Mansion Map
Where each room tends to spawn — East Wing, West Wing, central spine.
See the mapEvery room in the Blue Prince draft pool, with rarity, door count, placement cost, and effect. Use the in-page links to jump to a tier. The 46 total = 45 placeable + 1 hidden.
The rarest tier — usually 4–6 Gems to place, but among the strongest effects in the game.
| Room | Doors | Cost | Effect |
|---|---|---|---|
| Vault | 1 | — | Steel door; needs code 4558 + 1 Key. Drops deed paper, ~15 Gems. |
| Mine | 1 | — | Descend layers; layer 3 yields the Brass Key. See Mine layout. |
| Observatory | 1 | 4 Gems | Telescope puzzle; rewards the Architect's Diagram. |
| Locksmith | 2 | 3 Gems | Generates 2 Keys on entry. Stacks on each visit. |
| Trophy Room | 1 | 5 Gems | Rewards Marksman's Pin once per game; gated by Dartboard puzzle. |
| Antechamber | 2 | — | Unlocks after first Room 46. Contains the Master Key. |
| Room | Doors | Cost | Effect |
|---|---|---|---|
| Library | 2 | 1 Gem | One Vault code letter. Books grant minor lore unlocks. |
| Workshop | 2 | 2 Gems | Crafting station — Telescope Lens, Pool Cue mods, etc. |
| Den | 2 | 1 Gem | Vault letter; sofa drops 2–4 Coins. |
| Office | 2 | 1 Gem | Vault letter on corkboard; ~5 Gems on desk. |
| Conservatory | 3 | 2 Gems | Restores +1 Step per turn spent inside. |
| Music Room | 2 | 2 Gems | Piano puzzle; rewards Coin payout. |
| Lab | 2 | 2 Gems | Converts 1 item into another. Requires recipe knowledge. |
| Room | Doors | Cost | Effect |
|---|---|---|---|
| Pantry | 2 | — | +5 Steps on first entry. The single best Step source. |
| Kitchen | 2 | 1 Gem | +3 Steps per entry, up to +9 total. |
| Storeroom | 2 | — | Drops 3–5 Gems on first entry. |
| Strongroom | 1 | — | Doubles your Gem count when entered. Once per day. |
| Drawing Room | 3 | — | Contains the partial 45-room map. |
| Boiler Room | 1 | — | Valve puzzle; permanent Mine bonus on solve. |
| Billiard Room | 2 | 1 Gem | 3-shot puzzle; rewards 20 Coins + Pool Cue. |
| Parlor | 2 | 1 Gem | Riddle puzzle; opens a hidden corridor. |
| Room | Doors | Cost | Effect |
|---|---|---|---|
| Hallway | 2 | — | The connective tile. Always take when offered. |
| Foyer | 3 | — | 3-way junction. Useful for routing. |
| Closet | 1 | — | One drawer; small Coin or Key chance. |
| Bathroom | 1 | — | Filler. Skip unless desperate. |
| Bedroom | 2 | — | Sleep prompt on entry. Trap if drafted early. |
| Dining Room | 3 | 1 Gem | 3 doors plus a small Coin pile. |
| Reading Room | 2 | — | Lore notes; no resource impact. |
| Sitting Room | 2 | — | Sofa drops 1–2 Coins. |
Where each room tends to spawn — East Wing, West Wing, central spine.
See the mapHow drafting works and which rooms to take first.
Read basicsBrass Key, Marksman's Pin, Master Key — every persistent item.
Item indexThe post-Room-46 room and how to use the Master Key.
Antechamber guide