Blue Prince Blueprints Tier List

There are 80 blueprints you can roll for each room you draft. Here is every standard room (unlocked by default) ranked!

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S-Tier

These are rooms you ALWAYS will get good value from. Most runs will want to draft these blueprints.

  • SECRET GARDEN - It covers the entire mansion in fruit, which will help prolong your run. It also houses a permenant way to unlock the anti-chamber!
  • GREENHOUSE - You can get multiple gems from this room, as well as 1 guaranteed large item. It also guarantees a way into the anti-chamber (if you have a lever).
  • CORRIDOR - A guaranteed unlocked door is nothing to scoff at. Save this room for late-run so you can get yourself out of a bind when you have no keys and need a guaranteed way to move up levels.
  • NURSERY - Draft this room early and get incredible value every time you draft a bedroom. It also offers a small item on the nightstand on most runs.
  • LABORATORY - The computer terminal gives you the potential to create broken combos like "if you enter a red room, lose 10 steps, then set your steps to 20" to constantly regenerate your steps at any red room. The lab also frequently spawns locked chests or an item on the table.
  • SECURITY - You can get full control of the keyboard system, as well as check for missed items without searching. Late game, the ease of drafting this room makes the computer much more valuable (vague for spoiler reasons).
  • GARAGE - Keys are hard to get sometimes, so room that guarantees 3 keys is priceless. You can newrly force the room to spawn if you know it's spawn locations. It also gives you access to secrets...
  • COURTYARD - An early game room that gives you a high chance of finding a large item or a locked chest, while also offering 2 doors to open.
  • TERRACE - You can make every green room free. Need I say more?
  • FOYER - Like the Terrace, unlocking every hallway is obviously a top tier room.
  • BEDROOM - Drafting this room at a strategic point will save you countless steps. For example, connecting a major hallway and a shop with the bedroom lets you visit the shop for without costing any steps.
  • DINING ROOM - A room that gives you 2 doors to open, can spawn on the outside wall, and offers a huge boost to steps is a clear S-Tier. It also occasionally spawns a small item on a couple of the tables.
  • SAUNA - You are guaranteed a small item, and you can setup your next day with a huge 20 step bonus!
  • WORKSHOP - The only room in the game that lets you craft unique items. It also guarantees 1 large item!
  • FOUNDATION - While you can only draft the room once, placing it in the right location can guarantee all future runs are significantly easier (since you can plan runs around those preset doors). Pro tip: Only draft this room on lower levels so you can access it more often.
  • BILLIARD ROOM - A guaranteed key spawn, which can oftentimes spawn a keycard, a special key, or the secret garden key! Items sometimes spawn on the bar counter as well.
  • CONFERENCE ROOM - Removing the "spread" factor from rooms guarantees you get maximum value from those rooms!
  • UTILITY CLOSET - The control for power let's you access keycard rooms without the keycard. It also makes the Gymnasium a neutral room instead a negative one, as well as the Dark Room.

A-tier

These are great draft picks that most of the time you will want, but some runs may be smart to skip them.

  • DARK ROOM - While choosing a room blindly can be devastating, the downside is easily mitigated. When the lights are on, you can get 1 guaranteed small item, and have 2 doors to expand your options.
  • KITCHEN - While this could be considered S-Tier, it's only a good room if you have the coins to buy the food. It does offer a sink that can refill the Watering Can though!
  • GREAT HALL - A room with lots of doors, items, and a guaranteed way to the Anti-Chamber. The only downside is needing an abundance of keys and the risk of opening a dead-end. Multiple tools can mitigate these downsides though...
  • WEST WING HALL - A near-guarenteed spawn on the left side of the mansion that will give you 2 doors, expanding your route options.
  • COAT CHECK - Stroring an item is incredibly powerful, especially if it's a built item or bought from the Showroom. It can snowball a future run, or allow you to progress through tricky puzzles.
  • STUDY - Getting to reroll rooms with excess gems is nothing but a benifit. The room offers a safe as well, which can give you a free (spoiler free) item each run too. The fact that it dead-ends you and requires you to have excess gems to be useful keeps it from S-Tier.
  • BALLROOM - A guaranteed way of generating gems! The only downsides are it can erase a stockpile of gems, and it requires lots of steps to return to it and reset your gems over and over.
  • GYMNASIUM - While it is a red room, it's downsides are easily mitigated with the Utility Room! It often spawns a small item on the bench as well.
  • COMMISARY - The easiest shop to spawn that houses a huge collection of goods! You have to have the coins avalible to buy things though, and sometimes the shop offers items you already found (making it useless).
  • VERANDA - Increasing the amount of free large items you get in green rooms is an obvious benifit, but it comes at a high drafting cost...
  • EAST WING HALL - Just like the West Wing Hall, but on the right side of the map.
  • HALLWAY - Like both East and West Wing Halls, but it can be created anywhere.
  • GUEST ROOM - +10 Steps is huge early game, and it often spawns a small item on the desk.
  • PUMP ROOM - Unlocks a massive portion of the game's content.
  • THE POOL - 2 door room with a frequent spawning of am item on the bench. It also is the only way you get access to spawn 3 rooms in a run
  • LIBRARY - Force spawning a rare room is very helpful! You can often find a currency or food on the table too. If you like doing puzzles, the record keeping on the balcony can help you keep track of things.
  • TROPHY ROOM - It's +8 gems. What's the downside besides only having 1 door and only spawning late game?
  • DEN - Early game way of guaranteeing a gem and 2 doors. Often spawns a locked chest
  • PARLOR - Early game way of getting 2 gems. Often spawns 1 small item on a table too
  • ROTUNDA - Arguably S-Tier since it can let you guarentee 3 doors, and 3 new rooms that orient in the ideal way.
  • OFFICE - Free coins, and a (spoiler free) item in the safe each run

B-Tier

Neutral benifit drafts that have high ups and downs, or are just generally "fine"

  • CHAPEL - losing 1 coin with each entry is rough, but you often will find a small item or currency on the side altar. Also, secrets...
  • CLOISTER - Safe 3 door room with... secrets...
  • SECRET PASSAGE - often a bait room due to it's cost, but very useful nonetheless.
  • BOUDOIR - An empty room at glance, but it gives bedroom bonuses, sometimes spawns a small item, and holds a safe
  • AQUARIUM - Getting activations from all room-based items is great, but it does come with downside of also being a red room, which can hurt you in situations. The room does occasionally spawn items at the barrel though.
  • FREEZER - Saving your gems and coins for another round can be helpful, but it can freeze your assets if you are still continuing your run. It's a dead end as well, so it isn't always the best rare room to draft.
  • BOILER ROOM - POWER! But you really don't need Power that often, so this room tends to be just a standard 2 door room. On very rare occasion, a shovel may spawn on the lower level.
  • DRAFTING STUDIO - You can unlock new floors here, which is great! But it quickly becomes a meaningless hallway after you unlock the floors.
  • RUMPUS ROOM - 8 coins is nothing to brush off, but that's all this room offers besides some lore.
  • WINE CELLAR - The game hypes up this room as a "must draft" in the lore, but it's just a dead end with 3 gems. Not bad, but not your favorite to roll frequently.
  • WEIGHT ROOM - Losing half your steps is... good? No it isn't, but it hides some secrets and the occasional item. For spoiler sake, I'll leave it at that.
  • LOCKSMITH - Keys for sale! It can be helpful to guarantee a lockpick, or to force spawn a special key, but you will often find drafting this room can be frustrating when you have no coins or plenty of keys.
  • DRAWING ROOM - A 2 room door is nice, and so is getting a single chance to reroll your draft. No items spawn here though, so it's a pretty neutral room.
  • MUSIC ROOM - A late run room that gives 2 keys is fine, but the special key is the only perk of this room since it's only a 1 door room.
  • NOOK - Great room for early game, passable late game. Occasionally holds an extra item on the side table.
  • ATTIC - High risk, high reward defines this room. Could give you exactly what you need, or it could be a dead end that was a wasted draft.
  • CLOSET - Similar to the attic, but an early game option. Can high roll a snowball run, or abruptly fizzle a run when you just find a coin and a pair of dice.
  • GALLERY - Take the time to solve the puzzle, the room permenantly has a mild perk.
  • OBSERVATORY - Early game, the perks are decent. Late game, certain days can be helpful. Overall a very mid room.

C-Tier

Not quite the worst rooms since they have some kind of utility, but mostly bad.

  • ARCHIVES - A bad permenant run affect, but holds some secrets. Also can split power 4 ways and occasionally holds an item. Also synergizes with certain combos...
  • PATIO - Often becomes a green room with nothing in it.
  • MASTER BEDROOM - A very rare draft that I often found wasn't needed when I actually drafted it.
  • BUNK ROOM - Decent for combos with Nursery or Sleeping Mask, but otherwise a dead-end room you don't like to draft.
  • CHAMBER OF MIRRORS - Rerolling starter rooms while you are trying to reach the anti-chamber isn't very fun.
  • LOCKER ROOM - Spread keys everywhere, but good luck finding them without a metal detector or a Conference Room
  • STOREROOM - The "I guess I'll go ahead and draft it now" room.
  • PASSAGEWAY - VERY high risk, high reward room. Costs a gem to create, you have to select a room type, but you have to hope it rolls the kind you needed.
  • SERVANT QUARTERS - 1 key for each bedroom sounds great, but rarely defined any runs for me.
  • MAIL ROOM - Sending yourself a boost for tomorrow can be good, but it can hard low roll to give frustrating items.
  • PANTRY - 4 coins and 1 fruit is a guaranteed positive, and a guaranteed angled room. Between allowance and step bonuses though, this room quickly becomes obsolete.
  • WALK-IN CLOSET - Arguably the worst item room as it rarely spawns large items. It can also roll a cupcake, netting steps instead of an actual item.
  • SPARE ROOM - Literally a hallway that doesn't trigger any room bonuses.

D-Tier

Don't draft these unless you are going for lore or achievements.

  • FURNACE - Ah, yes, more bad rooms please. NEXT
  • BOOKSHOP - Aka, the lore room.
  • SHOWROOM - Expensive items that are more coin bait than anything. The emerald necklace is the best item by far, but you just buy it once and throw it in the Coat Check. After that, you avoid this room every time.
  • MAID'S CHAMBER - More downsides, but hey, it counts as a bedroom!
  • LAVATORY - Yep, thats a bathtub. That's it.
  • LAUNDRY ROOM - You rarely have enough currency to swap it for another currency, while also paying the coin fee.
  • HER LADYSHIP'S CHAMBER - You have to basically try to make this room spawn, and the affect it gives is pointless.
  • VAULT - 40 coins is fine, but 90% of the time this room annoyed me more than anything thanks to allowance and The Freezer.
  • ROOM 8 - It's a puzzle room you unlock with a specific key, and that's literally it.