Blue Prince · Mt. Holly Estate
Quick Reference
Keep this card beside the board during play
v1.0 · May 25, 2026
What Happens Each Turn
1
Roll the Lock Die
Select a door leading to an empty grid space. Roll the Lock Die before drawing any tiles. If locked: use 1 regular key, a Lockpick Kit, try a Special Key, or choose a different door.
2
Return Drawing Board Tiles
Return the 2 face-down tiles from the Drawing Board to the Active Bag and shuffle. First turn only: no tiles to return — skip this step.
3
Draw 3 Tiles Face Down
Draw 3 tiles face down from the Active Bag. Then flip all three. Tile 1 gem cost is always bypassed. Review all three before deciding.
4
Place 1 Tile
Pay the gem cost and place your chosen tile on the board. Place the other 2 face-down on the Drawing Board beside the board.
5
Move Your Pawn
Move through the door. Spend 1 step. Apply all room effects immediately on entry.
6
Collect & Repeat
Pick up tokens, open trunks, dig dirt piles, eat fruit. Then take your next turn from Step 1.
⚑ Day End
Clear all tiles and tokens. Rebuild the Active Bag. Replace Entrance Hall and Antechamber. Update your Campaign Sheet — check off any bonuses that carry to the next run.
Lock Die by Rank
Free
Corridor · Foyer — never roll, always unlocked
Rank 1–3
Never locked — skip the roll entirely
Rank 4
Locked on 1 White die · 1-in-6
Rank 5–7
Locked on 1 or 2 Blue die · 1-in-3
Rank 8–9
Locked on 1, 2, or 3 Red die · 50/50
Draw Procedure
Draw 3 tiles face-down from the Active Bag, then flip all 3. Tile 1 gem cost always bypassed. Place the 2 unchosen tiles face-down on the Drawing Board — returned to bag at the start of your next draft.
Starting Resources Each Run
50 Steps
0 Gems
0 Keys
0 Coins
Quick Reminders
Free Gem
First tile drawn each draft always has its gem cost waived — regardless of tier.
Ivory Die
Spend during a draft to discard all 3 drawn tiles and redraw 3 new ones from the same tiers.
Foyer
When placed, all Hallways on the board unlock immediately. Future Hallways also enter unlocked.
Tunnel
A Tunnel from the sleeve always appears in Slot 1 when drafting from inside a Tunnel. One Tunnel in the campaign deck + sleeve of 8 kept beside the board.
Bell
When you reach Rank 8, ring the bell — dinner is ready in the Dining Room. Ring when entering any Shop: +2 coins. Coat Check: do not ring.
Trunks
Bedrooms & Green Rooms: trunk always present — roll blue die to see if it's locked. Blue Rooms: roll d6 — 4, 5, or 6 places a trunk, then roll blue die for lock state.
Placement
Garage: West Wing only. Greenhouse: Col 1 or 5, no corners. Secret Garden: Col 1 or 5, Ranks 3–8, edge doors only.
Safes
Rooms with safes: Drawing Room, Boudoir, Study, Office, Drafting Studio, Shelter — gain 1 gem on first entry each run.
Maid's
On draft: Bedrooms & Green Rooms drafted after it lose their random item draw. Trunks and fixed spawns (Nursery gem, Bunk Room fruit+key) are unaffected. Cannot be drawn while drafting from the Library.