Sagrada is a largely abstract board game at its core, done up in a very colorful wrapper. The players are each crafting their own stained glass windows, vying for the most points at the end of the game.
Each "window" is a grid 5 squares wide and 4 squares tall, which you must fill up over the game with dice in 5 different colors. You must always place each new die adjacent (diagonally or orthogonally) to a die you've previously placed, but you may never place a die of the same color or value next to another (orthogonally). Complicating this task is the starting template you must work on, which, though leaving some squares undefined, will require that many squares be filled with a die of a particular color or value.
Each round of the 10-round game is a serpentine draft. The first player pulls dice from a bag at random, one more than the number of players, and then rolls them. That player then drafts which die he wants to take and place in his window. He then must sit in tension as every other player drafts two dice from the pile, one at a time clockwise around the table, then one at a time counter-clockwise back, starting with the last player. It's a draft style that works especially well for this game, as early players will often end up with one thing that's exactly what they want and one thing they don't want at all; later players can usually get two things that work, though neither of them perfect.
Changing up the game each time you play are the scoring conditions. Each player has a secret color they're trying most to collect -- they'll score the total value shown on all dice of that color at the end of the game. There are also three common scoring conditions shown on cards revealed at random at the start of the game. There might be points for full sets of all 6 die values, or for maintaining an entire column of different colors, or for an entire row of different values. (You'll lose 1 point for every empty space you aren't able to legally fill by the end of the game.)
Easing your strategic considerations while also making them deeper are a trio of special powers (also randomly selected and represented on cards) you can use during your turn. They provide effects like the ability to relocate one die within your window, reroll a die at the time you draft it, or place a die while ignoring a particular restriction normally placed on you. But you only get to use these powers sparingly. Each player is given between 3 and 6 tokens at the start of the game, as defined by the starting window grid -- harder grids give more tokens. The first player to use a power in the entire game can do so for a cost of just one token; each subsequent use by anyone requires two. You want to act early for the bargain, but powers are far more useful later in the game as your window fills and dice placement gets harder. (Any tokens you haven't spent by the end of the game are worth a point each.)
I've thoroughly enjoyed this game each time I've played it. What's more, it's been the rare game of late to get played multiple times in my group; too often, it's only the party games that make repeat appearances, while the deeper thinking games, no matter how satisfying, get played only once or twice. (So many games, so little time.) Sagrada, with its fairly easy-to-understand rules and short-to-medium play times, has become a regular request.
I should also point out that I've enjoyed the game despite the fact that I haven't yet won it. Actually, my husband has defeated all comers, dialing in expertly on the type of planning this game requires. But I still want to keep trying to pull out a victory.
My only minor complaint would be that I think the dice in the game are a little too small. The scale was understandably shrunk to conserve table space, make the draw bag of 90 dice not too heavy, and (yes) save a little on production costs. But the dice are small enough, and the window frames tight enough (and built shallow enough) that it's fairly easy to accidentally nudge a die you've previously placed. It seems like every single player has done it at least once every time I've played, and they always have to apologize to the group as they try to remember what value that die showed previously when they put it back.
Still, I'd give Sagrada a high recommendation -- an A- grade. Even for gamers that normally might shy away from the randomness of dice, this game uses them in a compelling and strategic way.
1 comment:
Interesting.
I'm not a big dice game enthusiast, but I might give this one a shot.
Thanks for the tip!
FKL
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