Mt. Holly Estate · Simon P. Jones · Heir

Blue Prince

Board Game Adaptation — Complete Rules

Fan Project · Solo / 2-Player Cooperative · v0.1 · Target Play Time: 45 Minutes Per Run

Table Setup

How to Set Up the Table

Before your first run, arrange the table as shown below. The board sits in the center. The three deck piles go to the left. Reference cards and resource tokens go to the right.

R1 R2 R3 R4 R5 R6 R7 R8 R9 5 × 9 board Room 46 Ante- chamber K Entrance Hall P Active Bag 63 core room tiles Draw 3 · place 1 other 2 return to bag draw 3 Held out tiles Event Additions (4) Studio Additions (7) Found Floorplans (3) Outer Rooms 5 tiles · face-down stack beside board Tunnel sleeve 8 extra tiles · not in bag Card decks Special Items (24) · Common Items (30) Dig Results (21) · Trunk Results (12) Meal (6) · Commissary (7) · Alzara (7) Treasure Maps (8) · Tomorrow (7) Resource tokens S Steps — start: 50 G Gems — start: 0 K Keys — start: 0 C Coins — start: 5 Special tokens Room 46 Key sits on Antechamber at setup Door marker (any small token) placed on Antechamber when lever pulled Shovel token ×1 on Toolshed tile in box Trunk · Dirt · Padlock tokens placed on tiles during play Ivory Dice held as items when found Rank Track card Draw rules by rank Lock die reference Carry-Forward card Between-run bonuses Carry-forward card Between-run bonuses Alzara prophecy 7 cards · in order · Rumpus Room Setup sequence 1 Place fixed tiles: Entrance Hall at R1 Col 3. Antechamber + R46 Key face-down at R9 Col 3. Room 46 tile placed beside board (off-grid). 2 Build Active Bag: place all 63 core room tiles in drawstring bag and shake. 3 Set held-out tiles beside board in 3 separate face-down stacks: Event Additions (4), Studio Additions (7), Found Floorplans (3). Outer Rooms (5) in a fourth stack. 4 Distribute starting resources: 50 steps · 0 gems · 0 keys · 5 coins. Apply any carry-forward bonuses. Place room marker on Entrance Hall. 5 Advance meal card counter by 1. Place Lock Die beside Rank Track card. You are ready to play.

Section 1

Overview

You are Simon P. Jones, heir to the Mt. Holly Estate. Your grand-uncle Herbert Sinclair has left you the manor under one condition: find the hidden Room 46. Each day, you draft rooms one at a time to build a path through the ever-changing manor. Reach the Antechamber, pull a lever, collect the Room 46 Key, and claim your inheritance. (See Section 12 for the full win condition.)

The manor resets each day. Rooms you placed yesterday may not appear today. But certain discoveries carry forward — and each run, you know the house a little better than before.

In 2-player cooperative mode, both players share a single room marker and work together. All decisions are made jointly. Resources are shared.

Key terms used throughout these rules:

Run and day are used interchangeably. Both refer to a single play session from placing the Entrance Hall to calling it a day — everything resets at the end of a run.

Campaign refers to your full ongoing playthrough across many runs. Campaign-level changes persist between runs and do not reset at end of day. Examples: Apple Orchard unlocked, Outer Room added to grounds, Found Floorplans discovered, Studio Additions unlocked.

Permanent has a specific meaning in Blue Prince: it refers to a tile or element that stays physically on the board and does not reset between runs — for example, The Foundation or the West Gate. Not all campaign-level changes are permanent in this sense. A Found Floorplan added to the campaign deck is available every future run, but the room tile itself still resets off the board at end of each day.


Section 2

Components

Room Tiles

CategoryQtyDescription
Fixed Floor Plans4Entrance Hall, Antechamber, Room 46 — pre-placed every run (never in bag). The Foundation — starts in the Active Bag; becomes permanent at its first-ever drafted position and returns there every subsequent run (never re-enters the bag).
Core Rooms63All rooms that go into the Active Bag at setup every run. Every Core Room tile is included — no random exclusion. Shake the bag to randomize. (The Foundation starts in the bag on campaign Day 1; once placed it returns to the same position every subsequent run.)
Event Additions4Sauna, Locker Room, Morning Room, Secret Garden. Held out of the Active Bag at setup. Each enters the bag when its trigger fires: Sauna and Locker Room when the Pool is drafted; Morning Room when Bacon & Eggs is purchased from the Kitchen; Secret Garden when the Secret Garden Key is used.
Studio Additions7Casino, Clock Tower, Dormitory, Dovecote, Kennel, Solarium, Vestibule. Held out permanently until unlocked via the Drafting Studio. Each unlock adds that tile to the Active Bag for the rest of the campaign.
Found Floor Plans3+Planetarium, Tunnel, Lost & Found. Not in the Active Bag at campaign start. Each is discovered during play and permanently added to the bag from that run forward.
Outer Rooms5Hovel, Shelter, Root Cellar, Toolshed, Trading Post. Their own separate face-down pile beside the board. Never in the Active Bag — drawn from the Outer Room pile at the start of each day.
Tunnel tiles — sleeve8Extra Tunnel tiles kept in a sleeve beside the board. Never in the Active Bag. Used to chain Tunnels during play — see Section 9.

Tile Back Markings

Each room tile has information hand-marked on its back in Sharpie, readable while the tile is face-down during a draft. This lets you make decisions before committing to flip. A tile with no gem cost, no category, and no placement rule has a blank back.

MarkingMeaningNotes
Number in red (1, 2, 3)Gem cost to draftWritten in red marker. Only tiles that cost gems carry a number. A blank back means 0 gems. Slot 1 gem cost is always waived regardless.
Category in blackStructural categoryWritten out in full at the bottom of the tile back: Event, Studio, Found, Fixed, or Outer. Only tiles belonging to one of these categories carry a label. Regular Active Bag rooms have no category text.
Plain text notePlacement restrictionWritten in black on tiles that cannot be placed freely. Examples: "Col 5 only" (Master Bedroom), "Edge cols only · no corners" (Greenhouse), "West wing · Ranks 4–8" (Garage), "North/south only" (Tunnel), "Col 1 only" (West Wing Hall), "Col 5 only" (East Wing Hall).

Card Decks

DeckQtyDescription
Dig Results deck21Drawn when digging a dirt pile with a Shovel. Discard after drawing. Reshuffle when exhausted.
Trunk Results deck12Drawn when opening a locked trunk. Discard after drawing. Reshuffle when exhausted.
Meal cards5Main course cycle for the Dining Room. Shuffled at session start. Advance the counter by 1 each run; after card 5, return to card 1.
Common Items deck30Resource item draws — Keys, Gems, Coins, food, Ivory Dice. Drawn from room spawns.
Special Items deck24Special item draws — Shovel, Lockpick Kit, Salt Shaker, Running Shoes, etc. Drawn from room spawns.

Tokens & Physical Pieces

TokenQtyDescription
Step tracker1Prototype: Notepad beside the board. Track current step count as a running number — adjust up or down as steps are gained or spent. Final version: Triple-dial cryptex-style counter (000–999 range) or LITKO 0–100 acrylic dial. Either sits beside the board and rotates to show current step count.
Gem tokens20–25Pink acrylic diamond-shaped gems (Top Shelf Tokens style, ~19mm). Currency for premium room drafts. Held in your play area, returned to supply when spent. May also be placed on room tiles by spread effects (Patio). All gem colors are functionally identical — color is flavor only.
Coin tokens30+Gold coins (prototype: large "pirate coin" style, single denomination = 1 coin each). Spent in shops. Start each run with 5 coins. Final version: Two denominations — 1-coin and 5-coin — to reduce pile management. Revisit after playtesting.
Key tokens12White padlock tokens. Open locked doors and trunks.
Secret Garden Key1Named special key. Spawns the Secret Garden room.
Keycard1Mechanical Wing expansion component. Not used in base game.
Room 46 Key1Ornate key token. Sits on Antechamber at setup. Win condition.
Antechamber door marker3Small tokens (cubes or similar). When a lever is pulled, place one on the corresponding side of the Antechamber tile — west, south, or east — to show which door is now open for this run.
Shovel token1Tracks the single Shovel in play. Placed on a room tile when the Shovel item is acquired there. Picked up when pawn enters that room.
Trunk tokens12Chest tokens placed on Bedroom and Green Room tiles when drafted.
Dirt pile tokens20+Placed on Green Rooms and certain other tiles. Dig with Shovel.
Fruit tokens — Apple8Small apple-shaped tokens (miniature food token style). +2 steps when eaten. Placed on room tiles by Pantry draft or spread effects. Player chooses when to eat — not automatic.
Fruit tokens — Banana6Small banana-shaped tokens. +3 steps when eaten.
Fruit tokens — Orange4Small orange-shaped tokens. +5 steps when eaten.
Padlock tokens10Placed on door edges when a lock is discovered and player turns back. Removed when door is opened.
Ivory Dice5Blank d6 tokens. Reroll draft. Found as items during play.
Lock Dice3Three custom d6 dice — white (Rank 4), blue (Ranks 5–7), red (Ranks 8–9). Ranks 1–3 are never locked — no die roll needed. Grab the die for your current rank and roll before each draft.
Room marker1A coin, flat disk, or any small flat token. Sits on your current room on the board. Move it only when declaring a destination — not step by step. Shared in 2-player mode.
Service bell1Physical bell included in the box. Ring when reaching Rank 8, and on first entry to any shop room.
Carry-Forward card1Notecard. Track between-run bonuses: Sauna, Morning Room, Drafting Studio, safe gems, etc.

Reference Cards

CardDescription
Rank Track cardDraft probability by rank. Lock die reference. Draw procedure.
Kitchen menu cardSits beside the Kitchen tile when drafted. Shows all menu items and the 5-day Dining Room cycle.
Book Effects reference cardSits beside the board throughout the run. Secret Passage book effects and Prism Key lite effects. Single card.
Studio Additions boardTracks which Studio Additions have been permanently unlocked. Checkboxes for all 7 additions.
Rules documentFull rules reference for all systems.

The Board

A 5×9 grid mat. Columns 1-5 (west to east). Rows labeled Rank 1 (south, entrance) through Rank 9 (north, deepest). Entrance Hall always at Rank 1, Column 3. Antechamber at Rank 9, Column 3.


Section 3

Setup — Start of Each Run

  1. Clear all room tiles from the board. Return all tokens to supply — padlock tokens, trunk tokens, dirt pile tokens, fruit tokens, and any item cards not stored in Coat Check.
  2. Place Entrance Hall at Rank 1, Column 3. Place Antechamber face-down at Rank 9, Column 3 with the Room 46 Key token on top of it. Place Room 46 face-down beside the board, adjacent to where Antechamber sits.
  3. If The Foundation has been previously drafted and permanently placed in a past run, return it to its last known position on the board. It stays there permanently and never resets. If it has never been drafted yet, it remains in the Active Bag as a Core Room tile.

    Foundation placement restrictions: When The Foundation appears in a draft, it may only be placed in interior positions — Columns 2, 3, or 4 only (not the edge columns). It cannot be placed at Rank 2 under any circumstances, and cannot be placed at Rank 8, Column 3 (directly below the Antechamber). This leaves 17 valid positions. Once placed it is permanent and cannot be moved or removed.
  4. Build the Active Bag: place all Core Room tiles into the drawstring bag and shake to randomize. Every Core Room tile goes in — no exclusions. Unchosen tiles return directly to the bag after each draft.
  5. Set aside the following tiles in their designated holding areas beside the board:
    • Fixed Floor Plans (Entrance Hall, Antechamber, Room 46, The Foundation) — pre-placed or permanent. Never in the Active Bag.
    • Studio Additions (Casino, Clock Tower, Dormitory, Dovecote, Kennel, Solarium, Vestibule) — held out until unlocked via the Drafting Studio. Each unlock adds that tile to the Active Bag permanently.
    • Event Additions (Sauna, Locker Room, Morning Room, Secret Garden) — held out. Each enters the Active Bag when its trigger fires this run.
    • Found Floor Plans (Planetarium, Lost & Found, Tunnel) — held out until discovered this campaign. Once discovered, added to the Active Bag at the start of every subsequent run.
    • Outer Room tiles (Toolshed, Shelter, Root Cellar, Trading Post, Hovel) — their own separate face-down pile beside the board.
  6. Place the room marker on the Entrance Hall tile. When you do, collect your starting resources — this represents Simon arriving at the estate each morning and finding his daily allowance waiting for him: 50 Steps (70 if Apple Orchard is unlocked — see Section 5) 0 Gems 0 Keys 5 Coins. Apply any other carry-forward bonuses before play begins.
  7. Advance the Meal card run counter by 1. The Meal card at that position is today's main course — set it face-down on the Dining Room tile if it's in play, or reveal it when the Dining Room is drafted.
  8. Roll a standard die to determine today's Kitchen special dish when the Kitchen is first drafted: 1–2 = Bacon & Eggs, 3–4 = Chef Salad, 5–6 = Tomato Soup. The other two special dishes are unavailable this run. (Roll when it matters — not at setup.)
  9. Check the Carry-Forward card and apply any Tomorrow Room effects now: Sauna (+20 steps), Morning Room (+2 gems), Freezer (unfreeze carried coins and gems — add to your totals), Clock Tower (+1 key per tally mark on card), Coat Check (retrieve stored item on entry). Planetarium: note "Observatory rolls twice today" — apply on your first Observatory entry this run.

Ranks 1–3 are never locked — no die roll needed. White die (Rank 4): 5 OPEN + 1 LOCKED. Blue die (Ranks 5–7): 4 OPEN + 2 LOCKED. Red die (Ranks 8–9): 3 OPEN + 3 LOCKED. Keep all three beside the board — grab the right color when you reach Rank 4 and above.


Section 4

Turn Structure

Each turn, the active player takes exactly one action. In 2-player cooperative mode, players alternate being the active player each turn.

Action A — Draft a Room

Choose any open door in your current room that leads to an empty grid space. The draft happens in this exact sequence — order matters.

Step 1 — Roll the Lock Die

Doors at Ranks 1–3 are never locked — skip this step entirely if you are drafting from a Rank 1, 2, or 3 door. At Rank 4 and above, roll the Lock Die appropriate to your current rank — white at Rank 4, blue at Ranks 5–7, red at Ranks 8–9. Check the result against the Rank Track card.

  • Unlocked: proceed directly to Step 2.
  • Locked: place a padlock token on that door edge. Before drawing any tiles, choose one of the following:
    • Spend 1 Key — remove the padlock token, proceed to Step 2.
    • Use a Lockpick Kit charge — mark one circle on the card, remove the token, proceed to Step 2.
    • Use a Silver Key — mark one use, remove the token, proceed to Step 2. Gain 1 free redraw at Step 4.
    • Turn back — end your action here. No tiles drawn. The padlock token stays on that door for the rest of this run.
  • Returning to a padlocked door: Do not re-roll — the result is already known. Simply choose to spend a Key, use a Lockpick Kit charge, or use a Silver Key, then proceed to Step 2.

Step 2 — Draw 3 Tiles

Reach into the Active Bag and draw 3 tiles blind. Place them face-down on the draft mat — left to right as Slot 1, Slot 2, Slot 3. With tiles still face-down, check the backs. Each tile back shows:

  • Gem cost — the number written in marker (blank = 0 gems). Slot 1's gem cost is always waived regardless of what the back shows.
  • Category letter — E (Event Addition), S (Studio Addition), F (Found Floorplan), X (Fixed), O (Outer Room). No letter = standard Active Bag tile.
  • Placement note — if the tile has a drafting restriction, it is written plainly on the back (e.g. "Col 5 only", "Edge cols only · no corners"). Check this before committing to the draft — you cannot place a tile where the restriction forbids it.

Step 3 — Flip All 3 Simultaneously

Flip all three tiles face-up at the same time. Now you can see what you have.

Step 4 — Choose: Redraw or Draft

You may now use a redraw effect, or choose a tile to draft.

  • To redraw: set all 3 current tiles aside face-down — do not return them to the bag yet. Draw 3 new tiles from the Active Bag. Flip simultaneously. Repeat Step 4. When you finally draft a tile, return all set-aside tiles to the Active Bag.
    • Ivory Dice: spend 1 die token per redraw. No limit.
    • Drawing Room: 1 free redraw per draft while drafting from a Drawing Room door.
    • Study: spend 1 gem per redraw, up to 8 times per draft. Drawing Room free redraw takes priority — Study is suppressed until the free one is used or unavailable.
    • Silver Key: 1 free redraw at the draft triggered by using that Silver Key.
  • To draft: choose 1 tile. Pay its gem cost — Slot 1 is always free, Slots 2 and 3 cost gems as printed. If a tile costs more gems than you hold, you cannot draft it. Place the chosen tile on the board. Return the 2 unchosen tiles and any set-aside tiles to the Active Bag.
  • All 3 tiles unaffordable: In rare cases all 3 drawn tiles may have a gem cost. Slot 1's cost is still waived — you can always draft it for free. If you don't want Slot 1, your only options are to use a redraw or draft Slot 1 anyway. You cannot pass your turn without drafting.

Draft and move are separate actions. Placing a tile does not move your room marker into the new room. Moving is Action B — declare your destination, count the rooms along your path, and deduct that many steps.

Special placement rules: Garage — West Wing only, Ranks 4–8, northward or westward only. Secret Garden — east or west edge only, Ranks 3–8, never corners, requires Secret Garden Key to spawn. Master Bedroom — East Wing (Column 5) only. Greenhouse — edge columns only (Col 1 or Col 5), never corners. Tunnel — north or south only, never east or west (see Section 9). Rooms with 4 exits cannot be placed on the perimeter.

Gem Cost Rules

Gems are spent at the moment you choose a tile to draft — before you move into the room and before any entry effects fire.

  • Can't afford a tile: If a tile in Slot 2 or Slot 3 costs more gems than you currently hold, you may not draft it. It is simply unavailable. You must draft Slot 1 (always free), a tile you can afford, or spend an Ivory Die or Study gem to redraw.
  • Slot 1 is always free — you can always draft at least one tile regardless of your gem count, even at 0 gems.
  • Terrace interaction: If the Terrace is on the board, all Green Room tiles have their gem cost removed for the rest of this run. This applies to Slots 2 and 3 — a Greenhouse that normally costs 3 gems is now free. Slot 1 was already free regardless.
  • Ballroom interaction: On entry to the Ballroom, your gem count is set to exactly 2 — gain gems if below 2, lose gems if above 2. This fires on entry, after the draft cost has already been paid.
  • Study gem redraws: Each Study redraw costs 1 gem, deducted immediately when you use it. If you run out of gems mid-draft you cannot continue using Study redraws, but you may still draft from the current drawn tiles.
  • Gem costs do not stack: Each draft is a single gem payment for the one tile you choose. You never pay gem costs on tiles you don't draft.

Action B — Move

Declare your destination — any already-placed room reachable through a connected path of open, unlocked doors. Count the number of rooms along your path (including the destination, excluding your current room). Deduct that many steps. Move your room marker directly to the destination tile.

  • Step cost = number of rooms traveled through. Moving from Entrance Hall → Wine Cellar → Kennel costs 2 steps. You do not move the room marker one room at a time — declare the destination, pay the total, place the marker there.
  • Transit rooms — rooms you pass through on the way to your destination — do not trigger collection. Fruit tokens, spread tokens, and trunks in transit rooms remain on their tiles. You may choose to stop in any transit room instead by declaring it as your destination.
  • Entry effects fire only in your destination room — the room where your marker ends up. Apply them immediately on arrival.
  • If any door along your path has a padlock token, you must unlock it before passing through — spend 1 Key, use a Lockpick Kit charge, or use a Silver Key. The padlock token is removed permanently once unlocked. Locked doors on your intended path must be resolved before you can declare that route.
  • Locked trunks in your destination room may be opened immediately on arrival — spend 1 Key or use the Sledgehammer (not consumed). Draw 1 Trunk Result card.
  • If your destination room has dirt pile tokens and you hold the Shovel, you may dig immediately on arrival — remove 1 token and draw 1 Dig Result card per dig.
  • Fruit tokens in your destination room may be eaten on arrival or left for later. See Section 11 for fruit values.

Example: Your room marker is in the Wine Cellar. You want to reach the Kennel to the west, passing through the Entrance Hall. Declare "I move to the Kennel." Count: Entrance Hall + Kennel = 2 rooms. Deduct 2 steps. Place room marker on Kennel. The Entrance Hall is a transit room — nothing triggers there. Entry effects on the Kennel fire immediately.

Action C — Garage Fast Travel & Outer Room Access

If the Garage tile is in your house, you may enter the Garage and immediately move your room marker to the Entrance Hall. This costs 2 Steps total — 1 to enter the Garage, 1 for the West Path transit. No door rolls, no lock checks.

  • If holding Car Keys when you enter the Garage, you may open the car trunk. Draw 2 Trunk Result cards and gain both. Car Keys are never consumed. The car trunk is a special locked trunk — it can only be opened with Car Keys, not a regular key or Sledgehammer. The first time the car trunk is opened in any campaign run, also find the Tunnel floorplan — the Tunnel tile is added to the campaign deck and will be available to draft on every future run. This is a one-time discovery.
  • Outer Room access: If the Outer Room has been permanently added to the grounds, you may access it from the Garage instead of returning to Entrance Hall. Garage → West Path → Outer Room entry costs 2 steps total. This is the reduced-cost route compared to the 5-step morning visit. See Section 19 for full Outer Room rules. Once per day only — if you visited the Outer Room in the morning, this option is unavailable.

Action D — Use a Room Ability

Some rooms have an active ability you may use while your room marker is in that room, once per visit. This does not cost a step.

  • Study: once drafted, spend 1 gem per redraw at any draft anywhere in the house. Up to 8 redraws per draft. Drawing Room's free redraw takes priority when both are available.
  • Security: set the security level for this run — Low, Normal, or High. Changes lock die thresholds for all subsequent drafts. See Section 16.
  • Workshop: combine 2 item cards per the crafting reference (expansion).
  • Shrine: make an offering of coins to receive a blessing (expansion).
  • Puzzle rooms (🧩): entering these rooms grants a resource reward immediately. No puzzle to solve — the reward is automatic on first entry per run.

Action E — Ending Your Day

At any point on your turn, you may choose to end the run and call it a day. Simon heads outside, sleeps in his tent on the grounds, and the manor resets entirely overnight. Every room tile is cleared from the board, all resources reset, and a new run begins. The house is always different tomorrow — the rooms you drafted today will not be the same rooms you see next run.

Steps reach zero: If your step pool hits 0 at any point, the day ends immediately and involuntarily. Simon didn't make it back to the tent in time. You do not receive any Tomorrow Room bonuses. Begin a new run.

Tomorrow Rooms ⏰

Certain rooms carry the clock icon ⏰ on their tile. These are Tomorrow Rooms. The clock icon means the room creates an effect that persists into the next run. For most Tomorrow Rooms, the trigger is drafting the room — not ending your day there. The Planetarium is the only exception.

When a Tomorrow Room effect is triggered, take the corresponding Tomorrow Room card and keep it visible beside the board. Apply its effect at the start of your next run, then discard the card back to the supply.

RoomTriggerEffect next run
Sauna ⏰ Draft the Sauna this run. Start next run with +20 steps. Take the Sauna card on draft. Collect the bonus at the start of next run, then discard the card.
Morning Room ⏰ Draft the Morning Room this run. (Requires Bacon & Eggs purchased from Kitchen first — see below.) Start next run with +2 gems. Take the Morning Room card on draft. The Morning Room does not need to be entered for this effect — drafting it is enough.
Freezer ⏰ Draft the Freezer this run. Your current coins and gems do not reset at end of run — they carry forward frozen. You cannot spend frozen resources until the next run begins. Write your frozen amounts on the Freezer card immediately on draft. Apply at start of next run, then discard.
Clock Tower ⏰ Draft the Clock Tower this run. (Studio Addition — must be unlocked first.) Start next run with +1 Key for every Tomorrow Room drafted on the same day as the Clock Tower, including itself. Take the Clock Tower card on draft. Place 1 coin token on the card each time you draft any Tomorrow Room afterward that same day. At start of next run, collect that many keys, return coins to supply, discard card.
Coat Check ⏰ Enter the Coat Check and check in 1 held item. The item waits here across runs — retrieve it the next time you enter a Coat Check. This is a room mechanic, not a draft trigger. The clock icon applies because the stored item persists between runs. See Section 7 for bell interaction rules.
Planetarium ⏰ End your day standing in the Planetarium. This is the only Tomorrow Room that requires ending your day there. On your next run, your first Observatory entry rolls the d6 twice instead of once. Voluntary end of day only — if steps run out while in the Planetarium, no bonus is granted.
Master Bedroom (no card) End your day standing in the Master Bedroom. (East Wing only — Column 5.) Start next run with +10 additional steps. Note on Campaign Sheet — no Tomorrow Room card is drawn. The Master Bedroom also has a powerful same-run entry effect — see Section 16.

The key insight: Most Tomorrow Room bonuses are secured the moment you draft the tile. The Planetarium and Master Bedroom are the exceptions — both require actually ending your day in that room. The Planetarium doubles your next Observatory roll; the Master Bedroom gives +10 steps. Both reward deliberate positioning at the end of a run.

Morning Room — Unlock Condition

The Morning Room tile is not in the Active Bag at setup. It is added temporarily when a player purchases and eats Bacon & Eggs from the Kitchen (8 coins). The Morning Room tile then becomes available as a draft option for the rest of that run only — it does not persist to future runs unless Bacon & Eggs are purchased again. The Tomorrow Room card bonus (+2 gems next run) is triggered by drafting it once it appears.

Sauna — Unlock Condition

The Sauna tile is not in the Active Bag at setup. It is temporarily added to the draft pool when the Pool is drafted. Once the Pool is on the board, the Sauna becomes available as a draft option for the rest of that run only. The Locker Room is also added to the draft pool when the Pool is drafted.

Summary of Tomorrow Room unlock conditions:
Always available to draft: Freezer, Coat Check
Available after Pool drafted this run: Sauna
Available after Bacon & Eggs purchased this run: Morning Room
Available after Observatory discovery (permanent): Planetarium
Available after Drafting Studio unlock (permanent): Clock Tower
Note — Master Bedroom is NOT a Tomorrow Room card. Ending your day in the Master Bedroom gives +10 steps next run, but this is handled by noting it on the Campaign Sheet — no card is drawn or taken. It is a hidden overnight Bedroom effect, not part of the Tomorrow Room card system.


Section 5

Resources

Steps 👣

The run clock. Start with 50. Spend 1 each time you move into a room. Reach 0 = run ends immediately.

Sources: Bedroom rooms on entry (Bedroom +2, Bunk Room +4, Guest Bedroom +10, Master Bedroom +1 per room first entry), Nursery (+5 per Bedroom drafted), Dormitory (+10 each entry after Drafting Room), food items, Dining Room meal card, Running Shoes (+10 on collection).

Gems 💎

Currency for premium room drafts. Start at 0 each run. Reset to 0 at end of run (unless Freezer active).

Guaranteed sources: Walk-in Closet (+1 gem always on entry), Den (+1 on entry), Storeroom (+1 on entry), Wine Cellar (+3 on entry), Prism Key Yellow effect (+3 gems).

Conditional sources: Patio (spread 1 gem per green room on draft), Watering Can (1 gem per green room entered, 3 uses), Her Ladyship's Chamber (first Walk-in Closet entry this run: +3 gems), Morning Room (+2 gems start of next run — Tomorrow Room, not same-run).

Random sources: Dig Result draws (from dig spots, Closet/Walk-in Closet/Attic item draws), Trunk Result draws, Parlor room entry (roll: 1–3 → 1 gem, 4–5 → 2 gems, 6 → 3 gems), random bedroom/green room item icon spawns.

Shops: Commissary (up to 5 individual gems at 3 coins each, or 1 pack of 4 gems for 10 coins — when in stock).

Note — Ballroom: On entry, gem count is set to exactly 2. Gain if below 2, lose if above 2.

Note — Red gems: Red gems are a special campaign resource distinct from regular (pink) gems. They are found in the four room safes (Drawing Room, Boudoir, Study, Office) and are tracked separately on the Carry-Forward card. They do not count toward your regular gem total and cannot be spent on room draft costs. Their full mechanical purpose is Lore expansion content — in the base game, collect and track them but hold them.

Note — Gem colors in the Den: The Den's gem is described as blue, green, or yellow — this is flavor only. All regular gems are functionally identical regardless of color. Only red gems are mechanically distinct.

Slot 1 is always free — see Action A, Section 4.

Keys 🔑

Open locked doors and trunks. Reset at end of run (unless Freezer active).

Sources: Nook (+1), Garage (+3), Music Room (1 guaranteed + Special Key roll on 4–5), Billiard Room (roll: 1–4 → 2 Keys, 5 → Secret Garden Key, 6 → 3 Keys), Servant's Quarters (+1 per bedroom in house), trunks, dig spots, shops.

Great Hall Lever requires spending 3 Keys on entry — or 0 keys if Foyer is already on the board.

Coins 🪙

Spent in gold shop rooms. Start with 5 coins each run. Reset at end of run (unless Freezer active).

Sources: Pantry (+4), Rumpus Room (+8), Vault (+40), Office (spread), Tomb (5 per dead end drafted), Casino (15 on entry + roulette winnings), trunks, dig spots.

Shops: Kitchen (food), Commissary (items), Locksmith (keys), Bookshop, Showroom, Armory, Gift Shop, Trading Post.

The Casino

The Casino costs 2 gems to draft — you cannot enter without them. On entry the room always contains 15 coins to collect. Once per run you may play the roulette table: wager any number of coins (minimum 1), then roll a standard die.

  • Roll 1–2: House wins — lose your wager.
  • Roll 3–4: Break even — get your wager back, no gain.
  • Roll 5: Win — collect double your wager.
  • Roll 6: Jackpot — collect triple your wager.

One roll per visit, once per run. The Casino is a Studio Addition — it does not appear in the Active Bag until permanently unlocked via the Drafting Studio. See Section 17.

The Observatory & Constellations

The Observatory is a Core Room. It costs 1 gem to draft. Once drafted, it behaves like any other room on the board — but entering it reveals the night sky through its telescope, and what the player sees is determined by a die roll.

On first entry to the Observatory this run, roll a d6. Consult the constellation reference card and apply the effect matching your roll:

  • 1 — North Star. Gain 1 coin.
  • 2 — The Twins. Place 2 trunk tokens on the Entrance Hall tile.
  • 3 — The Slice. Gain 3 steps.
  • 4 — Diamondus Minor. Gain 1 gem.
  • 5 — Clavis, the Key. Gain 1 key.
  • 6 — The Sail. For the rest of this run, Commissary, Kitchen, and Locksmith prices are 50% off (round up).

Effects fire immediately when rolled. Most are one-shot resource gains; rolling a 6 (The Sail) creates a passive discount that applies to every shop purchase for the remainder of this run.

Re-entering the Observatory same run: no additional roll. The night sky locks after first viewing. The only exception is the Telescope — see below.

The Telescope item. The Telescope is found exclusively in Her Ladyship's Chamber (see Section 16). It interacts with the Observatory in two ways:

  • Held on first entry: roll d6 twice and apply both effects. If the two rolls match, the effect fires twice (one-shot resource effects stack; The Sail does not double — it is already a passive session-long discount).
  • Acquired after first entry: if you first entered the Observatory without the Telescope but later acquired it this run, you may return to the Observatory and roll d6 once on re-entry. This re-entry roll is granted only by the Telescope and only once per run.

Without the Telescope, re-entering the Observatory does nothing — the sky has already been observed.

Design note — simplified from the video game. The VG uses a star-accumulation system where constellations appear in combinations based on a star schedule (e.g. at 6 stars the night sky shows The Twins + Diamondus Minor together). The board game replaces this with a d6 roll because a typical campaign ends in 1–4 runs and star-milestone progression is unreachable in that timeframe. See the Design Deviations document for the full rationale.

Found Floorplans

Certain rooms are not in the Active Bag at the start of a campaign. They are Found Floorplans — hidden rooms discovered during play by entering a specific parent room or using a specific item. Once discovered, a Found Floorplan is added to the campaign deck and becomes available to draft on every future run. The room tile itself still resets off the board at end of each day like any other room.

Two types exist in the base game:

  • Campaign additions — discovered once, available every run from that point forward. The Planetarium (via Observatory), the Tunnel (via first car trunk opening in the Garage), and Lost & Found (via Darkroom chain) work this way.
  • Run-triggered spawns — the room appears on the board this run only when the trigger is used. The Secret Garden works this way — using the Secret Garden Key spawns it immediately for this run. Next run you will need the key again.

The Planetarium

The Planetarium is a Found Floorplan — it is not in the Active Bag at the start of a campaign. The first time a player enters the Observatory, they discover the Planetarium floorplan inside the telescope compartment. From that run forward, the Planetarium tile is added to the campaign deck and will be available to draft on every future run.

The Planetarium's effect: ending your day voluntarily in the Planetarium grants a carry-forward benefit to the next run — your first Observatory entry on the next run rolls the d6 twice instead of once. Take the Planetarium Tomorrow Room card when you end your day there, and apply the effect at the start of the next run.

  • If you did not draft the Observatory on the previous run, the Planetarium card cannot be taken — you cannot end your day in a room you never entered.
  • If steps reach zero while in the Planetarium (involuntary end-of-day), you do not receive the carry-forward benefit. The Planetarium requires a voluntary end.
  • This effect stacks with the Telescope. If you hold the Telescope on first Observatory entry AND your previous run ended in the Planetarium, roll d6 three times on that first entry.

The Apple Orchard — Permanent Addition

The Apple Orchard is a permanent addition to the estate that increases your starting steps by +20 every run from the moment it is unlocked. To unlock it:

  1. Draft the Darkroom and enter it — collect the Photo card (and lose a random held item in the dark — see Darkroom rules below).
  2. Find or purchase the Magnifying Glass item (Walk-in Closet, Attic, Commissary for 4 coins, or random blue room spawn).
  3. Hold both the Photo card and the Magnifying Glass — read the small text on the Photo to reveal the gate code: 1128.
  4. Declare "I use the gate code" on any turn. The Apple Orchard is now permanently unlocked. Record +20 steps base on the Carry-Forward card. Every future run starts with 70 steps instead of 50.

The code 1128 appears elsewhere in the game materials — look carefully at dates you've already encountered. Blue Prince rewards players who read everything.

Darkroom

The Darkroom is a Red Room. On entry, immediately draw 1 item card at random from your hand without looking — place it face-down beside the board labeled "Lost." You stumbled in the dark and dropped something. Then collect the Photo card from the Darkroom tile. If you hold no items on entry, no penalty applies.

First time entering the Darkroom: After placing your lost item beside the board, immediately take the Lost & Found tile from the box and add it to the Active Bag. The act of losing something in the dark reveals the room where lost things end up. From this point forward, the Lost & Found can be drafted like any Core Room.

Lost and Found

The Lost & Found starts in the box — it is not in any deck at setup. It enters play only after the first Darkroom visit, as described above.

When your room marker enters the Lost & Found, two things happen in sequence:

  1. The room takes first. If you are holding any items, draw 1 item card at random from your hand without looking and discard it. You cannot choose which item is taken. This applies every visit — there is no free entry.
  2. Then collect. Pick up any item currently sitting on the Lost & Found tile or labeled "Lost" beside the board. If nothing is stored, you paid the toll for nothing.
  • If you hold no items on entry, no toll applies — but you also cannot trigger the collection effect, as the room takes before it gives.
  • Items lost in the Darkroom wait beside the board labeled "Lost" until the Lost & Found is drafted and entered.
  • The room takes a random item — not the stored one. Plan your inventory before entering.

The Lost & Found is always a calculated risk. Entering to recover a low-value item while carrying something important is dangerous. Entering empty-handed is safe but pointless. Time your visits carefully.


Section 6

Lock & Key System

Two types of dice are used in this game — know which is which:

Custom OPEN/LOCKED dice (Low, Mid, High): Used for pass/fail checks — door locks, trunk rolls on draft, item spawn rolls on entry. The face shows OPEN or LOCKED. No numbers needed.

Standard die (plain d6 with numbers 1–6): Used for selection rolls — choosing between multiple outcomes. Kitchen special dish (rolled when Kitchen is drafted), Special Key type, puzzle room reward tiers (Parlor, Billiard Room, Music Room), Casino roulette. Any roll where the result selects from a list uses a standard die.

The Lock Dice

Three custom dice sit beside the board for the entire run — one per rank tier, each a different color. Before every draft (Action A), grab the die for your current rank and roll it. The face tells you immediately whether the door is locked or open. No chart. No lookup.

Die ColorRanksFacesLock chance
Ranks 1–3 Never locked — skip lock roll entirely 0%
White Rank 4 only 5 × OPEN · 1 × LOCKED ~17%
Blue Ranks 5–7 4 × OPEN · 2 × LOCKED ~33%
Red Ranks 8–9 3 × OPEN · 3 × LOCKED 50%

Each die is a standard blank d6 with faces hand-marked or custom printed. The color of the die is the rank signal — as you move north, you graduate from white to blue to red.

When a Lock Is Discovered

Place a padlock token on the door edge. The player must decide before seeing any tiles — see Action A in Section 4 for the full decision tree. In summary:

  • Spend 1 Key — remove the padlock, proceed to draw tiles.
  • Use a Lockpick Kit charge — mark one circle on the Lockpick Kit card, remove the padlock, proceed to draw tiles. Works on any locked door at any rank.
  • Use a Silver Key — spend one use (mark one circle), remove the padlock, proceed to draw tiles with a free redraw on this draft.
  • Turn back — do not draw tiles. The padlock token remains on that door for the rest of the run. When you return, do not re-roll — just pay to remove it and proceed.

Special Lock Rules

  • Always unlocked (no die roll): Corridor, Foyer, Courtyard
  • Foyer bonus: When the Foyer is placed on the board, all doors in every Hallway room currently on the board are immediately unlocked — remove all padlock tokens from Hallway tiles. Any Hallway room drafted after Foyer is placed also has all doors unlocked on placement. This includes the Great Hall.
  • High risk rooms (always roll the red Rank 8–9 die regardless of actual rank): Weight Room, Gymnasium, Great Hall
  • Vestibule: Roll the appropriate rank die for each of its 4 doors. The door with the lowest result is locked — exactly 1 door is always locked, the other 3 always open. Tiebreaker: if two or more doors roll the same lowest result, re-roll only those tied doors. Repeat until one door is uniquely lowest. Vestibule is a Studio Addition — see Section 17 for unlock rules.
  • Locked Trunks: Opened with 1 Key or the Sledgehammer (Sledgehammer not consumed). The Lockpick Kit does not work on trunks.
  • The car trunk in the Garage is a special locked trunk — it can only be opened with Car Keys. A regular key does not work on it, and the Sledgehammer cannot bash it open. Draw 2 Trunk Result cards when opened. The first time it is ever opened in a campaign, also discover the Tunnel floorplan.

Special Keys

  • Secret Garden Key: Use on any east or west edge door at Ranks 3–8 to spawn the Secret Garden directly — place the tile without drawing 3 options. Enter to collect the Secret Garden Lever token.
  • Silver Key: Use on any locked door instead of a regular key. On that draft, draw 3 tiles as normal — then you may redraw all 3 once for free. The Silver Key has 2 uses before it is consumed — mark both circles on the card, discard when both are spent.
  • Prism Key: Use on any locked door in a colored room (Purple, Orange, Green, Yellow/Shop, or Red). Cannot be used in Blueprint (blue) or Blackprint (black) rooms. Unlocks the door without spending a regular key, then triggers the lite color effect for your current room color. 2 uses — mark both circles on the card, discard when both are spent. Consult the Book Effects reference card for the lite effects. Summary:
    • Orange (Hallway): Remove all padlock tokens from the board.
    • Green (Green Room): Place 1 dig spot token on your current room.
    • Purple (Bedroom): Gain steps equal to Bedrooms on board × 2. Bunk Room = 2. Maid's Chamber = 1.
    • Red (Red Room): Move room marker 1 rank up or down freely. No step cost. No lock check.
    • Yellow (Shop): Gain 3 gems.
  • Room 46 Key: Collected from the Antechamber when you enter through an unlocked door. Antechamber doors are locked by the lever mechanism — no ordinary key opens them. Spend the Room 46 Key immediately to open Room 46 and win. (See Section 12.)

The Keycard and security door system are Mechanical Wing expansion content. In the base game, every lock is resolved with the three colored dice — white, blue, or red depending on your rank.


Section 7

Item System

Items are held in hand during a run and reset at the end of each run (unless stored in the Coat Check). There is no inventory limit in the base game.

Cards are instructions, not the items themselves. Every result deck — Common Items, Special Items, Dig Results, Trunk Results — contains cards that tell you what to pick up. The physical objects you hold during play are always either a resource token (taken from supply) or a held item card (taken from the item card set beside the board).

When you draw a card that shows:

  • Key — take 1 Key token from supply
  • Gem — take 1 Gem token from supply
  • Coins — take that many Coin tokens from supply
  • Shovel, Lockpick Kit, Magnifying Glass, Metal Detector (or any named item) — take that item's physical card from the item card set. That card now sits in front of you — it is the item you hold.
  • Running Shoes, Salt Shaker, Sleeping Mask (or any consumable/passive) — same as above. Take the item card.
  • Empty / Nothing / Trash — discard the card. Nothing happens.

The result card is always discarded after reading. The thing you actually hold is always a token or a separate item card.

Finding Items

Items enter play through four distinct mechanisms — each uses a different physical component:

  • Room tiles (guaranteed): Some tiles always contain a specific item when drafted — Shovel rooms, Her Ladyship's Chamber (Telescope), etc. These are fixed and listed in the room entry.
  • Item Spawn Decks (Common Items deck and Special Items deck): Certain rooms draw from these decks on entry. The full list is in the Item Spawn table in Section 7 — do not rely on tile art to determine what draws. Closet, Walk-in Closet, Attic, and Bedrooms/Green Rooms with random spawns use these decks. Guaranteed fixed resources (Den's gem, Nook's key, Storeroom's coins, etc.) are taken directly from supply.
  • Dig Result deck: Draw only when digging a dirt pile with the Shovel. Separate from item spawns entirely.
  • Trunk Result deck: Draw when opening any locked trunk — including the car trunk in the Garage (draw 2 cards).
  • Shops: Purchase with coins at gold-bordered shop rooms.

Item Spawn Decks

Two physical decks handle all room item spawns. Common Items deck contains common resources. The Special Items deck contains special items and rarer finds. Both decks are shuffled at setup and refreshed by reshuffling discards when exhausted — the same way the Dig Result deck works.

Common Items Deck (30 cards)

CardQty% of deck
Key×620%
Gem×620%
2 Coins×413%
3 Coins×310%
Apple×310%
Banana×27%
Orange×13%
Ivory Dice×27%
Empty (no find)×310%

Special Items Deck (24 cards)

CardQty
Shovel×3
Sledgehammer×3
Metal Detector×1
Salt Shaker×2
Magnifying Glass×2
Sleeping Mask×1
Running Shoes×2
Lockpick Kit×1
Treasure Map×1
Broken Lever×1
Cupcake ⚑×1
Coupon Book×1
Ivory Dice×2
Locked Trunk token×2
Telescope×1

Duplicate tool rule: If you draw a Shovel or Sledgehammer while already holding one, the result is Nothing. No redraw, no compensation. The deck gave you air — same feeling as digging up nothing with the Shovel you worked so hard to find.

Cupcake: food item, +10 steps on collection. Consumed immediately on pickup. Salt Shaker and Silver Spoon apply. Found in the Walk-in Closet (Special Items deck). Also appears in the Kitchen on Simon's birthday (Day 49).

Empty cards in the Common Items deck (~13% of draws) represent item icons that yield nothing on entry. This ratio is a starting point — adjust after playtesting if bedroom/green room icons feel too generous or too sparse.

Item draws and guaranteed resources by room:

Two systems — know which one applies: Some rooms give guaranteed resources taken directly from the supply — no cards, no randomness. Other rooms draw from the item decks, meaning the result is unknown until the card is flipped. The table below lists both explicitly. Do not rely on the tile art to determine which system applies — refer to this table and the individual room entries.

Guaranteed resources — take directly from supply on entry:

RoomTake from supply
Nook1 Key (guaranteed). Roll blue die on entry — on a 6: draw 1 Special Items card.
Den1 gem
Storeroom1 Key + 1 gem + 1 coin
Wine Cellar3 gems
PantryFirst entry only: 4 coins + 1 fruit token (placed on draft). No reward on subsequent entries.
Rumpus Room8 coins (+ optional Alzara consultation for 1 coin)
Vault40 coins
BallroomSet gems to exactly 2 (gain or lose to reach 2)
Morning Room2 gems (on entry)
Music Room1 Key (minor) + 1 Special Key roll (major — see Music Room rules)
Garage (car trunk)2 Trunk Result cards — draw from Trunk deck, not supply

Deck draws — draw cards on entry:

Room / SourceDraw
Closet1 × Common Items deck + 1 × Special Items deck
Walk-in Closet1 gem (supply) + 2 × Common Items deck + 1 × Special Items deck
Attic4 × Common Items deck + 4 × Special Items deck
Bedroom (random chance)Roll blue die on entry — 5–6: draw 1 × Common Items deck. 1–4: nothing.
Green Room (random chance)Roll blue die on entry — 4–6: draw 1 × Common Items deck. 1–3: nothing.
Locker Room locker (OPEN result)1 × Common Items deck
Toolshed (Outer Room)2 × Special Items deck
Trading Post (Outer Room)Set aside 1 held item → draw 2 × Special Items deck, keep 1 → traded item back to deck
Trunk (any room)1 × Trunk Result deck (2 × for car trunk)
Dig spot (with Shovel)1 × Dig Result deck (2 × with Metal Detector)

⚠️ The Dig Result deck is used only for digging dirt pile tokens with the Shovel. It is a separate deck from the Common Items deck and Special Items deck and is never used for room item spawns.

Item Reference

ItemEffectNotes
ShovelDig dirt pile tokens for items (draw Dig Result card).Found in Special Items deck via room spawns, Commissary (6 coins), or Toolshed (Outer Room). One per run.
Metal DetectorWhile held during a dig, draw 2 Dig Result cards and keep both.Found in dig results or shops.
Ivory DiceDiscard during a draft to discard all 3 drawn tiles and draw 3 new ones from the Active Bag.Multiple can be held. Used as reroll tokens.
Running ShoesGain 10 steps immediately when collected.Consumed on collection.
Lockpick KitAuto-unlocks one locked door without spending a key. 3 charges — mark one circle on the card per use. Discarded when all 3 circles are marked. Does not work on trunks.Does not work on trunks or the car trunk. Charges do not reset between rooms — only a fresh card resets them.
Watering CanUse in any Green Room to gain 1 gem from that room. 3 uses — mark circles on card.Refillable at Kitchen (Pump Room upgrade, expansion).
Coupon BookEvery shop purchase costs 1 fewer coin while held. Applies to all base game gold shop rooms — Kitchen, Commissary, Locksmith, Showroom. Does not apply to Casino gambling. Minimum price is always 1 coin — no purchase is ever free. Normal purchase limits per room still apply regardless of price.Passive. Stacks with The Sail constellation (50% off) for maximum savings.
Sleeping MaskFirst time you enter each Bedroom this run, gain 5 extra steps.Passive. Stacks with normal bedroom entry effects.
SledgehammerOpen any locked trunk without spending a key. Not consumed.Reusable. Does not open locked doors.
Broken LeverThe missing handle for the broken lever mechanism on the Greenhouse wall. Enter Greenhouse while holding it — attach it to the wall mechanism and pull to open the south Antechamber door. Discard after use.Quest item. Found in dig spots, random room spawns.
Salt ShakerAll food eaten grants +1 extra step while held.Passive.
Silver Spoon ★All food eaten grants double steps while held. Applied after Salt Shaker.★ Expansion content — not in base game. Showroom purchase.
Car KeysUse in the Garage to open the car trunk. Draw 2 Trunk Result cards and gain both. Car Keys are never consumed — the car trunk can be opened every run. First opening ever: also find the Tunnel floorplan — added to the campaign deck permanently.The car trunk is a special locked trunk — only Car Keys open it. A regular key and the Sledgehammer do not work on it.
Treasure MapWhile holding the Shovel, enter the room type shown on the map — a hidden dig spot appears. Dig to gain 25 coins.Each map shows a specific room type. Single use.
Magnifying GlassWhen held, allows you to read the small printed text on the Photo card — revealing the Apple Orchard gate code. Also used to inspect fine print on certain room tiles.Found in: Walk-in Closet, Attic, Commissary (4 coins), random blue room spawns. Common.
Secret Garden KeyUse on any locked east or west edge door at Ranks 3–8. Spawns the Secret Garden immediately — no tile draw. Consumed on use.Found: Music Room (roll), Locksmith (Special Key), Billiard Room (roll), Dig Result deck, Trunk Result deck.
Silver KeyUse on any locked door instead of a regular key. On that draft, draw 3 tiles then redraw all 3 once for free. 2 uses — mark circles on card, discard when both spent.Found: Music Room (roll), Locksmith (Special Key), Trunk Result deck.
Prism KeyUse on any locked door in a colored room (not Blueprint/Blackprint). Unlocks door without spending a key, then triggers the lite color effect for your room color. 2 uses — mark circles on card, discard when both spent.Found: Music Room (roll), Locksmith (Special Key). See Book Effects reference card for color effects.
TelescopeInteracts with the Observatory. If held on first Observatory entry: roll d6 twice and apply both constellation effects. If acquired after first entry: allows one re-entry roll (roll d6 once on a return visit to the Observatory — this is the only re-entry roll allowed, and only the Telescope grants it).One copy exists. Primary source: Her Ladyship's Chamber (placed on tile when drafted). Also in Special Items deck ×1 — can surface via Closet, Walk-in Closet, Attic, Trading Post. If already held when Her Ladyship's Chamber is drafted, no second copy appears.
PhotoA sepia photograph of the estate grounds found in the Darkroom. Small text is printed on it — readable only while holding the Magnifying Glass. Shows the Apple Orchard gate code (1128).Found only in the Darkroom (see Section 5). One copy printed and included in the box. Note: entering the Darkroom also reveals the Lost & Found tile — see Section 5.
Coat CheckCheck in 1 item on entry. Retrieve it next time you visit on any future run. Ringing the bell dismisses the attendant for the rest of this run — Coat Check becomes unusable and any stored item moves to Lost and Found (see Section 5).Room ability, not a held item.

The Shovel

There is exactly one Shovel in play per run. It is not pre-placed on a tile — it enters play through normal item acquisition:

  • Special Items deck: The Shovel is a card in the Special Items deck. It can spawn as a random item in Green Rooms, the Foundation, and other rooms where items appear. When a room's item spawn produces the Shovel, place it on that tile. The first player to enter the room picks it up.
  • Commissary: If the Shovel has not appeared by mid-run, it may be purchased at the Commissary for 6 coins when it appears in stock. This is the reliable fallback.
  • Toolshed (Outer Room): Visiting the Toolshed always yields 2 Special Items deck draws. The Shovel is among those possible draws — the most reliable early-run source if the Outer Room is available.

If the Shovel has not been acquired and no Commissary stock is available, it can be ordered via the Security Room terminal for delivery next run.


Section 8

Digging & Trunks

Dirt Pile Tokens

Dirt pile tokens represent dig spots on the estate. When a room is drafted, place the specified number of dirt tokens on it immediately. These persist until dug or until end of day.

RoomTokens on DraftNotes
Courtyard3Green Room
Patio2Green Room
Greenhouse2Green Room
Veranda2Green Room
Secret Garden2Green Room — found floorplan
The Foundation2Earthy floor
Tunnel2Earthy floor — see Section 9
Wine Cellar2Earthy floor
Terrace1Green Room
Dovecote1Earthy floor
Cloister1Only when Solarium is on the board at time of draft — see Section 16

Root Cellar (Outer Room): After visiting the Root Cellar this run, every room tile drafted for the rest of the run receives 1 additional dirt token on placement. This applies to all rooms — including those that normally receive none. Total tokens are capped at 3 per tile.

Digging

When your room marker enters a room that has dirt pile tokens on it, two situations apply:

  • No Shovel: The dirt pile token remains on the tile. You may return and dig it later once you have acquired the Shovel. Tokens persist for the entire run.
  • Holding the Shovel: You may dig immediately on entry, or choose to leave the tokens for later. To dig: remove 1 dirt token and draw 1 Dig Result card. Repeat for each token you choose to dig. You may dig some tokens and leave others.
  • Holding the Metal Detector: Draw 2 Dig Result cards per dig and keep both.
  • Kennel bonus: Whenever any dig occurs while the Kennel is in your house, all doors in that room are immediately unlocked — remove all padlock tokens from that tile. Applies to every dig, including revisits. Kennel is a Studio Addition — see Section 17.

Dig Result Deck (21 cards)

ResultQtyEffect
Nothing4Empty. Discard.
Trash2Junk. No effect. Discard.
Turnip3Food. Gain 6 steps immediately (7 with Salt Shaker, 12 with Silver Spoon).
1-2 Coins3Gain the shown amount of coins.
3-4 Coins2Gain the shown amount of coins.
Key3Gain 1 Key.
Broken Lever1Gain Broken Lever item card. If already held, gain 2 coins instead.
Secret Garden Key1Gain Secret Garden Key token. If already held, gain 1 Key instead.
Silver Key1Gain Silver Key token. If already held, gain 1 Key instead.
Metal Detector1Gain Metal Detector item card.

Locked Trunks

Every Bedroom and Green Room may contain a trunk. Roll the blue die when the tile is drafted — before you move your room marker in.

  • blue die OPEN → trunk present: Place a trunk token on the tile immediately. The trunk waits there until you choose to open it.
  • blue die LOCKED → no trunk: No token placed. Move on.
  • All other room types (blue, orange, red, gold) — never contain trunks. Do not roll.

When your room marker is in a room with a trunk token, you may open it:

  • Spend 1 Key — remove trunk token, draw 1 Trunk Result card.
  • Use Sledgehammer — remove trunk token, draw 1 Trunk Result card. Sledgehammer is not consumed.
  • Leave it — the trunk remains for later.

Trunk Result Deck (12 cards)

ResultQtyEffect
3 Gems3Gain 3 pink gem tokens.
2-3 Keys3Gain the shown number of Keys.
1 Gem + 1 Key + 2 Coins2Gain all three.
2 Ivory Dice + 4 Coins1Gain both Ivory Dice tokens and 4 coins.
3-4 Coins1Gain coins shown.
Lockpick Kit1Gain Lockpick Kit item card with all 3 circles unmarked.
1 Gem + Secret Garden Key1Gain 1 gem and the Secret Garden Key. If key already held, gain 1 Key instead.
Allowance Token1Gain 1 Allowance Token. Record +2 coins on the Carry-Forward card immediately. Permanent.

Deck Reshuffle Rule

When the Dig Result deck, Trunk Result deck, Common Items deck, or Special Items deck runs out of cards mid-game, immediately gather all discarded cards from that deck, shuffle them, and place them face-down as a fresh deck. Draw your card as normal. No penalty, no announcement needed — the deck simply refreshes and play continues without interruption.

Note: the active room tile deck has its own separate reshuffle rule — when exhausted, tiles always return to the Active Bag — no reshuffle needed.


Section 9

The Tunnel

The Tunnel is a Found Floorplan — it is not in the Active Bag at the start of a campaign. It is discovered the first time the car trunk in the Garage is opened. From that run forward, the Tunnel tile is added to the campaign deck and will be available to draft on every future run.

Once in the campaign deck, the Tunnel is a Hallway room with one special property — it chains to itself. It is the fastest way to push deep into the manor, and a common player instinct is to attempt a straight north run using Tunnels. That instinct is worth trying. It teaches you a lot about step economy and the lock die at high ranks.

Components

  • 1 Tunnel tile is in the campaign deck once discovered — shuffled in at the start of each run after the first car trunk opening.
  • A sleeve of 8 additional Tunnel tiles is kept beside the board at all times. These are never shuffled into any deck.

Placement

  • The Tunnel may only be placed facing north or south — never east or west.
  • It may be placed at any rank. Its doors are subject to normal lock dice rolls.

The Chain — How It Works

When you draft the Tunnel tile from the Active Bag and enter it, take out the sleeve of 8 extra Tunnel tiles and set it beside the board. On your next draft from inside the Tunnel, draw your 3 options as follows:

  • Draw 2 tiles from the Active Bag as normal.
  • Take 1 Tunnel tile from the sleeve as your third option — it always appears in Slot 1.

You now choose from these 3 tiles:

  • Choose the sleeve Tunnel: Place it north (or south). Move in. The sleeve now has 7 remaining. You are in a new Tunnel — repeat the draft process. The chain continues.
  • Choose a normal tile: Place it as usual. Return the 2 unchosen tiles to the Active Bag. The sleeve stays beside the board with its remaining Tunnels for the rest of the day — available again if you re-enter any Tunnel later.
  • Turn back (locked): If the door is locked and you choose not to pay, the chain ends. The padlock remains on that door.
  • Redraws break the chain: If you use an Ivory Die, Drawing Room, or Study redraw while drafting from inside a Tunnel, the sleeve Tunnel does NOT appear in the new draw. You get 3 normal tiles from the Active Bag. The chain is broken until you enter a Tunnel and draft from it again.

A full north run uses 1 Tunnel from the deck + up to 8 from the sleeve = 9 Tunnels total, which spans the entire 9-rank depth of the board. This is theoretically possible but costs significant steps and keys at high ranks without the right support.

Dirt Piles in Tunnels

Each Tunnel tile drafted always receives 2 dirt pile tokens when placed — more than a standard Green Room. These can be dug immediately on entry if holding the Shovel.

The Kennel + Shovel Synergy

If the Kennel is on the board and you hold the Shovel, digging any dirt pile in a Tunnel immediately unlocks all doors in that Tunnel tile — including the draft door leading north. A player with both the Kennel and the Shovel can chain Tunnels northward without spending a single key, regardless of rank. The Foyer provides an alternative path to the same result — if the Foyer is on the board, all Tunnel doors are automatically unlocked. Note: Kennel must first be unlocked via the Drafting Studio — see Section 17.

End of Day

All Tunnel tiles placed on the board remain until end of day, then reset with everything else. Return all unused sleeve Tunnels to the sleeve. The original Tunnel tile returns to the campaign deck for the next run's shuffle.


Section 10

The Spread Mechanic

Certain rooms — called Spread Rooms — distribute resource tokens across rooms already on the board when triggered. The more rooms you have drafted before triggering a spread, the more resources you collect. Timing matters: spread only affects rooms currently on the board. Rooms drafted after the spread receive nothing unless the spread triggers again.

How Spread Works Physically

When a spread is triggered, place 1 resource token on each qualifying room tile currently on the board. The player then moves their room marker room to room collecting the tokens — spending 1 step per room as normal. This is the primary cost of the spread mechanic: the resources are free, but the steps to collect them are not.

The Conference Room changes everything — see below. Experienced players will always ask "is the Conference Room on the board?" before triggering a spread.

Spread Rooms

RoomTriggerEffect
Patio On draft Place 1 gem token on each Green Room currently on the board. The Patio may receive a gem itself if it qualifies. Green Rooms drafted after the Patio receive nothing.
Office On entry — use the terminal. Once per day. Place 1 coin token on every room currently on the board, including the Office itself. Only the Spread Gold function applies in the base game. (The Payroll function — which delivers coins to staff rooms only — is Mechanical Wing expansion content.) Safe: First time you enter the Office in any campaign run, gain 1 red gem and mark "Office safe opened" on the Carry-Forward card. Gem present on every subsequent entry. Lore expansion handles the full puzzle.
Secret Garden On draft Place 1 fruit token on every room currently on the board. The Secret Garden may receive a fruit token itself.
Conference Room Passive — no trigger needed Does not spread anything itself. Instead, redirects all spread effects. See below.

The Conference Room

The Conference Room is the most strategically important Spread Room. It does not spread anything itself — but if it is on the board when any spread is triggered, all tokens that would have been distributed across individual rooms are placed on the Conference Room tile instead. The player visits one room and collects everything at once.

  • The Conference Room must already be on the board when the spread triggers. Drafting it after a spread has no retroactive effect.
  • This applies to all spread types: gems from the Patio, coins from the Office, fruit from the Secret Garden, keys from the Locker Room.
  • The Conference Room is a blue room. It is the room most worth planning your routing around.
  • Spread tokens vs item icons: The Conference Room only collects spread tokens — resources placed on tiles by specific spread effects. It does not interact with item icons on Bedroom and Green Room tiles, which are a separate system. The Maid's Chamber suppresses item icons but has no effect on spread tokens. These two systems never conflict.

Without the Conference Room: trigger Office spread late in the day when you have many rooms on the board, then spend your remaining steps collecting. With the Conference Room: draft it early, then trigger any spread and collect everything in one visit. The same resources, but potentially dozens of steps saved.

Spread — Key Rules Summary

  • Spread only applies to rooms already on the board when the trigger fires.
  • Each qualifying room receives exactly 1 token — no randomness, no variable amounts.
  • Tokens sit on the tile until the player's room marker enters and collects them.
  • The Office spread may only be triggered once per day.
  • Conference Room redirects all spread tokens to itself — but only if it is on the board first.

Section 11

Food & The Dining Room

Fruit Tokens

Three types of fruit tokens are used in the game, each with a distinct shape and color. When a fruit token is present in a room, your room marker must be in that room to eat it — it is never eaten automatically.

TokenStepsWith Salt ShakerWith Silver Spoon ★Both ★
🍎 Apple+2+3+4+6
🍌 Banana+3+4+6+8
🍊 Orange+5+6+10+12

Eating fruit: When your room marker is in a room containing a fruit token, you may eat it as a free action — remove the token and gain the steps. You may also choose to leave it for later. The token stays on the tile until you return and choose to eat it.

  • Salt Shaker: While held, all fruit grants +1 extra step. Applied before Silver Spoon.
  • Silver Spoon ★ (Expansion): While held, all fruit grants double steps. Applied after Salt Shaker. Not available in base game.
  • End of run: All uncollected fruit tokens on room tiles return to supply. Fruit does not carry forward.

Fruit Sources

Pantry: When drafted, place 1 random fruit token on the Pantry tile — draw from the fruit token supply (apple most common, banana less common, orange rare). Collect it on your first entry this run. Once collected, the Pantry gives nothing on subsequent entries — no coins, no fruit. It is a one-visit room.

Secret Garden spread: When your room marker enters the Secret Garden, place fruit tokens across all Green Rooms currently on your board — 1 apple token per Green Room, plus 1 banana token on every other Green Room (alternating), plus 1 orange token on the Secret Garden itself. Tokens sit on those tiles until collected.

The Secret Garden spread is most powerful when you have several Green Rooms already on the board. A run with Courtyard, Greenhouse, Cloister, Veranda, and Tunnel tiles might receive 6–8 fruit tokens simultaneously — a significant step reserve for the late-game push to Rank 9.

Kitchen: Purchase fruit directly for coins. The fruit is consumed immediately on purchase — no token placed.

  • Banana — 2 coins — +3 steps. Up to 5 per visit.
  • Kitchen fruit is consumed on purchase. It does not go to the board as a token.

Turnip (Dig Result): +6 steps consumed immediately when drawn. Not a token — resolve instantly. Salt Shaker adds +1. Silver Spoon doubles.

Cupcake (Special Items deck): +10 steps consumed immediately on pickup. Not a token. Salt Shaker and Silver Spoon apply.

Fruit Token Supply

Keep the following fruit tokens in the box supply:

  • Apple tokens × 8
  • Banana tokens × 6
  • Orange tokens × 4

This covers a full Secret Garden spread plus uncollected fruit sitting on room tiles simultaneously. If you run short mid-run, use any small substitute token and note the type.

The Dining Room Meal

The Dining Room serves a main course each run — but the kitchen won't start plating until Simon has made it deep enough into the manor to deserve it. When your room marker first enters any room at Rank 8 or higher, the moment has arrived. Pick up the bell, ring it, and announce "Dinner's ready." The meal is now available for the rest of this run.

The bell ring is mandatory and loud. If you forget to ring it, you forget to eat. If the Dining Room is already on the board when you ring, it's immediately available. If it hasn't been drafted yet, it becomes available the moment it is placed. If the Dining Room is itself at Rank 8, ring the bell on entry and eat in the same visit.

Dining Room drafted before reaching Rank 8: The tile sits on the board but the meal is not yet available. The meal only becomes available once the bell is rung at Rank 8. If you never reach Rank 8 this run, the meal is never served — the Dining Room tile was wasted.

When your room marker enters the Dining Room after the bell has rung, choose to eat the meal or leave it. The meal does not expire — it waits on the table until eaten or the run ends.

  • Gain the base 20 steps.
  • If the bonus room is currently on your board, gain an additional 10 steps (30 total).
  • Salt Shaker: +1 step to the total. Silver Spoon: doubles the total (applied after Salt Shaker).
  • The meal can only be eaten once per run regardless of how many times you enter the Dining Room.

Meal Card Cycle (5 cards, used in order)

MealBase+10 Steps If...
Lemon Glazed Salmon20Veranda is in your house.
Porterhouse Steak20Showroom is in your house.
Stuffed Wild Quail20Billiard Room is in your house.
Wood Fired Pizza20Furnace is in your house.
Beef Stew Pie20Wine Cellar is in your house.

The run counter advances by 1 each run. After card 5, return to card 1. Check the Kitchen menu card to see which meal is coming before the Dining Room is drafted. ★ Meals marked with a star always provide their base 20 steps — the +10 bonus activates when the expansion is added.


Section 12

Shops

Shop rooms have a gold border. They sell items and resources in exchange for coins. All shops share the same bell rules — ring the bell on first entry each run to gain 2 coins. The Locksmith gives 1 additional free Key on top of that bonus.

How Shops Work

  • Pay the listed coin price to purchase an item. Coins are spent immediately.
  • If you already hold a special item shown in a shop, that item is unavailable this run — you cannot buy duplicates.
  • Resources (gems, keys, bananas) may be purchased multiple times per run.
  • Shops do not restock mid-run. What's there when you enter is all you get this run.
  • The Sail constellation: halves all prices in the Commissary, Kitchen, and Locksmith (rounded up). Does not apply to Showroom.
  • Runs 20–21 (track run count on Campaign Sheet): Commissary prices are halved regardless of constellation (rounded up). Unique to the Commissary.

The Commissary

The Commissary sells 4 items per run drawn from a shuffled deck of 7 stock cards. At session start, shuffle the 7 Commissary stock cards and place them face-down as a separate small deck. When the Commissary is drafted for the first time this run, flip the top card — that's today's stock. The card stays visible beside the board until end of run.

  • The same stock card applies for the whole run. If the Commissary is drafted a second time (unlikely), the stock does not change.
  • After the final run of the session, reshuffle all 7 cards for the next session.
  • Items already held are unavailable. Resources (gems, keys, bananas) may be purchased repeatedly.

The Kitchen

The Kitchen sells food. Banana and Club Sandwich are always available. One special dish is available each run — determined by a standard die roll when the Kitchen is first drafted.

ItemPriceEffectLimit
Banana2c+3 steps immediatelyUp to 5 per visit
Club Sandwich8c+15 steps immediately1 per visit
Bacon & Eggs8c+10 steps. Adds Morning Room to draft pool for this run.Standard die 1–2 at setup · 1 per visit
Chef Salad8c+5 steps per Green Room currently on the board.Standard die 3–4 at setup · 1 per visit
Tomato Soup8c+5 steps per Red Room currently on the board.Standard die 5–6 at setup · 1 per visit

When the Kitchen is first drafted, roll a standard die to determine today's special: 1–2 Bacon & Eggs, 3–4 Chef Salad, 5–6 Tomato Soup. The other two are unavailable that run. Fruit and Club Sandwich are always available.

The Kitchen counter shows which Dining Room meal is coming next — check it early to plan whether the bonus room condition is achievable this run.

The Locksmith

Sells keys and the Lockpick Kit. Dead end room.

ItemPriceNotes
Key5c eachUnlimited stock.
3 Keys12cBetter value than buying individually.
Special Key8cRoll blue die: 1–2 Secret Garden Key, 3–4 Silver Key, 5–6 Prism Key. If already held, re-roll once.
Lockpick Kit6c3 charges. If already held, unavailable.

Ring the bell on first Locksmith entry — gain 2 coins (shop bonus) + 1 free Key (Locksmith bonus). The attendant throws in a spare.

Special Key table (Locksmith & Music Room): When a Special Key is awarded, roll a standard die — 1–2: Secret Garden Key, 3–4: Silver Key, 5–6: Prism Key. If you already hold the rolled key, re-roll once. If still held after re-roll, gain 1 Key instead.

The Showroom ★ Expansion Content

The Showroom and all its items — Silver Spoon, Moon Pendant, and Chronograph — are deferred to expansion. The room tile is not included in the base game Active Bag. If step economy or food value proves insufficient during playtesting, Silver Spoon is the first candidate to reintroduce, likely via a different source room.

Design note: Showroom costs 2 gems to draft and sells items for 20–30 coins with no discount path (The Sail constellation explicitly does not apply). It's a late-game luxury purchase that rarely fires in a 45-minute run. Moved to expansion to reduce base game complexity. See the Expansion List for full Showroom documentation.


Section 13

Win Condition — Finding Room 46

The Path to Room 46

Step 1: Pull one of three levers hidden in the manor
Step 2: Draft a path to the correct side of the Antechamber
Step 3: Enter through the unlocked door — collect the Room 46 Key
Step 4: Spend the Room 46 Key — flip Room 46 — you win

The Antechamber — What to Expect

The Antechamber sits pre-placed and face-down at Rank 9, Column 3 at the start of every run. When you first draft a path to it and attempt to enter, you will find all three doors locked. No ordinary key, Lockpick Kit, or special key can open them. The only way in is to pull one of three levers hidden elsewhere in the manor — each lever opens one specific door on one specific side. Find the lever first, then return and enter through the correct door.

Each lever opens only its assigned door. If you pull the Secret Garden lever, only the west door opens. You must path to Rank 9, Column 2 to enter from the west. Plan your lever choice and your routing together.

The Three Lever Paths

Secret Garden Lever → West Antechamber Door
Find the Secret Garden Key (Music Room roll, Billiard Room rare roll, Locksmith for 8 coins, Trunk Result, Dig Result). Use it on any east or west edge locked door at Ranks 3-8 — the Secret Garden spawns directly, no 3-tile draw. Enter the Secret Garden and pull the lever. Place the door marker on the west side of the Antechamber tile. Path to Rank 9, Column 2 to enter.

Greenhouse Lever → South Antechamber Door
Find the Broken Lever item (dig spots, random rooms — it is the missing handle for the Greenhouse's broken wall mechanism). Draft the Greenhouse (costs 1 gem). Enter while holding the Broken Lever — attach it to the broken mechanism on the wall and pull it. Discard the Broken Lever item. Place the door marker on the south side of the Antechamber tile. Path straight north through Rank 8, Column 3 to enter from the south.

Greenhouse — effect on draft pool: While the Greenhouse is in your house, Green Room tiles surface more often in draws. This is a natural probability effect from the bag composition — no additional mechanical step required. Flag during playtesting if Green Rooms feel underrepresented.

Great Hall Lever → East Antechamber Door
Draft the Great Hall (always rolls at Ranks 8-9 lock threshold). Enter while holding 3 Keys and spend them all — or enter freely if the Foyer is already on the board. Pull the lever inside. Place the door marker on the east side of the Antechamber tile. Path to Rank 9, Column 4 to enter from the east.

Opening Room 46

Enter through the correct unlocked Antechamber door. Flip the tile face-up and collect the Room 46 Key token. Spend it immediately — flip Room 46 face-up from beside the board. You win this run. Record the win on the Carry-Forward card.

The south door via Greenhouse is the most natural path — you're already heading straight north. The west and east doors via Secret Garden and Great Hall require lateral routing at Rank 9, planning one column to the side of the Antechamber.


Section 14

Carry-Forward — Between Days

Most resources reset each run. The following do not — track them on your Carry-Forward notecard.

EffectSourceDuration
+20 steps at start of next runSauna — triggered by drafting1 run
+2 gems at start of next runMorning Room — triggered by drafting (requires Bacon & Eggs first)1 run
+1 key per Tomorrow Room drafted after Clock Tower this runClock Tower — triggered by drafting (Studio Addition)1 run
1 stored item — retrieve next Coat Check visitCoat Check — triggered by entering and checking in itemUntil retrieved
Frozen coins and gems carry to next run (cannot spend until then)Freezer — triggered by drafting1 run
+10 steps at start of next runMaster Bedroom — end your day there voluntarily1 run
First Observatory entry next run rolls d6 twicePlanetarium — end your day there voluntarily1 run
−10 steps and +1 key at start of next runHer Ladyship's Chamber — end your day there voluntarily1 run
+20 steps base per run (starting steps increase from 50 to 70)Apple Orchard — unlocked by entering the gate code found via Photo + Magnifying GlassPermanent
Permanently unlock a Studio Addition — adds that room to Active Bag for rest of campaignDrafting StudioPermanent · stacks (up to 7 unlocks)
The Foundation becomes permanent at its drafted position — record on Campaign SheetFirst time The Foundation is drafted and placed on the board (any run)Permanent
Drawing Room safe opened — 1 red gem present on every future entryFirst time entering the Drawing Room in any runPermanent
Boudoir safe opened — 1 red gem present on every future entryFirst time entering the Boudoir in any runPermanent
Study safe opened — 1 red gem present on every future entryFirst time entering the Study in any runPermanent
Office safe opened — 1 red gem present on every future entryFirst time entering the Office in any runPermanent
Package ordered — draw 2 × Special Items deck + 1 × Common Items deck on next Mail Room draftMail Room — triggered by drafting with no pending packageUntil delivered

Drafting Studio: When drafted and entered, the player consults the Studio Additions board — a physical reference card kept beside the board listing all 7 Studio Additions with checkboxes. All unselected Additions are available. The player chooses 1 and adds that room's tile to the campaign deck — available every future run. Check it off on the Studio Additions board. That room now appears in every future run. Once all 7 Additions have been unlocked, the Drafting Studio no longer offers new rooms — but still contains any items that spawn there. One unlock per Drafting Studio visit.

The 7 Studio Additions:

  • Casino — Gold shop. 15 coins on entry. Wager coins once per run on the roulette table (standard die).
  • Clock Tower — Tomorrow Room. Start next run with +1 Key per Tomorrow Room drafted the same day.
  • Dormitory — Purple Bedroom. Gain +10 steps each time you enter after drafting a Drafting Room since your last entry. Max +10 per entry. Counts as a Bedroom for all synergies.
  • Dovecote — Green Room. Whenever Dovecote appears in any draw, you may rotate other drawn tiles to valid orientations before choosing. Passive — benefit fires even if you don't draft it.
  • Kennel — Green Room. Dig any dirt pile to unlock all doors on that tile. Spawns with the Shovel when unlocked.
  • Solarium — Green Room. While on board, when drafting from any Green Room door, draw 4 tiles instead of 3.
  • Vestibule — Orange Hallway. 4 doors, exactly 1 always locked. Roll for which one on placement.

Section 15

Room Color Reference

Each room's border color indicates its type. Some room effects reference color categories.

Blue — Blueprint rooms

Standard neutral or beneficial rooms. Most common type. Contains items, keys, gems.

Purple — Bedroom rooms

Personal rooms. Grant extra steps. Core step-recovery engine.

Orange — Hallway rooms

Connectors. High door counts. Foyer: all hallway doors always unlocked. Corridor: always unlocked.

Green — Outdoor rooms

Garden and outdoor rooms. Have dig spots. Roll blue die on draft — OPEN = trunk token placed.

Red — Red rooms

Detrimental. Effects punish the player on entry or during drafting. Shelter Outer Room protects against 3.

Gold — Shop rooms

Purchase items, food, keys with coins. Kitchen, Commissary, Locksmith, Bookshop, Showroom, Armory, Gift Shop, Trading Post.

Black — Blackprint rooms

Rare rooms with unique effects. Tomb, Treasure Trove. Must be found or unlocked.

Rainbow — Aquarium

Counts as every color simultaneously for any effect that references room color.

Room Icons

  • ⚙ Mechanical rooms (Expansion only): Workshop, Laboratory, Boiler Room, Utility Closet, Pump Room. All are Mechanical Wing expansion content — not in the base game Active Bag. Full power routing mechanics in the Mechanical Wing expansion. Security Room is in the base game with a simplified mechanic.
  • 🧩 Puzzle rooms — Parlor, Billiard Room, and Music Room. When you enter any of these rooms, roll a standard die (a plain d6 with numbers 1–6) for your reward. These rooms use a standard die — not the custom OPEN/LOCKED dice — because the result selects between multiple reward tiers. Reward applies once per run per room.

    Parlor — Roll standard die on entry. 1–3: gain 1 gem. 4–5: gain 2 gems. 6: gain 3 gems. ("Lucky night at the parlor game.")

    Billiard Room — Roll standard die on entry. 1–4: gain 2 Keys. 5: gain Secret Garden Key (if already held, gain 2 Keys). 6: gain 3 Keys. ("Keys found near the dartboard. Bullseye!")

    Music Room — Always gain 1 Key on entry. Then roll standard die. 1–3: nothing extra. 4–5: gain a Special Key — roll standard die again: 1–2 Secret Garden Key, 3–4 Silver Key, 5–6 Prism Key (if already held, gain 1 Key instead). 6: gain 2 Keys.
  • ⏰ Tomorrow Rooms: Freezer, Coat Check (always available), Sauna (via Pool), Morning Room (via Bacon & Eggs), Planetarium (via Observatory), Clock Tower (Studio Addition). Drafting a Tomorrow Room triggers its effect for next run — except Planetarium, which requires ending your day there, and Coat Check, which requires entering and checking in an item. See Section 4 for full rules.
  • 🏛️ Draft pool effects: Greenhouse, Solarium, Library, Conservatory, The Pool. Affect which tiles you can draw while in or after drafting this room. The Pool adds Sauna and Locker Room to the draft pool for the rest of the run. The Library draws 4 tiles instead of 3 from its single exit. The Solarium draws 4 tiles instead of 3 when drafting from Green Room doors.

Section 16

Room Mechanics Reference

The following rooms have specific entry effects that apply every time the player enters unless otherwise noted. Effects are immediate — no action required beyond entering the room.

Simple Resource Rooms

These rooms always contain a fixed resource when entered. Collect it by entering — no roll, no cost, no condition.

RoomEffectNotes
Nook Always contains 1 Key on entry. Roll blue die on entry — on OPEN (rare face): draw 1 Special Items card. L-shaped, 2 doors. Reliable early key source.
Den Always contains 1 gem on entry. T-shape room. Roll blue die on draft — OPEN: trunk present.
Wine Cellar Always contains 3 gems on entry. Dead end. Roll blue die on draft — OPEN: dig spot present.
Pantry Always contains 4 coins + 1 random fruit token on entry. Dead end. Reliable early coin source.

Den

T-shaped Blueprint room with 3 doors. Always contains 1 gem on the center table on entry — color is random (blue, green, or yellow). May also contain a locked trunk — roll the blue die on draft: OPEN → trunk present.

The Den is a reliable mid-run gem source. T-shaped rooms are valuable for routing — the Den earns its place both for its gem and its door configuration. If a trunk spawns, it costs 1 Key to open but draws from the Trunk Result deck like any other trunk.

Wine Cellar

Dead end Blueprint room. Always contains 3 gems on a shelf on entry — one pink, one blue, one green. May also contain a dig spot — roll the blue die on draft: OPEN → dig spot present.

  • The 3-gem guaranteed haul makes this one of the strongest single-entry gem sources in the game. The dead end placement cost is real — draft it into a corner or off a side corridor where it won't block north progress.
  • The Family Core Puzzle: the Wine Cellar contains a coat of arms identical to the one in the Master Bedroom. Both are required to solve this campaign puzzle. Note on Carry-Forward card when first found.

Pantry

L-shaped Blueprint room. On draft, place 1 random fruit token on the tile — apple (+2 steps), banana (+3 steps), or orange (+5 steps). On first entry: collect 4 coins from supply and eat or take the fruit token. Once per run only — neither the coins nor the fruit respawn on subsequent entries.

  • Salt Shaker adds +1 step to the fruit. Silver Spoon doubles the fruit steps (applied after Salt Shaker).
  • If the Maid's Chamber was drafted this run, the fruit token may be suppressed — no fruit token placed on draft.
  • L-shape, 2 doors. Useful for routing despite dead-end-adjacent shape.

Dormitory

Purple Bedroom room. Studio Addition — not in the base draft pool. Must be permanently unlocked via the Drafting Studio before it can appear.

Each time you enter the Dormitory after having drafted at least one Drafting Room since your last entry, gain +10 steps. Maximum +10 per entry regardless of how many Drafting Rooms were drafted since the last visit.

  • The sequence is: Dormitory on board → draft a Drafting Room → enter Dormitory (+10) → condition resets → draft another Drafting Room → re-enter Dormitory (+10 more). Repeat.
  • Banking multiple Drafting Rooms between entries does not stack — one entry pays +10, not +30.
  • Counts as a Bedroom for all purposes — Nursery bonus, Servant's Quarters key count, Sleeping Mask +5, The Key to the Bedroom book effect.
  • Sleeping Mask grants +5 on first entry as normal.
  • Drafting Rooms include: Drawing Room, Study, Library, Drafting Studio, and any other room with the compass/drafting icon. The Dormitory itself does not count as a Drafting Room.

The Dormitory rewards building a Drafting Room-heavy run. Draft a Drafting Room, return to the Dormitory, repeat. A run with Drawing Room, Study, and Library gives three opportunities to collect +10 steps each — but you must physically return each time. Position it somewhere easy to re-enter. Pending playtesting confirmation.

Trophy Room ★ Expansion Content

The Trophy Room tile is not included in the base game box. It is post-game content unlocked after reaching Room 46, introduced in the expansion.

Rumpus Room

Costs 1 gem to draft. Always contains 8 coins on entry. Additionally houses Alzara the fortune-telling automaton.

  • On entry, spend 1 coin to consult Alzara. Draw the next Alzara Prophecy card from the deck and read it aloud to all players.
  • One consultation per day. Always draw in sequence — never skip ahead.
  • Cards 1–5 return to the discard pile after reading. After Vision 6, Alzara falls permanently silent. The Prophecy deck is never reshuffled. The Rumpus Room still provides 8 coins on entry.
  • ⚠ Playtest note: Alzara's permanent silence after Vision 6 needs table testing to confirm the right campaign feel.

Ballroom

On entry, your gem count is immediately set to exactly 2 — this is not a gain, it is a replacement. If you enter with 6 gems, you leave with 2. If you enter with 0 gems, you leave with 2. The Ballroom does not care how many gems you are carrying.

The Ballroom is one of the most dangerous rooms for a gem-rich player to enter carelessly. Check your gem count before routing through it. It is also one of the best rooms to enter when gem-poor at high ranks where gem costs are steep.

Servant's Quarters

When drafted, the Servant's Quarters contains 1 Key for every Bedroom currently on the board, including itself. The count is determined at the moment of draft — not when you enter. Bedrooms drafted after the Servant's Quarters do not contribute to the key count.

  • Draft it early: 1–2 keys. Draft it late after several Bedrooms: 4–6 keys.
  • Bunk Room counts as 2 Bedrooms for this purpose.
  • Maximum: 1 key per Bedroom slot on the board. There is no cap beyond board size.
  • Mechanical Wing expansion: the Aquarium also counts as a Bedroom for this purpose.

The strategic insight: the Servant's Quarters rewards patience. A player who drafts it immediately gets 1 key. A player who waits until Bedrooms are established may collect 5 or 6 — enough to push through the high-rank lock gauntlet without the Foyer.

Spare Room

Blue room. Straight, 2 doors. No gem cost. No items. No effect. It is a blank connector — a room that exists solely to give you a path without asking anything of you.

  • No roll on draft, no roll on entry. Nothing happens. Place it and move on.
  • Draft it when you need a straight 2-door passage and nothing better is available.
  • In the VG, the Spare Room can be upgraded via Upgrade Disk into a copy of another room type. This upgrade mechanic is expansion content — not in the base game.

Storeroom

Dead end. Always contains exactly 1 Key, 1 gem, and 1 coin on entry — no cost, no condition, no roll. One of the most reliable early-game rooms in the deck. Good for placing in corners at low ranks where a dead end won't cost you routing flexibility.

Nursery

Dead end purple room (Bedroom). When drafted, gain +5 steps immediately — the Nursery counts itself. While the Nursery remains on the board, every subsequent Bedroom drafted also grants +5 steps at the moment of draft.

  • The +5 fires at draft time, before you move your room marker in. You do not need to enter the room.
  • Bunk Room counts as 2 Bedrooms — gain +10 steps when Bunk Room is drafted with Nursery on the board.
  • Servant's Quarters synergy: when Servant's Quarters is drafted while the Nursery is on the board, it yields 1 additional Key on top of its normal bedroom count.
  • The Nursery is a dead end — place it off a side corridor where it won't block your path north.

Draft the Nursery early. The payoff compounds — each Bedroom you draft afterward is free steps. A player who drafts Nursery at Rank 2 and then picks up Bedroom, Guest Bedroom, and Bunk Room has collected +25 steps from the Nursery chain alone. At 50 starting steps this is a meaningful but not overwhelming bonus — roughly half a day's movement recovered. Playtest note: if step economy feels too easy, consider reducing to +3 per Bedroom.

Bedroom

Dead end purple room. On entry, gain +2 steps. May contain a trunk — roll blue die on draft, OPEN = trunk present.

  • Nursery bonus: if Nursery is on the board, gain +5 steps when this room is drafted.
  • Sleeping Mask bonus: gain +5 extra steps on first entry this run.

Bunk Room

Dead end purple room. On entry, gain +4 steps. Counts as 2 Bedrooms — roll the blue die twice on draft. Each OPEN result places 1 trunk token on the tile. You can end up with 0, 1, or 2 trunks.

  • Counts as 2 Bedrooms for all synergies — Nursery (+10 steps at draft), Servant's Quarters (+2 keys), Sleeping Mask (+5 first entry).
  • Counts as 1 room for Master Bedroom's "+1 step per room on board" effect — does not double.
  • Two trunks means two separate key spends to open both. Each draws 1 Trunk Result card independently.

Guest Bedroom

Dead end purple room. On entry, gain +10 steps. May contain a trunk — roll blue die on draft, OPEN = trunk present.

  • Nursery bonus: if Nursery is on the board, gain +5 steps when this room is drafted.
  • Sleeping Mask bonus: gain +5 extra steps on first entry this run.
  • The highest single-entry step room in the base game outside of the Master Bedroom.

Master Bedroom

Dead end purple room (Bedroom). East Wing only — can only be drafted in Column 5. Has two effects: one that fires on first entry this run, and one Tomorrow Room effect if you end your day there.

On first entry this run: Gain +1 step for each room tile currently on the board, including the Master Bedroom itself. This bonus grows the more you've built before entering — draft as many rooms as possible before stepping in. First visit only; entering again yields nothing.

Tomorrow Room — call-it-a-day effect: If you choose to end your day standing in the Master Bedroom, you start the next run with +10 additional steps on top of your normal starting total.

  • The Bunk Room counts as 1 room for the +1 step per room effect — unlike Nursery, it does not double.
  • For the Tomorrow Room bonus, add the Master Bedroom to the carry-forward card at end of run. Apply +10 steps at the start of the next run.
  • Both effects can occur in the same visit — enter the Master Bedroom late in the day after building a large house, collect the step bonus, then call it a day there to also secure the +10 for next run.

The Master Bedroom rewards patience twice over. Its entry bonus scales with house size — at Rank 9 with 18 rooms on the board, you collect 18 steps in one visit. Its Tomorrow Room bonus then gives you a head start on the next run. The East Wing restriction means you have to plan for it — Column 5 is a deliberate routing choice.

Rotunda

Costs 3 gems to draft. The Rotunda has 4 doors but only 2 are open at any time — the tile is placed on the board in its current orientation, with 2 doors active and 2 walls blocking the other directions.

When your room marker is inside the Rotunda, you may spend 1 step to physically rotate the tile 90 degrees on the board. This closes the 2 currently open doors and opens the 2 that were previously blocked. Any rooms already connected through the old door positions remain on the board — their doors simply become blocked until the Rotunda rotates back. You may rotate as many times as you like while inside the room.

  • Rotating costs 1 step per 90-degree turn.
  • Rooms already placed and connected to the Rotunda are not removed — their connection is simply blocked until rotation restores it.
  • When drafting from any open Rotunda door, you may rotate the drawn tile before placing it — turn it to any valid orientation before committing.

The Rotunda is expensive at 3 gems but pays back that cost over a run as a routing hub. Placing it at a mid-rank crossroads lets you redirect your pathing without wasting room slots. The tile rotation on entry is tactile and deliberate — pick it up, turn it, put it back.

Closet

Dead end blue room. Always contains 2 items on entry. Draw 1 card from the Common Items deck and 1 card from the Special Items deck — gain what is shown on each. Return cards to the bottom of their respective decks after drawing.

  • One resource draw and one special item draw — the Closet is modest but reliable. The Special Items deck draw means there's always a chance of something useful.
  • If a Locked Trunk card is drawn from the Special Items deck, place a trunk token in the room. Spend 1 Key to open it and draw 1 Trunk Result card.

Walk-in Closet

Dead end blue room. Always contains 4 items on entry, including at least 1 gem. Take 1 gem token immediately (guaranteed), then draw 2 cards from the Common Items deck and 1 card from the Special Items deck.

  • The guaranteed gem represents the Walk-in Closet's always-present gem in the video game.
  • One of the best item rooms in the early game — a guaranteed gem plus a Special Items deck draw is consistently valuable.
  • If a Locked Trunk card is drawn from the Special Items deck, place a trunk token in the room. Spend 1 Key to open it and draw 1 Trunk Result card.
  • Her Ladyship's Chamber synergy: If Her Ladyship's Chamber has been drafted this run, the first time you enter the Walk-in Closet you gain an additional +3 gems on top of the normal draws. See Her Ladyship's Chamber entry.

Attic

Dead end blue room. Costs 3 gems to draft. Always contains 8 items on entry. Draw 4 cards from the Common Items deck and 4 cards from the Special Items deck — gain what is shown on each.

  • The Attic is the highest item yield room in the base game. Four Special Items deck draws means a real chance of finding multiple special items in a single visit.
  • The 3-gem draft cost is steep but typically net positive on a good draw.
  • Dead end — plan for it at a corner or side branch.
  • If Locked Trunk cards are drawn from the Special Items deck, place trunk tokens in the room for each one drawn. Each costs 1 Key to open.

Furnace

Red Room dead end. No items. When the Furnace is drafted, red rooms become more common in your draws for the rest of this run.

Physical mechanic: For the rest of the run after the Furnace is drafted, whenever a red room tile appears in your 3-tile draw, you may not use a free redraw (Drawing Room or Ivory Die) to avoid it — you must either draft it or pass entirely. Gem-cost redraws (Study) still work.

The Furnace is the riskiest draft in the base game outside of Weight Room. Draft it only if you need a dead end for routing and have no better options — or if you're deliberately building a red room run. Its Dining Room meal bonus (+10 steps when Furnace is in your house) is the only upside worth planning around.

Chapel

Red Room T-shaped room with 3 doors. Every time your room marker enters the Chapel, lose 1 coin. No other effect.

  • The coin loss fires on every entry — including backtracking. A Chapel on a high-traffic route will drain your coins steadily.
  • T-shape means 3 doors, which is the main reason to draft it — routing value often outweighs the coin tax.
  • If you have 0 coins when entering, nothing happens — you cannot go into coin debt.

Archives

Red Room with 4 doors. When drafted, the Archives permanently hides one of your three drawn floorplan options for every future draft this run.

Physical mechanic: After the Archives is placed on the board, whenever you draw 3 tiles for a draft, immediately flip one of them face-down without looking. You choose which 2 to reveal and which 1 to hide — but you must hide exactly 1 every draft. You may choose the hidden tile, but you draft it blind.

  • The hidden tile can still be drafted — you just can't see what it is before committing. Gem costs on the hidden tile are still visible.
  • 4 doors makes the Archives one of the best routing rooms in the game despite its debuff.
  • The Archives + Ivory Dice combination is powerful — use a die to redraw if the 2 visible options are bad, hoping the third improves.

The Archives forces imperfect information on every draft — the kind of pressure Blue Prince thrives on. Draft it when you need the 4 doors and accept the cost. Avoid it when you're already gem-poor and can't afford to draft blind.

Lavatory

Red Room dead end. No items. No effect. It is simply a dead end with a red border.

The Lavatory is the least useful room in the game. It appears frequently. Draft it only when no other option fits your routing needs — and even then, consider turning back. Its only silver lining: if the Dining Room meal bonus requires a red room in your house, the Lavatory counts.

Gymnasium

Red Room. T-shape, 3 doors. No gem cost to draft. On entry: lose 2 steps. Every entry, no exceptions. The step loss fires the moment your room marker arrives — before any other actions.

  • Always rolls the Rank 8–9 die regardless of actual rank — same as Weight Room and Great Hall.
  • The Shelter Outer Room negates the 2-step penalty if active when the Gymnasium is drafted.
  • 3 doors makes it a reasonable routing choice despite the penalty — draft at low ranks where 2 steps is less painful.

Weight Room

Red Room. T-shape, 3 doors. No gem cost to draft. On draft: immediately lose half your current steps, rounded down. The loss fires at the moment of drafting — before you move your room marker in. Once drafted, you may enter and exit freely with no further step penalty.

  • Always rolls the Rank 8–9 die regardless of actual rank.
  • Step loss is on draft, not entry — this is different from the Gymnasium. Drafting with 21 steps loses 10 (rounded down), leaving 11.
  • Drafting it when low on steps is less punishing than drafting it when step-rich. Late in a run it may cost almost nothing.
  • The Shelter Outer Room negates the step loss if active when the Weight Room is drafted.

Mail Room

Dead end blue room. The Mail Room runs on a two-run delivery cycle — draft it once to place an order, draft it again next run to receive the package.

How it works:

  • Run 1 — Placing an order: When the Mail Room is drafted and no package is pending, write "Package ordered" on the Campaign Sheet carry-forward line. No items this run.
  • Run 2 — Receiving the package: When the Mail Room is drafted and "Package ordered" is noted on the Campaign Sheet, the package has arrived. Draw 2 cards from the Special Items deck and 1 card from the Common Items deck — gain all items shown. Cross off "Package ordered" on the Campaign Sheet.
  • The cycle then resets — the Mail Room can be drafted again to place a new order.
  • If the Mail Room isn't drafted on run 2, the package waits indefinitely — it is received whenever you next draft the Mail Room.

The package always includes at least one special item from the Special Items deck: Lockpick Kit, Sleeping Mask, Salt Shaker, Metal Detector, and so on. This is meaningfully better than a trunk. Draft the Mail Room early in a run to guarantee delivery next run. The two-run delay is the cost; the Special Items deck draw is the payoff.

Secret Passage

Orange Hallway room with 2 doors (straight). Costs 1 gem to draft. The back of the Secret Passage tile has a subtle detail on the exterior of the closed hidden door — look before you enter. When you enter, choose one of five colored books from the shelf. Each book triggers a powerful effect and optionally opens a secret route to a room already on your board.

How it works: Enter the Secret Passage (pay 1 step). Declare which book you are opening. Resolve the book effect immediately. Then choose one of two options:

  • Take the secret route — pay 2 steps (1 if holding Running Shoes) and move your room marker directly to the destination room. No lock check. No draft.
  • Draft normally — instead of using the secret route, draft from either of the Secret Passage's two doors as normal.

You do not have to choose a book. If you enter and leave without opening one, you may still draft normally — but you have spent 1 gem and 1 step for nothing.

Consult the Book Effects reference card for full effect text. Summary:

BookColorEffectWhere the passage leads
The Halls of Holly Orange Remove all padlock tokens from the board. Any Hallway on your board.
Green Thumb Green Place 1 dig spot token on every Green Room on your board. Any Green Room on your board.
The Key to the Bedroom Purple Gain steps equal to Bedrooms on board × 4. Bunk Room = 2. Maid's Chamber = 1. +5 if holding Sleeping Mask. Any Bedroom on your board.
Red Rover Red Lose 5 steps (0 if holding Running Shoes). Move room marker to any room 1 rank up or down. No lock check. No passage route — Red Rover provides its own movement.
Goldsink Yellow No additional effect beyond the passage route. Kitchen, Greenhouse, or Commissary — your choice. If none are on your board, draft normally instead.
  • The Secret Passage is an Orange Hallway — it does not count as a dead end. Draft from its two doors normally if you choose not to take the secret route.
  • The secret route is optional on every book except Red Rover, which provides its own movement effect instead.
  • If the destination room type is not on your board (e.g. no Hallways for Halls of Holly), the effect still resolves — you just cannot take the secret route. Draft normally instead.
  • Running Shoes reduces the secret route cost from 2 steps to 1 step on all five books. For Red Rover specifically, Running Shoes removes the 5-step loss entirely.
  • The Book Effects reference card sits beside the board throughout the run. You do not need to consult these rules mid-turn.

The Secret Passage is most powerful when your board already has multiple rooms of the color you're targeting. Halls of Holly mid-run with 4 padlocked doors is a complete routing reset. Green Thumb with 5 Green Rooms on the board and a Shovel in hand is a massive resource swing. The Goldsink route to the Kitchen at Rank 7 with 20 coins saved is a free shopping trip. Plan for the book you want, not the book you drew first.

Hallway

Orange Hallway room. Straight, 2 doors (north/south). No gem cost. Always unlocked — no lock die roll needed when drafting from a Hallway door. No items, no entry effect. Its value is purely as a connector.

  • Cannot be drafted on the east or west edge columns (Col 1 or Col 5) — interior columns only.
  • Foyer bonus applies on placement — if Foyer is on the board, all Hallway doors are immediately unlocked.

West Wing Hall

Orange Hallway room. T-shape, 3 doors. No gem cost. Always unlocked. No items, no entry effect.

  • Col 1 only — can only be drafted in the west edge column. Written on tile back.
  • Foyer bonus applies — unlocked on placement if Foyer is on the board.
  • T-shape makes it more valuable than a standard Hallway for routing — 3 doors allow branching.

East Wing Hall

Orange Hallway room. T-shape, 3 doors. No gem cost. Always unlocked. No items, no entry effect.

  • Col 5 only — can only be drafted in the east edge column. Written on tile back.
  • Foyer bonus applies — unlocked on placement if Foyer is on the board.
  • Mirror of the West Wing Hall. Together they let you build out both edges of the manor without key expenditure.

Foyer

Orange Hallway room. Free to draft (0 gems). When the Foyer tile is placed on the board, all padlock tokens on every Hallway room currently on the board are immediately removed — those doors are now unlocked for the rest of this run. Any Hallway room drafted after the Foyer is placed also has all its doors unlocked automatically on placement. Includes the Passageway, Tunnel, Corridor, Great Hall, and all other orange Hallway rooms.

  • The Foyer's unlock effect is triggered by drafting the Foyer tile — not by entering it. Padlocks are removed the moment the tile is placed.
  • The Foyer does not unlock doors in non-Hallway rooms — Bedroom, Green Room, Red Room, and Shop doors still require keys or Lockpick Kit charges.
  • The Foyer's own doors are always unlocked — no lock die roll is needed when drafting from a Foyer door.
  • If you have multiple padlocked Tunnel doors, drafting the Foyer clears them all simultaneously — a powerful synergy on deep Tunnel runs.

The Foyer is most valuable when you have committed to a Tunnel chain or Passageway run and are facing locked doors at high ranks. Draft it before you need it — by the time you're at Rank 7–8 with 3 padlocked doors, having the Foyer available is the difference between a completed run and running out of keys.

Orange Hallway room with 4 doors. Costs 2 gems to draft. Contains no items — not even with good fortune. Its entire value is as a routing tool.

  • The most expensive Hallway in the game. The 2-gem cost is only worth paying when you genuinely need a 4-way intersection and nothing else will do.
  • Foyer bonus applies — if the Foyer is on the board when the Passageway is drafted, all its doors are immediately unlocked.
  • Terrace does not reduce the Passageway's gem cost — it only applies to Green Rooms.

Think of the Passageway as a routing investment. At Rank 3–4 it opens up branching paths that pay off in later drafts. At Rank 7–8 where gems are tight, it's a difficult spend. Budget for it early or not at all.

Veranda

Green Room with 2 doors (L-shaped). Costs 2 gems to draft (free if Terrace is on the board). Contains 2 dig spots on entry — draw 2 Dig Result cards as normal.

Passive effect: While the Veranda is on the board, every Green Room drafted after it gives 1 additional Common Items deck draw on entry. This represents the Veranda's "lucky find" aura spreading through the estate's outdoor rooms.

  • The bonus dig draw applies to any Green Room entered after the Veranda is drafted — Courtyard, Greenhouse, Cloister, Tunnel, Patio, Secret Garden, Morning Room, etc.
  • Green Rooms drafted before the Veranda receive no bonus — the effect is not retroactive.
  • The Veranda's own 2 dig spots are separate from this bonus and always present.
  • Terrace + Veranda is a strong green room combination — Terrace removes gem costs, Veranda gives every subsequent Green Room an extra Common Items draw on entry.

Draft the Veranda before other green rooms on dig-heavy runs. Every Courtyard, Tunnel tile, and Greenhouse entry gets an extra draw. Combined with the Metal Detector (draw 2 per dig, keep both), a Veranda run can generate a large item haul from the outdoor wing of your house.

Secret Garden

Green Room. Cannot be drafted normally — only spawns when a Secret Garden Key is used on a valid locked door at the east or west edge of the board, Ranks 3–8, never corners. No gem cost to draft. The tile is placed immediately without drawing 3 options.

On entry — Fruit Spread: When your room marker first enters the Secret Garden this run, place fruit tokens across all Green Rooms currently on your board:

  • Place 1 apple token on every Green Room on the board.
  • Additionally place 1 banana token on every other Green Room (alternating — roughly half get a banana in addition to the apple).
  • Place 1 orange token on the Secret Garden tile itself.
  • Tokens sit on tiles until your room marker enters those rooms and chooses to eat them. See Section 11.

West Antechamber lever: The Secret Garden contains the lever for the west Antechamber door. Enter, solve the wind vane puzzle (see puzzle reference), and pull the lever — place a lever token on the west side of the Antechamber tile to show that door is now permanently open this campaign.

  • The lever must be pulled each run. The door state resets with the board each run — but the puzzle solution is already known and the lever is accessible immediately on entry after the first solve.
  • The Secret Garden is the only way to open the west Antechamber door in the base game.

A Secret Garden placed with several Green Rooms already on the board is a significant step windfall. Five Green Rooms might yield 5 apples (+10 steps), 2–3 bananas (+6–9 steps), and 1 orange (+5 steps) — roughly 20+ steps scattered across existing rooms, collectable on backtrack. Time the Secret Garden for when your board is already built out.

Dead end purple room (Bedroom). When drafted, sets up deferred bonuses for two other rooms for the rest of this run:

  • Walk-in Closet bonus: The first time you enter any Walk-in Closet this run after Her Ladyship's Chamber is drafted, gain an additional +3 gems on top of the normal 4-item draw.
  • Both bonuses apply on first entry only. Subsequent visits to Boudoir or Walk-in Closet are normal.
  • Her Ladyship's Chamber does not need to be entered before the bonus rooms — it only needs to be drafted.
  • Telescope — one copy exists: There is exactly one Telescope card in the game. It is placed on the Her Ladyship's Chamber tile when that room is drafted. If the player already holds the Telescope when Her Ladyship's Chamber is drafted, no second Telescope appears on the tile. The Telescope can also surface via the Special Items deck (Walk-in Closet, Attic, Closet, Trading Post draws) — if found there first, it will not appear in Her Ladyship's Chamber.

    Call-it-a-day effect: If you end your day standing in Her Ladyship's Chamber, start the next run with −10 steps and +1 key. Note both on the Carry-Forward card.

    The call-it-a-day trade is a deliberate pacing choice — you sacrifice early momentum next run for a carry-forward key. Thematically, the key echoes the Diary Key quest chain that lives in Ladyship's Chamber in the video game. Don't end the day here casually — the step loss hurts.

    ⚠️ Design note: Her Ladyship's Chamber contains a locked diary in the VG — part of a long quest chain involving the Diary Key and the Tomb. This lore chain connects to the Paragon puzzle system. Flag for the Lore expansion when that system is added.

    Boudoir

    Dead end purple room (Bedroom). On entry, gain +2 steps.

    • Her Ladyship's Chamber bonus: If Her Ladyship's Chamber has been drafted this run, the first time you enter the Boudoir you gain +10 steps instead of +2.
    • Nursery bonus applies — if Nursery is on the board, gain +5 steps when the Boudoir is drafted.
    • Sleeping Mask bonus applies — gain +5 extra steps the first time you enter if holding the Sleeping Mask.
    • The Boudoir can contain a trunk (roll Lock Die on draft).

    Safe: The Boudoir contains a safe. First time you enter the Boudoir in any campaign run, gain 1 red gem and mark "Boudoir safe opened" on the Carry-Forward card. From that run onward, the gem is present every time you enter — no mechanic required, just collect it. The full safe puzzle (code, Red Letter) is Lore expansion content.

    Blue room. When drafted, the Pool immediately makes Sauna and Locker Room available for the rest of this run. Add both tiles to the Active Bag and shake — they will surface naturally in upcoming drafts.

    • The Pool itself has no entry effect — its value is entirely in the two rooms it unlocks.
    • Sauna is a Tomorrow Room — draft it while the Pool is in your house to secure +20 steps next run.
    • Locker Room spreads keys on draft and allows optional locker opening with key gambles on entry.
    • If the Active Bag runs low before Sauna or Locker Room surface, add them to the bag and shake before continuing.

    Cloister

    A 4-door green room with a walkway surrounding an enclosed inner garden. Costs 1 gem to draft. The inner garden appears inaccessible — and it is, until the player discovers how to open it.

    Base mechanic: The Cloister has no dig spots on entry by default. However, if the Solarium is currently on the board when the Cloister is drafted, place 1 dirt pile token on the Cloister tile immediately. The Solarium's skylight reveals the hidden entrance to the inner garden.

    • Dig the dirt pile as normal — spend 1 step, draw 1 Dig Result card (2 if holding Metal Detector).
    • If the Solarium is not on the board at draft time, the Cloister has no dig spot this run. The token is never placed retroactively.
    • The Cloister's 4 doors make it a valuable routing room regardless of the dig spot — treat it as a green Corridor when the Solarium isn't available.

    The Solarium–Cloister connection is a discoverable cross-room interaction. Nothing on either tile tells you about the other — players who draft both and notice the dirt pile appearing will feel the discovery. This is intentional. Don't explain it upfront.

    Lore expansion: The Cloister gains the full Paragon statue system — 8 named Paragons (Rynna, Joya, Mila, Dauja, Veia, Lydia, Orinda, Draxus) each adding a bonus when specific room types are drafted from the Cloister's doors. The Paragons are also clues to the Tomb statue puzzle. See Lore Expansion rules when added.

    Terrace

    Dead end green room. Costs 1 gem to draft.

    Passive effect: While the Terrace is on the board, all Green Rooms cost 0 gems to draft for the rest of the run. The gem cost is waived entirely — no refund, just no cost.

    • The Terrace pays for itself immediately: 1 gem spent, all subsequent green room gem costs eliminated.
    • Most valuable when you plan to draft gem-heavy green rooms: Veranda (2 gems), Cloister (3 gems), Solarium (Studio Addition — 1 gem), Tunnel (has gem cost).
    • Does not apply retroactively — Green Rooms already drafted before the Terrace was placed were paid for at full cost.

    The Terrace is one of the best single-gem investments in the game on a green-room-heavy run. Drafting it before a Cloister (saves 3 gems), a Veranda (saves 2 gems), and a Solarium (saves 1 gem) nets 6 gems saved on a 1-gem spend. On runs where green rooms are scarce it's just a dead end — read the board before committing.

    Library

    L-shaped blue room with one drafting door. When drafting from the Library's single exit, draw 4 tiles from the Active Bag instead of 3. Choose 1, return the other 3 to the bag.

    • The enhanced draw applies only from the Library's one drafting door. All other room doors in the house draw normally.
    • Slot 1 gem cost is still always waived — the cheapest of the 4 drawn tiles is free.
    • Ivory Dice and Study redraws still work while drafting from the Library.
    • Solarium stacks with the Library — if the Solarium is on the board and you're drafting from the Library's Green Room door, draw 5 tiles instead of 4.

    The Library's single door is a routing cost — it's a deliberate detour. But 4 options instead of 3 meaningfully improves your odds of finding a specific room. Draft it when you need something particular and can afford the path.

    Base game flavor note: The Library contains a book request form on the central table. In the base game this is purely atmospheric — the Bookshop (expansion) is the only way to add new books to the Library's collection.

    Dead end blue room. Once the Study is on the board, a gem-cost redraw option becomes available at every subsequent draft for the rest of the run — not just from the Study's doors. Any draft, anywhere in the house.

    How it works: When drawing tiles for any draft, if you hold at least 1 gem, you may spend 1 gem to discard all 3 drawn tiles and draw 3 new ones. You may do this up to 8 times per draft. The cap resets with each new draft.

    • You must hold at least 1 gem when the draft begins for the option to be available. If you start a draft with 0 gems, the Study option doesn't appear even if you gain gems mid-draft.
    • If the Drawing Room's free redraw is also available at that draft, use it first — the Study's gem option is suppressed until the free one is used or unavailable.
    • 8 uses per draft is a hard cap. On a gem-rich run you could theoretically burn through a large portion of the deck in a single draft session.
    • Each redraw costs 1 gem regardless of how many times you've redrawn this draft.

    The Study is one of the most powerful rooms in the base game when you have gems to spare. Draft it early, build up your gem count, then use the redraws to hunt for specific rooms — Trophy Room, Servant's Quarters at the right moment, or specific rooms when you need them. On a gem-poor run it sits quietly as a dead end. The Terrace + Study combination is worth noting: Terrace frees up gems from green room costs, Study converts those freed gems into draft flexibility.

    Safe: The Study contains a safe. First time you enter the Study in any campaign run, gain 1 red gem and mark "Study safe opened" on the Carry-Forward card. From that run onward, the gem is present every time you enter. The full safe puzzle (chess code) is Lore expansion content.

    T-shaped blue room with 3 doors. When drafting from any door of the Drawing Room, you may use a free redraw — discard all 3 drawn tiles and draw 3 new ones from the same deck(s). One free redraw per draft, per door. No cost, no token, no condition.

    • The free redraw applies each time you draft from one of the Drawing Room's doors — not once per run. Three doors means up to 3 free redraws across the run from this room alone.
    • You draw your 3 tiles normally, then decide whether to use the redraw. Set the original 3 face-down and draw 3 new ones. You must keep the second draw — no chaining redraws from the same door.
    • If the Study is also on the board, use the Drawing Room's free redraw first. The Study's gem-cost redraws are available as follow-up if the free one wasn't enough.
    • The Ivory Dice (draw 3 entirely new tiles, discarding all 3 current options) work identically to the Drawing Room's free redraw — the Drawing Room just doesn't cost a die.

    The Drawing Room is most valuable when placed at a strategic junction — a room you'll draft from multiple times across the run. Placed mid-board at a T-intersection, it can provide 2–3 free redraws in a single run without any resource cost. The Ivory Dice synergy is additive: hold dice for the moments where the free redraw wasn't enough.

    Safe: The Drawing Room contains a hidden safe. First time you enter the Drawing Room in any campaign run, gain 1 red gem and mark "Drawing Room safe opened" on the Carry-Forward card. From that run onward, the gem is present every time you enter. The full safe puzzle and Red Letter chain are Lore expansion content.

    A blue room with two opposite doors. Can only appear in the draft pool if The Pool has been drafted this run — without The Pool on the board, the Locker Room never shows up as an option.

    On draft: The Locker Room spreads keys throughout the house. Place 1 Key token on each Hallway tile currently on the board. If the Conference Room is on the board, all keys go there instead. Players collect them by entering those rooms as normal.

    On entry: The room contains rows of locked lockers. You may open as many as you like — each costs 1 Key. For each key spent, roll the white die:

    • OPEN result — draw 1 card from the Common Items deck and gain what's shown immediately.
    • LOCKED result — the locker is empty. Key spent, nothing gained.
    • Opening lockers is entirely optional. You may enter and leave without spending any keys.
    • The Lockpick Kit does not work on lockers — only Keys.
    • You may continue opening lockers as long as you hold keys and choose to spend them.

    The Locker Room gives you keys via its draft spread, then immediately tempts you to spend them on lockers. A run where you draft the Locker Room with 4 Hallways on the board gives you 4 free keys — and then asks whether you trust the odds enough to gamble them. The white die is 5/6 OPEN, so net positive over time — but not on any single roll.

    Maid's Chamber

    The Maid's Chamber is the only base game room with two border colors — it is simultaneously a Red Room and a Bedroom. L-shaped room with 1 side door.

    On draft: Item spawns in Bedrooms and Green Rooms are suppressed for the rest of this run. Tiles in those room categories that show an item icon do not yield that item — ignore the icon.

    • Suppression affects Bedrooms and Green Rooms only. Guaranteed item rooms — Closet, Walk-in Closet, Attic, Storeroom, Nook, Den, and all fixed-yield rooms — are unaffected.
    • Dig spots in Green Rooms still function normally — the Shovel and dig mechanics are not suppressed, only the random item icons.
    • The Maid's Chamber itself does not contain items due to its own suppression.
    • Spread tokens are unaffected. Coins from the Office spread, gems from the Patio, keys from the Locker Room, and fruit from the Secret Garden are spread tokens — they are placed on tiles by spread effects, not generated by room item icons. Maid's Chamber suppression does not touch them. The Conference Room still collects spread tokens normally.
    • Veranda interaction: The Veranda gives an extra Dig Result draw in Green Rooms. This is a dig mechanic, not an item icon — Maid's Chamber suppression does not affect it.

    On entry: Gain +2 steps. Sleeping Mask bonus applies (+5 first entry). Nursery bonus applies (+5 at draft time if Nursery is on the board). The Maid's Chamber counts as a Bedroom for Servant's Quarters key count and all other Bedroom-related effects.

    Dual color interactions:

    • Counts as a Red Room — triggers Red Room effects like the Furnace (makes Maid's Chamber more common), Secret Passage red book draft, and Dining Room bonus rooms that reference Red Rooms.
    • Counts as a Bedroom — Nursery gives +5 steps on draft, Servant's Quarters counts it, Sleeping Mask applies, Bunk Room does not.
    • When cursed (Dare Mode / future expansion), drafting a multicolored room that is both Red and Bedroom incurs both penalties.

    The Maid's Chamber is a real trade-off. Early game the item suppression can be crippling — you miss random key and gem spawns in rooms you were counting on. Late game after the Nursery is on the board, the +5 steps on draft softens the cost, and if you're not relying on bedroom/green room lucky finds you can absorb the penalty. The L-shape gives you one exit to work with — it's worth drafting in a corner where the dead-end nature doesn't hurt.

    Security

    Base game Security is a routing room. Blue, 1 gem to draft, 2 doors. No entry effect in the current build — the room's mechanic is deferred pending design work. Its value in the base game is its routing flexibility: two exits make it a useful connector in the middle ranks.

    The Security room's mechanical function is deferred — an earlier build had a difficulty-override system for lock rolls, but it read as confusing in playtests and has been removed for now. The Mechanical Wing expansion will add full Security terminal functionality — Estate Inventory readout, camera footage, security door management, and network access for Special Orders.


    Section 17

    The Drafting Studio & Studio Additions

    The Drafting Studio is a blue Core Room. When drafted and entered, the player consults the Studio Additions board — a small reference card kept beside the board for the entire campaign — and permanently unlocks one room from the Studio Additions pool.

    How It Works

    • When you enter the Drafting Studio, look at the Studio Additions board. All four Studio Additions are listed with checkboxes.
    • Choose any one unchecked Addition. Check it off. That room's tile is now added to the campaign deck — add it to the Active Bag at the start of every future run.
    • One unlock per Drafting Studio visit. You may visit the Drafting Studio again on a future run to unlock another.
    • Once all seven Additions are checked, the Drafting Studio no longer offers new rooms — but still contains any items that spawn inside it.
    • Unlocked rooms are available immediately — if you unlock a room mid-run, add it to the Active Bag for the rest of this run.

    You can see all seven Additions from the first visit. Planning which to unlock first — and in which order — is one of the most consequential long-term decisions in the campaign.

    The Six Studio Additions

    RoomEffect when unlockedStrategic value
    Kennel Always spawns the Shovel on draft. Whenever any dig occurs while Kennel is on the board, all doors in the room where the dig happened are immediately unlocked. Transforms the digging economy. Enables the Tunnel + Shovel + Kennel highway north — arguably the most powerful combo in the base game. Unlock early if you want to explore dig synergies.
    Casino Costs 2 gems to draft. Always contains 15 coins on entry. Once per run: wager coins on the roulette table — roll a standard die. 1–2: lose wager. 3–4: break even. 5: double. 6: triple. High-risk coin engine. Unlocking the Casino opens a late-game coin burst strategy for players who can accumulate enough gems to draft it consistently.
    Dormitory Each time you enter the Dormitory after drafting at least one Drafting Room since your last entry, gain +10 steps. Maximum +10 per entry — banking multiple Drafting Rooms between visits does not stack. Synergy: if the Nursery is also on the board, drafting a Bedroom triggers the Nursery's +5 steps at draft time — then enter the Dormitory afterward for +10 more. Powerful step recovery engine but demands careful routing. Works best in runs where you are already backtracking. Rewards players who understand the board layout.
    Vestibule When drafted, all four of its doors close. Roll the Lock Die for each door. The door with the lowest result is locked — exactly 1 door is always locked. The other three are always open. Tiebreaker: if two or more doors tie for lowest, re-roll only the tied doors until one is uniquely lowest. A hallway variant that guarantees forward progress at the cost of one direction. Useful for building dense connected layouts at mid-ranks.
    Dovecote Whenever the Dovecote tile appears as one of your three drawn options during any draft, you may rotate any of the other drawn tiles to their next valid orientation before choosing. No limit on rotations per draft. Passive drafting upgrade — you never have to place it to benefit. Every time Dovecote appears in your draw, you gain free tile rotation. Particularly powerful for correcting L-shape and T-shape room orientations at critical positions.
    Solarium While the Solarium is on the board, whenever you draft from a Green Room door, draw 4 tiles from the Active Bag instead of 3. Choose 1, return 3 to the bag. Applies to every Green Room door draft for the rest of the run. Persistent green room drafting upgrade. Stacks with the Library — drafting from the Library's exit while the Solarium is active draws 5 tiles. Hidden interaction: if the Cloister is drafted while the Solarium is on the board, the Cloister's inner garden opens — place 1 dirt pile token on the Cloister tile. Nothing on either tile says this. It is discovered by playing.
    Clock Tower ⏰ Draft the Clock Tower this run to trigger its Tomorrow Room effect: start next run with +1 Key for every Tomorrow Room drafted on the same day as the Clock Tower, including itself. Take the Clock Tower card on draft and place 1 coin tally on it per Tomorrow Room drafted afterward. Rewards building a Tomorrow Room-heavy run. The Clock Tower card sits face-down in the Tomorrow Room deck from Day 1 — visible as a teaser before the tile is unlocked. Once unlocked, drafting it on a run with Sauna, Morning Room, or Freezer can generate 3–4 keys for the next run.

    The Studio Additions Board

    A small reference card kept beside the board for the entire campaign. Print one copy and keep it with your Campaign Sheet. Seven rows — one per Addition — each with a checkbox, the room name, and a one-line summary of its effect.

    When an Addition is unlocked, check its box. When all seven are checked, the Drafting Studio drawing board is empty. The Studio Additions board is a companion to the Campaign Sheet — it tracks what your estate has become over many days of play.


    Section 18

    Quick Rules Reference

    Active Deck & Draft

    • One Active Bag — all Core rooms — all Core rooms shuffled together
    • Studio Additions, Event Additions, Found Floorplans held out until triggered
    • Draw 3 tiles face-down. Slot 1 gem cost always waived.
    • Draw 3 tiles blind from Active Bag. Slot 1 gem cost always waived.
    • Return unchosen tiles to the Active Bag
    • To redraw: set current 3 tiles aside, draw 3 new from Active Bag. Return all set-aside tiles to bag after drafting.

    Event Addition Triggers

    • Drafting Studio: unlock 1 Studio Addition → added to campaign deck, available every future run (see Section 17)
    • The Pool drafted: add Locker Room and Sauna to Active Bag (this run only)
    • Library: draw 4 tiles instead of 3 when drafting from its exit
    • Conservatory: adjust draft pool composition (once per run)

    Garage Interactions

    • Fast travel to Entrance Hall: 2 steps total
    • Car Keys bonus on entry: draw 2 Trunk Result cards
    • West Wing only, Ranks 4-8, northward/westward only

    Ballroom Rule

    • Whenever you enter Ballroom, your gem count is immediately set to exactly 2
    • If you have more than 2 gems: lose the excess
    • If you have fewer than 2 gems: gain gems up to 2

    The Service Bell

    One physical service bell is included in the box. Ringing it has different effects in different rooms — pay attention to where you ring it. The bell is a habit that can help you or hurt you depending on the room.

    • Rank 8 trigger: When your room marker first enters any room at Rank 8 or deeper, ring the bell and say "Dinner's ready." The Dining Room meal is now available for this run.
    • Any gold shop room: Ring the bell on first entry this run — gain 2 coins. The staff noticed you. Once per shop per run only. Entering the same shop again does not trigger another bonus.
    • Locksmith: Ring the bell on first entry this run — gain 1 free Key in addition to the shop bonus. The attendant throws in a spare.
    • Coat Check: If you have an item stored here, ringing the bell causes the staff to misplace it — immediately move your stored item from the Coat Check to the Lost and Found (place it face-down beside the board labeled "Lost"). It can be retrieved by entering the Lost and Found. The attendant then leaves for the day — the Coat Check cannot be used for the rest of this run. You cannot check in or retrieve anything. If nothing is stored at the Coat Check, the attendant still leaves — the room is unusable for the rest of this run regardless.

    The bell is a habit. Ringing it at the Coat Check when you have something stored there is an easy mistake to make — and the kind of mistake Blue Prince loves to punish.

    • All resources (steps, gems, keys, coins) reset at end of run unless the Freezer is active.
    • Return all padlock tokens to supply. Locked doors do not persist between runs — the house resets completely. Any door that was padlocked this run is unknown again next run.
    • Return all trunk tokens, dirt pile tokens, and fruit tokens to supply.
    • Ivory Dice reroll: discard the die token, set the 3 current tiles aside face-down, draw 3 new tiles from the Active Bag. Return all set-aside tiles to the bag when the draft concludes.
    • Rotunda: "Can Rotate" — when placing the Rotunda, you may rotate it to any orientation after seeing your three draw options but before committing.
    • Chamber of Mirrors: while in your house, you may draft duplicate copies of rooms already placed on the board.
    • Conference Room: whenever any Spread effect would place items across the house, all items go to the Conference Room instead.
    • The Kennel bonus (dig unlocks all doors in that room) applies to all dig actions, including Treasure Map digs.
    • Bunk Room counts as 2 Bedrooms for all purposes — Nursery bonus, Servant's Quarters key reward, trunk token placement.

    Section 19

    The Outer Room

    The Outer Room is a separate drafting location on the grounds of Mt. Holly Estate, accessible via the West Path. It is not placed on the 5×9 grid — it occupies its own dedicated slot beside the board. Once permanently added to the grounds, the Outer Room offers a meaningful pre-run decision every day at a step cost that rewards planning.

    Physical Setup

    At the start of the campaign, sort the 5 Outer Room tiles into their own face-down pile, separate from other tile categories. Set this pile beside the board. Place the Outer Room slot — a labeled tray or marked space — directly below the Entrance Hall, outside the main grid. It begins empty and stays empty until the Outer Room is permanently added to the grounds.

    Permanently Adding the Outer Room

    The Outer Room slot is not available from Day 1. It becomes permanently available the first time the player enters the Garage in any run. The moment Simon steps into the Garage for the first time ever, he discovers the West Gate beyond it already ajar. Mark "Outer Room — permanently added to grounds" on the Carry-Forward card. From that run forward, the Outer Room slot is available at the start of every day — even on days when the Garage is not drafted.

    The Daily Outer Room Visit

    Visiting is optional. If the Outer Room has been permanently added to the grounds, you may visit before your run begins each day — before taking any action from the Entrance Hall.

    Visit sequence: Draw 3 tiles from the Outer Room pile. Choose 1 and place it in the Outer Room slot. Return the other 2 face-down to the bottom of the Outer Room pile. Then pay the step cost and enter the tile. The tile's effect triggers on entry — not on draft. You must enter the room for any benefit to apply. The tile stays in the slot for the entire run. At end of day, return it face-down to the bottom of the Outer Room pile. Tomorrow's draw is fresh.

    Step costs — morning visit from the Grounds:

    • Grounds → West Path: 1 step
    • West Path → Outer Room entry: 1 step
    • Outer Room → West Path: 1 step
    • West Path → Grounds: 1 step
    • Grounds → Entrance Hall: 1 step
    • Total: 5 steps. You begin your run with 45 steps (65 if Apple Orchard is unlocked).

    Step costs — via Garage mid-run: If the Garage has been drafted and entered this run, you may access the Outer Room from the Garage at reduced cost: Garage → West Path (1 step) → Outer Room entry (1 step) = 2 steps total. Returning to the Entrance Hall from the Outer Room via this route costs an additional 2 steps.

    Once per day. The Outer Room may only be visited once per run regardless of how you access it — morning visit or mid-run via Garage, not both.

    The 5 Outer Rooms

    Toolshed

    On entry, draw 2 cards from the Special Items deck and keep both. The Shovel is among the possible draws — the most reliable early-run source. No further effect during the run.

    Shelter

    On entry, take 3 Shelter tokens (radiation markers). The Shelter effect is now active for this run.

    When you draft any Red Room while Shelter is active, immediately place 1 Shelter token on that room tile. That room's negative effect is permanently negated for the entire run — every time you enter it, the effect does not trigger. The token on the tile is the visual indicator that this room is safe.

    The 4th Red Room you draft has no token available and its negative effect applies normally. Shelter is exhausted once all 3 tokens have been placed.

    • Protection is per draft — once a Red Room is sheltered, it stays sheltered for the whole run regardless of how many times you enter it.
    • Shelter tokens on tiles reset at end of day along with everything else.

    Safe: The first time you ever enter the Shelter in any campaign run, gain 1 gem and mark "Shelter safe opened" on the Carry-Forward card. From that run forward, the gem is present on every entry. The full safe puzzle is Lore expansion content.

    Root Cellar

    On entry, place 2 dirt pile tokens on the Root Cellar tile itself. The Root Cellar effect is now active for this run: every room tile drafted and placed on the board for the rest of this run receives 1 additional dirt pile token immediately on placement. This applies to all room types — including rooms that normally receive no dirt tokens. Token counts are capped at 3 per tile.

    Trading Post

    On entry, you may make one trade. Set aside 1 item from your hand. Draw 2 cards from the Special Items deck, keep 1, return the other face-down to the deck. Then shuffle your set-aside item back into the Special Items deck. Trading is optional — you may enter and leave without trading. One trade per visit.

    Hovel

    On entry, the Hovel conversion is active for the entire run. All gem costs to draft rooms are replaced by step costs at a rate of 3 steps per gem. A 1-gem room costs 3 steps to draft. A 3-gem room costs 9 steps. This applies automatically to all subsequent drafts — there is no opt-out at individual drafts.

    • Slot 1: Gem costs are already waived in Slot 1. Hovel has no additional effect on Slot 1 drafts.
    • Study redraws: Still cost 1 gem each. Hovel does not affect gem costs outside of room drafting.
    • Terrace interaction: If Terrace is on the board, Green Rooms cost no gems to draft. Since there is no gem cost, Hovel has nothing to convert — Green Rooms remain free.

    Section 20

    Expansion Modules

    The following systems are designed as standalone expansion modules. They can be added to the base game once you are comfortable with the core rules. Reaching Room 46 is the win condition — there is no post-game content in the base prototype.

    Mechanical Wing Expansion

    • Rooms: Workshop, Laboratory, Boiler Room, Utility Closet, Pump Room, Aquarium, Laundry Room, Mechanarium, Closed Exhibit.
    • Security (souped-up): The base game Security room gains full terminal functionality — Estate Inventory readout, camera footage, security door management, and network access for Special Orders.
    • Bookshop: Available from the Library exit. Sells lore books and drafting strategy volumes that permanently join the Library for future runs.
    • Mechanics: Power routing via steam ducts. Boiler Room puzzle. Utility Closet breaker box. Item crafting at the Workshop. Keycard and security door system. Laundry Room currency swaps. West Gate Path and Outer Rooms.

    Puzzle & Lore Expansion (TBD)

    • Rooms: Gallery, Room 8, Schoolhouse, Classroom, Chamber of Mirrors, Treasure Trove, Throne Room.
    • Classroom mechanic: When drafting from a Classroom, redraw floorplans once per Drafting Room currently on the board — at no cost. Schoolhouse (Outer Room) adds 8 Classrooms to the draft pool for the run.
    • Gallery: Painting puzzle. Room 8: animal statue puzzle (Allowance Token rewards).
    • Cloister — Paragon upgrade system: A deck of 8 Paragon cards (Rynna, Joya, Mila, Dauja, Veia, Lydia, Orinda, Draxus) is added. At setup, draw one Paragon card and place it on the Cloister tile — that Paragon's bonus is active this run. Each Paragon grants a bonus when a specific room type is drafted from the Cloister's doors. The Paragon cards also double as lore clues for the Tomb statue puzzle chain.
    • Mechanics: Chamber of Mirrors room duplication. Throne Room north lever path. Treasure Trove coin accumulation. Tomb statue puzzle chain using Paragon names and depictions.
    • Design idea — Grade 2 / Billiard Room: The Grade 2 Classroom teaches the Billiard Room's math color system (blue = addition, yellow = subtraction, pink = multiplication, purple = division). When this expansion is designed, consider making the Grade 2 Classroom's worksheet a prerequisite or bonus for the Billiard Room puzzle — teaching the system in "class" before applying it at the dartboard. Physical implementation TBD.

    Armory (Post-Game, TBD Expansion)

    • Requires The Precipice puzzle chain — deep late-game content. Sells weapons: Morning Star, Knight's Shield, The Axe, Torch. Grouped with whichever expansion addresses post-Room 46 late-game systems.

    Outdoor Rooms & Grounds Expansion

    • Base game Outer Rooms (5): Toolshed, Shelter, Root Cellar, Trading Post, Hovel. Fully designed — see Section 19.
    • Expansion Outer Rooms: Schoolhouse (adds 8 Classrooms to draft pool — see Puzzle & Lore expansion), Shrine (blessing system — 8 blessings, curse mechanic), Tomb (Blackprint — lore puzzle chain, Underground access).
    • Mechanics added: Full Shrine blessing system with all 8 blessings. Tomb statue puzzle. Underground access via Tomb puzzle chain.