Characteristics
Overview
A keycard with advanced clearance, grants access to top level areas
Two uses, then it breaks. The row gives the red card a durability of 2 where green and blue get 4, so every swipe has to land in a room you can actually hold. It opens the top-level rooms at the far end of the card ladder, usually reached after a blue keycard room has already paid out.
Expect radiation on the way in. Wear a hazmat suit or at least swallow anti-radiation pills before the walk, and count on armed scientists inside. Then the usual order: electric fuse in the box, switch thrown, card last.
Tip
Settle the plan on voice before anyone swipes. One player carries the card, the rest clear and watch the doors, and nobody wanders off to break barrels while the fuse burns down.
Say you hold one red card and your group wants to go tonight, but another clan has been camping that monument since lunch. Wait. Swiping into a room you cannot keep hands them the crate and burns half your card.