The Five Books
Secret Passage & Prism Key Reference
Running Shoes: Secret route costs 1 step instead of 2. Red Rover: no step loss. All other step costs unchanged.
Secret Passage — Full Effects
Enter room (1 step) → choose book → resolve effect → take secret route (2 steps) or draft normally.
The Halls of Holly
Remove all padlock tokens from the board.
→ The passage leads to any Hallway on your board.
Green Thumb
Place 1 dig spot on every Green Room on your board.
→ The passage leads to any Green Room on your board.
The Key to the Bedroom
Gain steps equal to Bedrooms × 4.
Bunk Room = 2. Maid's Chamber = 1.
+5 if holding Sleeping Mask.
Bunk Room = 2. Maid's Chamber = 1.
+5 if holding Sleeping Mask.
→ The passage leads to any Bedroom on your board.
Red Rover
Lose 5 steps. Move pawn to any room
1 rank up or down. No lock check.
Running Shoes: no step loss.
1 rank up or down. No lock check.
Running Shoes: no step loss.
→ No separate route — movement is the effect.
Goldsink
No additional effect.
→ The passage leads to the Kitchen, Greenhouse, or Commissary.
Your choice if multiple available.
If none on board: draft normally instead.
Your choice if multiple available.
If none on board: draft normally instead.
Prism Key — Lite Effects
Use on locked door in a colored room. Unlocks door (no key spent) + lite effect below. 2 uses. Cannot use in Blueprint (blue) or Blackprint (black) rooms.
Orange — Hallway
Remove all padlock tokens from the board.
Green — Green Room
Place 1 dig spot on your current room.
Purple — Bedroom
Gain steps equal to Bedrooms × 2.
Bunk Room = 2. Maid's Chamber = 1.
Bunk Room = 2. Maid's Chamber = 1.
Red — Red Room
Move pawn 1 rank up or down.
No step cost. No lock check.
No step cost. No lock check.
Yellow — Shop
Gain 3 gems.
Special Keys
Roll standard die when awarded (Locksmith 8c, Music Room). Re-roll once if held. Gain 1 Key instead if still held.
Secret Garden Key · Roll 1–2 · Green token
Use on any locked east or west edge door (Col 1 or Col 5) at Ranks 3–8. Secret Garden spawns there immediately — no tile draw. Enter to pull the lever → opens west Antechamber door. Consumed on use.
⚑ Lever is already inside — no item needed to enter. Path to Rank 9, Col 2 to enter Antechamber from west.
Silver Key · Roll 3–4 · Silver token · 2 uses
Use instead of a regular key on any locked door. On that draft: draw 3 tiles normally, then redraw all 3 once for free. Mark one use. Discard after 2nd use.
Found: Locksmith (Special Key roll), Music Room (roll), Trunk result.
Prism Key · Roll 5–6 · Purple token · 2 uses
Use on a locked door in a colored room (not blue/black). Unlocks without spending a Key + triggers lite effect for that color (see left column). Mark one use. Discard after 2nd use.
Cannot use in Blueprint (blue) or Blackprint (black) rooms.
Blue Prince · Fan Project · Book Effects Reference · April 16, 2026