Blue Prince · Mt. Holly Estate

Lock & Draft Reference

Keep this card beside the board during play

Active bag: 63 core room tiles  ·  v0.2

Active Bag Each Day: 63 core tiles + held-out tiles added as unlocked Draw 3 blind · place 1 · other 2 return to bag · Slot 1 gem cost always waived
The Draft — Step by Step
1
Choose a Door
Select any open door in your current room leading to an empty grid space.
2
Roll the Lock Die
Roll before seeing any tiles. Check the result against your current rank in the centre column. If locked: spend 1 Key, use a Lockpick Kit charge, use a Silver Key, or turn back. You must commit before drawing.
3
Draw 3 Tiles
Draw 3 tiles blind from the Active Bag. Slot 1 gem cost always waived. All three visible before you decide.
4
Place 1 Tile
Place your chosen tile on the board connected via the chosen door. Return the other 2 directly to the Active Bag.
5
Move Your Pawn
Move through the door into the newly placed room. Spend 1 step. Apply all room effects immediately on entry.
Lock Die & Draw Rules by Rank

Roll the Lock Die before every draft. Your current rank determines both the lock threshold and which tiers to draw from.

Free
Corridor · Foyer · Courtyard
Never roll — always unlocked
Rank
1–3
Never locked — skip the roll
Always unlocked
Rank
4
Locked on 1
1-in-6 chance
White die
Rank
5–7
Locked on 1 or 2
1-in-3 chance
Blue die
Rank
8–9
Locked on 1, 2, or 3
coin flip
Red die
Draw procedure
Draw 3 tiles blind from the Active Bag (63 core tiles). Slot 1 gem cost always waived. Unchosen tiles return to the bag.
Quick Reminders
Free Gem
First tile drawn each draft always has its gem cost waived — regardless of tier.
Ivory Die
Discard 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
One Tunnel tile in the campaign deck + a sleeve of 8 extra Tunnel tiles kept beside the board. The sleeve Tunnel always appears in Slot 1 when drafting from inside a Tunnel.
Bell
Rank 8: ring + "Dinner's ready."  Shop entry: +2 coins.  Coat Check: do not ring.
High Risk
Weight Room, Gymnasium, and Great Hall always use the red die regardless of actual rank.
Trunks
All Bedrooms and Green Rooms — roll the blue die on draft. OPEN → trunk present. No exceptions.
Placement
Garage: West Wing, Ranks 4–8. Greenhouse: Col 1 or 5, no corners. Secret Garden: edge doors, Ranks 3–8.