokens and the more alert tokens we pull out of a bag, the more likely we're going to be adding troops to the bag. So, it's kind of a process to get them in there. We'll see more how this works, but roughly this is the core idea that we're going to be pulling a certain number of these out, hoping to get successes on our mission and successful check marks, hoping to avoid the dreaded troop and hoping to avoid alert levels and failures as we go along. At the beginning, however, the troops aren't there and the alert level isn't in there. Just these three have an alert token on them. With all that being said, we now know enough to get started in play. And we'll fill in all the blank spots as we go along. Let's get started on our mission. And let's first just give an overview of what we're trying to do. So, the Germans have set up access in a chateau on the outside of town. We want to find out. We want to get into that chateau and take a look at some of the intelligence they've gathered on potential dissident and on our spy network. So, our goal is to gain access to the chateau and complete a successful

mission there. So, it's really a two-step process. Now, there are a couple of ways we can get access to the chateau. We can either successfully complete a task here at the cafe called gather intelligence. So, we're going to send some of our spies to the cafe, listen in, have some conversations, and get some intelligence so we learn more about the chateau and how we might get access to it. Or we could follow this car by paying attention to the local roads and learn about the activity around the chateau. If we complete either one of these two tasks, the card, the success criteria says, flip this card and the cafe over. So if we get succeed at one, we flip this over and we have thematically gained access to the chateau. Then to win this mission, to successfully complete this story, we can either break into the chatau and complete this task there or go to the chateau, go to an event and sweet talk some of the Germans that are there and get the intelligence that way. Either one of these two pathways, you'll notice there's a green check mark at the top says victory. If we're successful here, we are victorious. So, one way we could get into the chateau is to follow cars and see the activity around the chateau.

The second way is to gather intelligence at the cafe. There is a third way, however. A third way for us to gain access to the chateau is through this radio. If we can learn how to make a radio and make a radio, you'll notice here it says when we use it, flip over the cafe and the local roads, then discard this card. That means we can use the radio to gain intelligence about the German activity around the chateau and get access to the chateau that way. So, we have three pathways that can get us to this final mission location. And our task as we go through this is going to be to either build the radio or send spies to the cafe or to the local roads to be able to figure out how we can get into the chateau. And then next step is get into that chateau and successfully complete our mission. That's our goal.

Let's get started. First thing we're going to do is take our 10 starting tokens and add them to the success bag. Success bag ready. Second thing we need to do is to add four spies to our initial spy network. The way that's done is there are three spies from each cell. We're going to randomly shuffle these and then assign one to our uh from each cell to Alice as a starting spy. So, I'll do that now off camera and we'll take a look at the four spies that we've gotten assigned to us. Here's our initial set of spies. We've got Gideon, Pepin, Bernardet, and Margaret. Now, a couple things. The initial thing I noticed here is that only Pepin has stealth ability in addition to Alice. So, this is not the most stealthy starting crew. we may want to go to the pub and try to recruit someone who is going to be a little bit stealthy to help us out here. Having said that, we do have a pretty good blend of initial abilities, right? We've got uh Pepin and Bernardet who can level up to level two in manipulation, which is good.

Margarit's good with tech over here. She's pretty helpful there. And then Gideon is pretty good at perception. So, all in all, we've got a fairly, I think, balanced spy network, but this lack of stealth in our crew makes me a little bit concerned that we're going to be noisy and draw a little bit too much attention to our activity in the area. That could be a problem. This is probably a good time, too, to mention the numerous ways you can lose at Queen of Spies. Um, we mentioned running out of time in this mission, which would cause us to lose and fail. However, if we lose Alice either to despair because she's locked up in jail for too long or she dies in jail, that would be the instant mission end as well. Even if we're successful in our mission, but we end the mission with Alice in jail, that's a fail as well. Another way that we can lose a mission is if we run out of despair markers. Basically, as spies are sent to jail, they can accumulate despair. There are nine despair markers in the game. And if we have prisoners that have accumulated all nine of those and we need a tenth one, everybody's too despared. We're broken up, everyone's ejected, and the spy cell breaks up and we lose that way. The last is if we need to add an alert token or a troop token to the queen of spies success bag and there's none left that we can add, we would lose that way as well. So, there are a number of ways that we can lose this mission, too, in addition to just running out of time. And with that, we're ready to get started on our mission. Each round has four phases. And in this first phase, we're going to assign operatives. That means we take

the spies that we have available here and we're going to assign them to locations. Let's get started with that. Now, one of the things I want to do here, we're going to take Alice and we're going to send her to the country house tech training spot because we have a special task for her there. I want to try to build the radio to gain access to the chateau. And we'll notice up here it says these are the conditions for the country house tech training location. You may only assign one operative here. We're going to do that. We're going to assign Alice here. The operative must be able to be trained or already trained in tech. Alice is now. If she's trained, which she is, she's fully trained in technology. If she succeeds at this mission here, we're going to take one item card from here and place it on the workshop. That signifies our learning how to make the radio. We don't get to make it here. We just get to learn how to make it. Now, what happens here when we drop this on here? We'll notice that the country house is a condition. We're going to need one success here at the country house, and it's going to take us two time tokens to get this done. So, I'm taking two time tokens from the reserve. We're dropping it on the the country house tech spot. And Alice has been assigned. Gideon and Pepin, we have special tasks for them as well. We're going to take Pepin here to again to the country house for manipulation training.

We're going to assign him to the country house. And it says here, if he is untrained, when he's successful, we're going to flip him over to his trained side. So, we're going to assign him here for training, he's going to need one success to be good at this, but it's going to take us two time to do this. So, we need time to pass first. Let's take two more of our precious time tokens. We're going to assign him here. Gideon is going to do the same thing at the insight training location of the tech house, of the country house. That also takes two time. So, we've burned up two more time. And Gideon has begun his training. We're going to level him up for insight. Bernardet and Margaret are our last two spies left. We have another special task for them. We're sending him to church. Let's take a look at the church location and what we are doing.

So, it says, "When assigning operatives to this location, you must assign at least two." So, we're going to assign Margaret and Bernardet. Any operative may be assigned to this location. They don't need any particular skills. If we are successful here, we're going to move the escape plan to the safe house. No skill check is required here. So, this is a special location. It um it is going to require us to do take three time tokens. This is going to take a while to make this escape plan, but we're going to be able to do this. And if we do this, we get this escape plan. And this escape plan is pretty good because this escape plan allows us if we use it when we draw a troop token, instead of having that person get sent to jail, we're going to be able to pull the escape card. It's like a get out of jail free card and they avoid going to jail. So the first time we have someone caught, we can avoid having them sent to jail.

So this is a good thing for us to get. It's going to take us some time to make it. And you'll notice that both Margaret and Bernardet come from different cells. So, because they're working together from different cells, when we assign them, we immediately have to add an alert token to the Queen of Spies success bag, making it less of a success bag. Doing that off camera. The alert token is in the bag. All of our spies now have been assigned. It's time to go to the next phase of the turn, which is to remove time. So, we're going to go through on each card, and we're going to remove one of the time tokens. This is gone here. There's still two time tokens left. Pepin removes one. So, still one time token left. Gideon removes one. One time token left. And Alice does likewise. Now, these are discarded from play. They don't go back into our supply, consuming that we've we've burned up this time and it's gone. The next thing that happens is at any location where time markers have been completely removed, that means we've spent enough time, we can see if we were successful at the task. But thinking through this in both the training and at the church seller, none of these locations have at all the time markers removed. So we don't get to check to see whether we've completed any one of our tasks yet. We're done with that part of the phase in this first round. The next phase is phase four, which is resolve interrogation. If we had any spies at the prison, which we don't, we're good.

We would resolve interrogation. So that phase, round four, phase four of the first round is done. We've completed our first round of play. We're going to go to our second round of play, which is to assign operatives. Now, all of our operatives are currently assigned on tasks, so we don't have anything to do there. We go now to the second phase of round two, which is to remove time. We're going to remove it from Alice. And now the time's all gone here. So, we can have her see if she was successful at researching the radio. But, we're going to remove all the time first and then figure out which one we want to do in order. Gideon removes [clears throat] a time. He could be trained up now. Pepin removes a time. He could be trained up as well. Over here, Bernardet and Margaret still researching the plans for the the escape plan. They have one time left. They're not quite done yet, but they're getting closer. All right, so we have removed time and we have three locations where the time has been removed. Now, it's time for us to resolve assignments. And finally we get to see how the success bag works to see if we completely complete tasks successfully. So the first thing that we do is we are going to draw tokens from this and we have to meet the success criteria here which is we need one success mark to successfully complete this task. It's not that hard, right? We need one. And the question is how many times do we get to draw things out of this bag? Well, here's the art of it with a trained spy. So, this is a technology task and Alice is fully trained. We can pick 0, 1, 2, or three

tokens to pick out of this bag in order to see if we're successful at at researching the radio. Now, the more tokens we pick up, the greater the alert level, the worse things can happen. There's about a 60% chance, 70% chance now that we can pick pick a successful token out of the bag. So, we're going to designate at the start here that we're going to say Alice is going to pick two tokens out. and let's see what she gets. Here is our first token. Oh, perfect. Alice is off to a fiery start. She's picked a successful token. That means we are successful in this mission because we add one success criteria to this one. Our second one here is also successful, but you'll notice it burned up a time. So, I'm taking a time token from our reserve and discarding it. It took a little bit longer. Now, uh this is good. What happens here now is that we've hit the one. We've actually hit two success, which is one more than we need, but we only need one. So, Alice has been successful at researching the radio. And by the the training, if trained, take one item card from here and place it on the workshop. So, we know how to make a radio right now. Alice is successful.

These two things are going to hang on for one second. These two things we can remove. And we're going to take the radio and put it down into the workshop. Radio's in the workshop. Now, we can send people over here to build it. The next step though, how in resolving assignments is to check an alert level. Now, we'll notice that Alice has a stealth mark here too. We're looking to see how many alert marks that we've picked on these tokens. It's zero. Perfect. Alice has one stealth. What we're looking for, if there are more alert tokens, then we have stealth capacity, we would add a troop to the success bag. This is really bad because if we pull a troop out, that spy gets arrested right away. So, this is how we can see we're getting close to getting someone arrested and getting caught by the Germans. However, for Alice and for our sake right now, we have zero alert tokens. Alice has a spy level of one. Zero is less than one.

It's not greater than one. So, we do not add any tokens to the success bag. And Alice was successful at this mission. Because she's successful and she's completed it, she goes back into our supply pool. she can be assigned to a new task in a subsequent round. I have reloaded all of our success tokens into the success bag. We're going to come down now and see if we can get Pepin leveled up in manipulation training. To do that, we have to get one success token. Now, Alice was fully leveled up in her skills, so we could designate zero, one, two, or three tokens to pull from the bag. Pepin is not leveled up. For a spy that's not leveled up, you could only pick two tokens. And you have to pick two tokens. So, we're going to pick two tokens for Pepin here and see if we can get him successfully leveled up. Our first token. Oh, it's a fail.

Oh, that's not good. Come on, Pepin. Come on, Pepin. Get leveled up. Ah, it's an alert token. Okay, so Pepin failed at his task and we drew an alert token. So, Pepin did not level up. Pepin completely, he just That's not good, Pepin. Um, however, the alert token level is one. His stealth level is one. The alert level is not greater than the stealth level of the the spies that are assigned to this task. So, we're okay. We don't have to add a troop to the bag. But Pepin fails at his task here. He goes back to the supply and waits for future assignments. But not a good start for Pepin here. I'm disappointed in you. Now, we go to Gideon. Notice that Gideon is not stealthy at all. So, we do have to be a little bit careful here.

Hopefully not to pick an alert token out of here. Hopefully, he can do better than Pepin. He is untrained at insight. We're trying to train him up in insight here at this. We're going to have to draw two tokens and see what we get. Come on, Gideon. Get a job done. Oh, yes. Gideon, well done. Now, the thing we want to avoid, however, is an alert token because we do not want to throw a troop into this success bag. Oh, seriously. Okay, so this is this is both good and bad, right? So, we did achieve our success. So, Gideon has successfully leveled up at his uh insight training. So, we can now flip his card over because he was untrained. So, we're going to flip him over and we are successful. So, he now has level two at insight training. However, he has picked an alert level. He's picked one alert token and his success level, his stealth level is zero. One is greater than zero.

This means that we drop the troop into the success bag. If we draw this troop on a subsequent task, whichever spy draws that troop gets sent to jail. So the Germans now are on us. They know there's some stuff going on. They realize what's going on here and they're going to become they they they could looking for us, right? So there's activity at the country house and they think something successful suspicious is going on. We're going to take those three tokens, throw them back into the success bag. We take this off here because that's complete. Gideon has leveled up but been a little bit overly visible in doing so. And he gets thrown back to the supply. Margaret and Bernardet are still working at their level here at learning the escape plans. They have not yet finished this task. And with that, we've completed the uh resolve assignments level of the task.

Now, it's time for us to resolve any interrogations. But the prison's empty. We don't have anybody in prison yet. However, we are closer now because the the Germans are on to us to having someone into that prison. With that, we've gone through a few rounds of the game. We've seen how the game works. I'm going to stop here and continue our mission in part two. Will Alice and Pepin and Gideon and Margaret and Bernardet successfully infiltrate the chateau? Or now that the Germans are on to us, will we fail and have our prison have our spies sent to prison or run out of time? Much is left to be decided in this mission. I'll put a link to episode 2 as soon as it is ready. Thanks for watching everybody.

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