Blue Prince  ·  Mt. Holly Estate  ·  v0.1

Quick Start Guide

Welcome, Simon. Your grand-uncle Herbert has left you Mt. Holly Estate — under one condition. Find the hidden Room 46 and claim your inheritance.

1
Roll
Roll the Lock Die. If locked for your rank — spend 1 key, use a Lockpick Kit charge, or turn back.
2
Draw
Draw 3 tiles from the active deck. First tile drawn is always free — no gem cost. Choose one to keep.
3
Place
Place chosen tile on the board connected via any open door. Return the other 2 to the bottom of the deck.
4
Move
Declare your destination. Count rooms along your path — deduct that many steps. Place room marker on destination. Entry effects fire on arrival only. Transit rooms trigger nothing.
5
Collect
Pick up tokens, open trunks, dig dirt piles, eat fruit. No extra step cost.
6
Repeat
Take your next turn. When steps hit 0 the day ends — reset the board and start again tomorrow.

Starting resources each run

50 Steps
0 Gems
0 Keys
5 Coins

Blue Prince  ·  Mt. Holly Estate

Locks · Bell · Day's End

How Door Locks Work

Before drawing tiles each turn, roll the small Lock Die (numbered 1–6). The deeper into the manor, the more likely a door is locked. If locked, you must: spend 1 Key to unlock it, use a Lockpick Kit charge, or simply not draw and move elsewhere instead.
Rank 1–4 Roll of 1 = locked  (1-in-6 chance)
Rank 5–7 Roll of 1 or 2 = locked  (1-in-3 chance)
Rank 8–9 Roll of 1, 2, or 3 = locked  (coin flip)
Never Corridor · Foyer · Courtyard — no roll needed

The Service Bell

Rank 8 Ring + say "Dinner's ready" — Dining Room meal unlocked
Any Shop Ring on first entry this run — gain 2 coins
Coat Check Do not ring the bell here. Trust us.

Tomorrow Rooms 🌙

Some tiles carry the 🌙 icon. Most trigger their bonus the moment you draft the tile — take the corresponding card immediately. Only the Planetarium and Master Bedroom require ending your day while standing in the room. See the full rulebook for the complete list.

When Steps Hit Zero — The Day Ends

Steps are Simon's daily energy — each room costs 1. When they run out, the day ends. To start a new day: clear all tiles and tokens, rebuild the deck, and replace the Entrance Hall and Antechamber. If The Foundation was permanently placed, return it to its position — it never resets. Check your Carry-Forward card for bonuses, then collect starting resources. Every day the manor is different.
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