
Dice-drafting window-building game where players assemble stained-glass patterns under color and shade restrictions. Highest score after ten rounds wins.
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Turn timer
Keep turns moving with a per-player clock for Sagrada.
Draft dice over ten rounds, place them legally into your window, and total public objectives, private objective points, unused favor tokens, and empty-space penalties at the end.
Draft colorful translucent dice and place them into a personal 4x5 window grid while respecting color, value, and adjacency restrictions. Public objectives, your private objective, leftover favor tokens, and empty-space penalties determine the final score.
Each player chooses or is dealt a window pattern card and places it into their frame. Window patterns define some spaces with required colors or values and also determine how many favor tokens you start with. Shuffle the public objective cards and reveal three. Give each player one private objective card. Shuffle the tool cards and reveal three. Fill the dice bag with the full mix of colored translucent dice.
Sagrada is played over 10 rounds. Each round starts by drawing a dice pool from the bag based on player count.
With 2 players, draw 5 dice.
With 3 players, draw 7 dice.
With 4 players, draw 9 dice.
Players draft dice in snake order:
Round 1: first player to last, then last back to first.
The start player marker rotates each round.
On your turn, choose one die from the draft pool and place it in your window if it is legal. Placement rules are the heart of the puzzle:
Your first die must touch an edge or corner of the window.
Every later die must touch a previously placed die orthogonally or diagonally.
Orthogonally adjacent dice may not share the same color.
Orthogonally adjacent dice may not share the same value.
If a space on the pattern card shows a required color or value, the die must match that printed restriction.
Any dice not drafted during the round go onto the round track and remain there for end-game scoring effects tied to the private objective and overall tempo of the game.
Tool cards let you bend the placement puzzle in specific ways. The first use of a tool costs one favor token; later uses of the same tool cost two. Tools are powerful, but spending too freely lowers your end-game score because unused favor tokens are worth points.
The three public objective cards score visible patterns or color/value distributions across your window. Everyone can score them, so they create indirect competition: you are not blocking each other spatially, but you are racing to build efficient patterns from the same draft.
Your private objective is tied to one die color. At the end of the game, you score the total pip values of that color in your window. This objective is hidden from other players, so it shapes your long-term draft preferences.
After the tenth round, score the window:
add points from all three public objectives
add your private objective total
add 1 point for each unused favor token
lose 1 point for each empty space in your window
The highest total score wins.
Record each player's final total score after all public objectives, private objective value, unused favor tokens, and empty-space penalties are applied.
Enter final total score for every player. The score is fully additive: total_points = public_objective_points + private_objective_points + favor_token_points - empty_spaces. Recommended optional component stats: public_objective_points, private_objective_points, unused_favor_tokens (favor_token_points is derived as +1 each), and empty_spaces.