Blue Prince — Expansion Adjustment List

Design Reference · Base Game → Expansion Transitions

This document tracks all mechanics, rooms, items, and interactions that are deliberately excluded from the base game but are planned for expansion content. When an expansion is added, consult the relevant section here to understand what activates and how it integrates.

Mechanical Wing Expansion Expansion 1

Adds the Aquarium tile, Keycard system, and additional mechanical room interactions.

Item / RuleChange When Expansion Added
Aquarium tile Add to active Standard draft deck. Counts as a Bedroom for all bedroom synergies — Nursery bonus, Servant's Quarters key count, Sleeping Mask +5 on first entry, The Key to the Bedroom book effect, Prism Key purple lite effect.
Lemon Glazed Salmon meal ★ bonus activates — if Aquarium is on the board when Dining Room meal is eaten, gain +10 steps (30 total). No change to base 20 steps.
Keycard system Security doors can now be opened with a Keycard in addition to regular bypasses. Keycard found at Locksmith. Car Keys + Keycard interaction at Locksmith: holding Car Keys when purchasing a Keycard reduces the price.
Allowance Token Reintroduce to Trunk Result deck if playtesting reveals coin economy is too tight in base game. Start with 2 tokens in the deck.
Watering Can Full water chain activates — Kitchen sink refills Watering Can (requires Pump Room on board). Pump Room steam interaction with Boiler Room enables reserve tank management.
Upgrade Disk Reintroduce to Trunk Result deck and Mechanarium diagonal door. Allows permanent room upgrades at the terminal.

Lore Expansion Expansion 2

Adds the safe puzzle chain, red gem mechanics, Red Letter system, and post-game Alzara content.

Item / RuleChange When Expansion Added
Red gems Full mechanical purpose unlocked. Red gems collected from the four room safes (Drawing Room, Boudoir, Study, Office) can now be spent on Lore puzzle interactions. In base game: collect and track on Carry-Forward only.
Safe puzzles Each of the four safes gains a puzzle solution mechanic — Boudoir (code + Red Letter), Study (chess code), Drawing Room (Red Letter chain), Office (drawer switch). Solving unlocks permanent benefits beyond the red gem.
Red Letter system Envelopes found in certain rooms contain coded messages. Full Red Letter chain activates as a meta-puzzle across runs.
Her Ladyship's Diary Diary Key quest chain activates — Diary Key found at end of quest, unlocks the locked diary in Her Ladyship's Chamber. Connects to the Tomb and Paragon puzzle system.
Alzara — post Vision 6 Alzara's permanent silence rule may be revised — expansion may introduce additional Prophecy cards or a Rumpus Room upgrade that reactivates Alzara after a campaign milestone.
Office — Payroll Payroll function activates — spreads coins to staff rooms only (Servant's Quarters, Maid's Chamber, Laundry Room, Kitchen, Commissary) rather than all rooms.

Showroom Expansion Base Game Deferred

The Showroom tile and all its items are deferred from the base game. The room is too expensive to draft (2 gems) and its items too costly (20–30 coins) to meaningfully impact a 45-minute prototype run. Reintroduce if playtesting reveals a step deficit or food value problem — Silver Spoon is the first candidate.

Item / RuleEffect When Added
Showroom tile Add to Active Bag. Costs 2 gems to draft. Dead end. The Sail constellation does not apply. Sells Silver Spoon, Moon Pendant, Chronograph.
Silver Spoon (30c) Held item card. All food eaten grants double steps while held. Applied after Salt Shaker. Stack: Salt Shaker first, then Silver Spoon doubles the total.
Moon Pendant (20c) Held item card. If you end your day holding the Moon Pendant, carry 2 random held items to the next run. Note on Campaign Sheet.
Chronograph (30c) Held item card. Once per draft, rewind drawn tiles and draw 3 new ones. Also increases Tomorrow Room frequency in draw pool. Design note: Tomorrow Room frequency mechanic needs physical implementation design.

Post-Game Content After Room 46

Unlocks after reaching Room 46 for the first time. All rooms below are post-game Blackprint or found floorplan content not included in the base game.

Item / RuleChange When Unlocked
Trophy Room tile Add to active deck. Costs 5 gems to draft. On entry, always contains 8 gems (net +3). Counts as a gem source.
Stuffed Wild Quail meal ★ bonus activates — if Trophy Room is on the board when Dining Room meal is eaten, gain +10 steps (30 total).
Trophy Room unlock Condition: reach Room 46 and win a run. Mark on Campaign Sheet. Trophy Room tile enters the active deck from that run forward.
The Armory tile Blackprint shop. Sells weapons and armor. Post-game content — add to deck after Room 46 reached.
Throne Room tile Found Floorplan. Post-game. Located behind the north Antechamber door. Contains the north lever for the Antechamber.
Treasure Trove tile Found Floorplan. Blackprint. Post-game discovery room with high-value loot.
Gallery tile Blueprint puzzle room. Post-game. Features painting puzzle — rewards 2 gems and lore.
Room 8 tile Blueprint puzzle room. Post-game. Rare puzzle — add after Room 46 content is designed.
Mount Holly Gift Shop tile Shop. Post-game. Sells permanent upgrades and souvenirs. Only accessible after first Room 46 win.
Closed Exhibit tile Found Floorplan. All doors are security locked. Post-game content.

Found Floorplans — Deferred Expansion 2+

These Found Floorplans exist in the VG but are deferred from the base board game due to mechanic complexity.

RoomReason deferred
MechanariumRequires tracking Mechanical rooms on board — needs Mechanical Wing expansion to be meaningful.
ConservatoryAdjusts room rarity weights — complex mechanic without rarity system in base game.

Outer Rooms — Deferred Expansion 2+

Three Outer Rooms deferred from the base game. The base game uses 5 Outer Rooms (Hovel, Shelter, Root Cellar, Toolshed, Trading Post).

RoomReason deferred
ShrineMulti-day blessing system adds persistent campaign complexity.
SchoolhouseAdds Classrooms temporarily — useless without Classroom Studio Addition (also deferred).
TombBlackprint Dead-End that rewards dead-end drafting. Interesting but not essential for base game.

Studio Additions — Expansion Notes All Expansions

AdditionNote
Dormitory Counts as a Bedroom for all synergies when unlocked — including Aquarium (Mechanical Wing) and all bedroom-count effects. Confirm interaction with Aquarium Bedroom count when Mechanical Wing is added.
Kennel Base game. No expansion changes needed.
Vestibule Base game. No expansion changes needed.
Casino Base game. No expansion changes needed.
Clock Tower Base game. No expansion changes needed.

Tabled — Revisit After Playtesting

ItemStatus
Allowance Token Removed from base game. Add back to Trunk Result deck if coin economy feels too tight after playtesting. If added: 2 tokens in the deck, grants 2 coins per run for the rest of the campaign.
Coin denominations Prototype uses single denomination (1 coin each). If Vault/Rumpus Room coin piles become unwieldy, introduce 5-coin tokens. Revisit after first 3–4 sessions.
Step tracker — final Prototype uses notepad. Final version: triple-dial cryptex counter or LITKO 0–100 acrylic dial. Decision after playtesting confirms preferred interaction style.
Billiard Room puzzle Currently uses simplified key-reward roll. Full darts puzzle mechanic not yet designed for board game. Flag for design session before first playtest.
Blue Prince Board Game Adaptation · Fan Project · April 09, 2026