Beginner's Guide
How the draft system actually works. Read this first if tier names feel unfamiliar.
Read the guideDraft 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.
Three things to remember as you read:
| Room | Place Cost | Why It's S-Tier |
|---|---|---|
| Pantry | 2 Steps | Returns +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. |
| Library | 3 Steps | Free 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. |
| Workshop | 3 Steps | Lets 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. |
| Observatory | 4 Steps | Required for Room 46 (drops the Architect's Diagram). High Step cost is irrelevant — you literally cannot win without it. |
| Room | Place Cost | Why It's A-Tier |
|---|---|---|
| Den | 2 Steps | One of three Vault hint letters. Cheap to place. Get it on day 1. |
| Office | 2 Steps | Third Vault hint letter. Same logic as Den. |
| Vault Room | 3 Steps | Holds the deed paper (Room 46 condition). Costs 1 Key to open. Always worth it once you have the code. |
| Greenhouse | 3 Steps | Permanent +2 Gem yield bonus across all future Gem pickups after first solve. |
| Conservatory | 3 Steps | Free 8 Gems on first visit. Re-entering does nothing but the first visit pays well. |
| Boiler Room | 3 Steps | Permanent +1 Gem on Mine layer 3 after solve. See the Boiler Room guide. |
| Room | Place Cost | When to Take |
|---|---|---|
| Game Room (Dartboard) | 3 Steps | Take if you have 3+ Coins. Holds the Marksman's Pin reward. |
| Billiard Room | 3 Steps | Take if you want the Pool Cue (skips difficulty on repeat). Only the first solve really matters. |
| Bedroom | 2 Steps | Skips one in-game day (sleep early). Useful if you're stuck and want fresh resources. |
| Garden | 2 Steps | +5 Gems on first visit. Decent for a cheap Step but not a game-changer. |
| Hallway | 1 Step | Pure connector. No reward, but the cheapest way to extend reach into a new corridor. |
| Bathroom | 2 Steps | +1 Coin per visit. Looks bad on paper but stacks if placed near Pantry. |
| Room | Place Cost | Why It's C-Tier |
|---|---|---|
| Sitting Room | 2 Steps | Flavor room. Small Coin trickle. No real upside. |
| Closet | 1 Step | Cheap, but holds at most 1 random Key on first visit. Often nothing. |
| Smoking Room | 2 Steps | One Coin + atmosphere. Skip unless you need a corridor filler. |
| Coatroom | 1 Step | Pure connector with sometimes a Coin. Cheaper to take Hallway. |
| Room | Place Cost | Why It's D-Tier |
|---|---|---|
| Mausoleum | 5 Steps | High 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 Hall | 4 Steps | Pretty but pays nothing. Some lore on the walls. Skip unless completionist. |
| Empty Room | 2 Steps | Literally empty. Tutorial-only. Should never appear in late-run pools. |
| Foyer | 3 Steps | Aesthetic-only. Reskinned Entrance Hall with no resources. |
| Room | Day 1-2 | Day 3-5 | Day 6+ |
|---|---|---|---|
| Library | S | A | B |
| Vault Room | B (no code yet) | S | S |
| Mausoleum | D | C | A (have Crown) |
| Bedroom | D (waste of day) | B | A (reset stuck run) |
| Observatory | A (read book first) | S | S |
How the draft system actually works. Read this first if tier names feel unfamiliar.
Read the guideWhich S-tier picks to prioritize on your first day, and when to recon vs progress.
Plan day 1How Gems, Keys, Steps, and Coins actually flow. The math behind every draft.
Read moreEvery room in the draft pool, with full stats and rarity.
Room database