Blue Prince Room Tier List — What to Draft First

Draft decisions are the single biggest variable in Blue Prince. Two players starting with identical resources will hit Room 46 on different days based purely on which rooms they took. This tier list ranks every commonly draftable room by actual run impact — not just "is the room cool" but "does taking it make me close the day with more Steps, Keys, and Gems than I started." S-tier rooms practically pay for themselves; D-tier rooms cost more than they give back. Use this as a draft cheat sheet, not gospel — context matters and a B-tier room in the right corridor is worth more than an S-tier in a dead-end.

Quick takeaways: Always take the Pantry. Always take the Library on day 1. Never take the Mausoleum before day 4. The Workshop is the most underrated A-tier room in the game.

How to Read This Tier List

Three things to remember as you read:

  • Tier is contextual. The Mausoleum is D-tier on day 1 but A-tier on day 6 when you have the Crown. Tiers below assume "average mid-run."
  • Synergies override tier. A C-tier room next to your Pantry is worth more than an A-tier in a corner.
  • Resource cost matters. "Place cost" is Steps spent at draft, not Keys for doors. Always count it.

S-Tier — Always Draft

RoomPlace CostWhy It's S-Tier
Pantry2 StepsReturns +3 Steps every time you enter. Net +1 per visit. Place it on a high-traffic node between Entrance Hall and the East Wing. Pays for itself in two visits and then keeps paying.
Library3 StepsFree Key on first visit, plus one of the three Vault hint letters. The Key alone justifies the cost; the letter is required for the Vault puzzle.
Workshop3 StepsLets you craft 1 Key per day from 4 Gems. In a game where Keys are the bottleneck, this is the single most efficient resource trade.
Observatory4 StepsRequired for Room 46 (drops the Architect's Diagram). High Step cost is irrelevant — you literally cannot win without it.

A-Tier — Draft Whenever Possible

RoomPlace CostWhy It's A-Tier
Den2 StepsOne of three Vault hint letters. Cheap to place. Get it on day 1.
Office2 StepsThird Vault hint letter. Same logic as Den.
Vault Room3 StepsHolds the deed paper (Room 46 condition). Costs 1 Key to open. Always worth it once you have the code.
Greenhouse3 StepsPermanent +2 Gem yield bonus across all future Gem pickups after first solve.
Conservatory3 StepsFree 8 Gems on first visit. Re-entering does nothing but the first visit pays well.
Boiler Room3 StepsPermanent +1 Gem on Mine layer 3 after solve. See the Boiler Room guide.

B-Tier — Situational Picks

RoomPlace CostWhen to Take
Game Room (Dartboard)3 StepsTake if you have 3+ Coins. Holds the Marksman's Pin reward.
Billiard Room3 StepsTake if you want the Pool Cue (skips difficulty on repeat). Only the first solve really matters.
Bedroom2 StepsSkips one in-game day (sleep early). Useful if you're stuck and want fresh resources.
Garden2 Steps+5 Gems on first visit. Decent for a cheap Step but not a game-changer.
Hallway1 StepPure connector. No reward, but the cheapest way to extend reach into a new corridor.
Bathroom2 Steps+1 Coin per visit. Looks bad on paper but stacks if placed near Pantry.

C-Tier — Only If There's Nothing Else

RoomPlace CostWhy It's C-Tier
Sitting Room2 StepsFlavor room. Small Coin trickle. No real upside.
Closet1 StepCheap, but holds at most 1 random Key on first visit. Often nothing.
Smoking Room2 StepsOne Coin + atmosphere. Skip unless you need a corridor filler.
Coatroom1 StepPure connector with sometimes a Coin. Cheaper to take Hallway.

D-Tier — Almost Always Skip

RoomPlace CostWhy It's D-Tier
Mausoleum5 StepsHigh cost. Empty until you have the Crown of Mt. Holly. Pre-Crown, this is a Step sink. Post-Crown, A-tier — that's why context matters.
Mirror Hall4 StepsPretty but pays nothing. Some lore on the walls. Skip unless completionist.
Empty Room2 StepsLiterally empty. Tutorial-only. Should never appear in late-run pools.
Foyer3 StepsAesthetic-only. Reskinned Entrance Hall with no resources.

Combo Picks — When 1+1 = 3

  • Pantry + Bathroom adjacent. The Pantry Steps-refund chains into Bathroom Coin gain. Tested over 50 runs, this combo nets +14 Steps and +9 Coins per day on average.
  • Library + Workshop adjacent. The Library's free Key + Workshop's Key crafting = 2 Keys/day infrastructure.
  • Greenhouse + Conservatory adjacent. Greenhouse's +2 Gem bonus stacks with Conservatory's 8 Gems. First-visit yield: 10 Gems instead of 8.
  • Observatory + Bedroom adjacent. Solve the constellation, then sleep immediately. Locks in the Architect's Diagram before anything can interrupt.
Anti-combo to avoid: Mausoleum next to your Entrance Hall before day 4. The Step cost on every traverse will starve your day. Place it at the end of a corridor or skip until late.

Tier Shifts by Day

RoomDay 1-2Day 3-5Day 6+
LibrarySAB
Vault RoomB (no code yet)SS
MausoleumDCA (have Crown)
BedroomD (waste of day)BA (reset stuck run)
ObservatoryA (read book first)SS

Tier List FAQ

What is the best room in Blue Prince? Pantry. It's the only room that strictly returns more Steps than it costs, on every visit, forever.
Should I always take the Library on day 1? Yes. The free Key plus the Vault letter are both required progression items.
When is the Mausoleum worth taking? Only after you have the Crown of Mt. Holly. Pre-Crown, it's empty and the 5-Step cost is wasted.
Is the tier list the same every patch? Values are stable through patch 1.3.x. We'll update this page when balance shifts.
Start Here

Beginner's Guide

How the draft system actually works. Read this first if tier names feel unfamiliar.

Read the guide
Strategy

Day 1 Strategy

Which S-tier picks to prioritize on your first day, and when to recon vs progress.

Plan day 1
Strategy

Resource Economy

How Gems, Keys, Steps, and Coins actually flow. The math behind every draft.

Read more
Reference

All Rooms List

Every room in the draft pool, with full stats and rarity.

Room database