Blue Prince Beginner's Guide
Blue Prince looks like a quiet manor exploration game and then quietly reveals it is a deeply strategic roguelike. This guide gets you from "lost in the foyer" to "running confident drafts" in about an hour of play.
How a Day Works
Each day in Mt. Holly follows the same loop: enter a room, pick from a hand of three rooms to place behind the next door, walk into it, repeat. You start in the Entrance Hall with 50 Steps. Every doorway you cross costs 1 Step. When Steps hit zero, the day ends.
The goal isn't to visit every room — it's to build the right shape of mansion for what you want that day. Some days you're hunting for the Boiler Room because you have a code; some days you're stretching Steps because tomorrow's draft pool is better.
The Draft System
When you approach a closed door, you get a hand of 3 rooms drawn from the room deck. Pick one — it becomes the next room. The other two go to the discard pile. Some rooms re-shuffle the discard back in; most don't.
Reading a Room Card
Every room card shows four things:
- Rarity color — gray (common), blue (uncommon), purple (rare), gold (legendary).
- Cost — many cards have a placement cost in Gems, Coins, or Steps.
- Door count — how many doors the room has. More doors means more options later, but each door must be drafted for.
- Effect — what happens on entry. Always read this before you place, not after.
The Three Draft Rules
- Always read all three cards first. The card on the right isn't always the worst option — the game shuffles randomly.
- Skipping is free. If you don't like any of the three, walking back out of the doorway costs no Steps and re-draws nothing (your hand is the same when you return — but a turn passed).
- Path before reward. A room that pays out 5 Gems but is a dead end is worse than a hallway that opens three new doors.
The Four Resources
| Resource | Used For | How to Earn |
|---|---|---|
| Steps | Crossing doorways | Pantry, Kitchen, certain consumables |
| Gems | Drafting rare rooms, paying placement costs | Storeroom, Mine, gem chests |
| Keys | Opening steel doors and locked chests | Locksmith, hidden in drawers, Vault rewards |
| Coins | Slot machine, certain placement fees, vending devices | Sofas, jars, the Wishing Well |
Step Economy
Steps are your day timer. Every doorway = 1 Step. A naive player burns 50 Steps in 50 doors. A good player extends a run to 80–110 doorways by routing through Step-generating rooms.
Gem Economy
Gems are how you get into the good rooms. Most legendary rooms cost 4–6 Gems to draft. Casual players reach day 10 with 8–12 Gems total. Strong players hit day 10 with 30+.
The compounding source is the Mine. Place it once, run a Storeroom or Strongroom next to it, and you double your daily Gem income. Don't sleep on the Mine just because it has only one door.
Best Opening Moves
Your first 5 rooms set up the day. These are the openings that consistently work:
- Hallway first. Hallways are free to place and give you a 2-door junction. If a Hallway is in your opening hand, take it 90% of the time.
- Then Pantry or Kitchen. Step income is your priority. Without it, you'll run dry by room 12.
- Now a value room. Storeroom, Library, or Workshop — anything that generates a resource or unlocks utility.
- Save Bedroom for last. Placing the Bedroom guarantees you can end the day. But you don't want to end the day in the first half of a run.
- Lock down the East Wing intentionally. Don't draft into the East Wing path until you have a plan — it's a long corridor with several gated rooms.
Room Tier List
Ranked by value across a typical run, accounting for placement cost.
| Tier | Rooms | Why |
|---|---|---|
| S | Pantry, Mine, Vault, Locksmith | Direct resource pumps. Always take. |
| A | Library, Kitchen, Workshop, Conservatory, Hallway | Generate value or open paths. High flex. |
| B | Storeroom, Drawing Room, Den, Music Room | Situationally strong. Take if synergies exist. |
| C | Closet, Billiard Room, Parlor | Puzzle rooms — only valuable if you can solve them this run. |
| D | Bathroom, Foyer | Filler. Skip unless desperate. |
Keep a Real Notebook
This isn't a metaphor. Open Notes or grab paper. Blue Prince expects you to remember things across runs that the game itself doesn't track:
- The 4-digit code on the Vault door.
- Which star pattern was visible on day 1.
- Which color the Billiard Room balls were arranged in.
- Names mentioned in letters — they unlock dialogue branches later.
Players who clear Room 46 in under 20 days almost universally took notes. Players who skip note-taking average 60+ days.
Where to Go Next
Once you're comfortable running a day without panicking about Steps:
- Read the puzzle solutions — knowing the answers in advance lets you build runs around solving them.
- Then attempt the Room 46 walkthrough. You'll need 3–4 specific items and a route plan.