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Sagrada Artisans

Sagrada Artisans Rulebook

Table of Contents

Table of Contents

  • Overview
  • A Legacy Game
    • Important
  • Components
    • Window Booster Pack
  • Game Setup
  • Quick Gameplay Overview
  • Gameplay
    • Round Setup
    • Snake Draft
    • Player Turns
    • A Note on Visual Accessibility
    • Placement Restrictions
    • Broken Windows
    • Abilities
    • Tools
    • New Rules
  • End of Round
    • End of Round Unlock Triggers
  • Cathedral Construction
  • End of Game
    • Outro Story Card
    • End of Game Unlock Triggers
    • Ties
  • Scoring
    • Public Objectives (examples)
  • Rewards
    • Legacy Points
    • Gain Tools
    • Gain Coins
  • The Market at Encant Vells
    • Completing a Market Track
    • Expand Your Tool Box
  • Cleanup
  • Storage
  • The Magic Square
    • Filling Magic Square Spaces
    • Broken / Empty Spaces
    • Magic Objectives - Color Variety
    • Magic Objectives - Color Collections
  • Glossary
  • Unlock Triggers
    • Ties for Legacy Points
  • End of Campaign
  • Credits

Overview

  • Sagrada: Artisans is a legacy game of dice drafting and window crafting. Each player represents a family of stained-glass artisans constructing windows to help build La Sagrada Familia cathedral over several generations.
  • Each window is constructed by taking turns selecting a die, then filling in a space on your window with its color and value—being careful to never put two of the same color or value next to each other.
  • Players win by scoring points from 3 Public Objectives, 1 Private Objective, and unused Tools. Players lose points for broken or empty spaces in their window.
  • Players are awarded Legacy Points for winning each game (and in various other ways, to be revealed later). The other players will gain new resources to customize their abilities.
  • At the end of the campaign, the player with the most Legacy Points will go down in history as the most renowned family of artisans!
  • While this game is built on the foundation of the original Sagrada game, no experience with it is required to play. Sagrada fans will definitely see fun twists on familiar favorites.

A Legacy Game

A legacy game is played as a campaign that evolves over time. New rules and components will come and go as the story unfolds; components will be written-on and stickered.

STOP! We'll teach you the rules! Visit floodgate.games/sagrada-artisans and watch a video explanation.

Important

Sagrada: Artisans is best experienced if you note a few considerations:

  • This game is designed to be played with the same group of players each game for the entire campaign. We suggest playing with the same group each time.
  • Avoid opening any boxes, envelopes, or sealed areas until instructed. You'll see these when the time is right.
  • Try not to look ahead in your journal. Each window is unique, and we'll introduce you to new things as you play.
  • There are several spots where stickers will be placed in the rule book and on various other components. You will fill these in as you play.
  • Don't throw anything away during or after play. It may become useful later.

Components

As with every legacy-style game, several components will be revealed over the course of the game. Here's what you should be able to see right away:

  • 4 journals
  • 6 colored pencils in a pencil box
  • 1 pencil sharpener
  • 1 Cathedral Board
  • 1 Main Deck
  • 3 card boxes (Main Deck, Discard, Market)
  • 1 Sticker Box
  • 10 dice
  • 1 dice bag
  • 1 rule book
  • 19 envelopes (sealed)
  • 3 wooden crates
  • 1 Window Booster Pack

Each envelope contains a list of its contents on its inside.

Window Booster Pack

The included Window Booster Pack is intended to be played separately from the campaign (ideally, after completing it). Instructions for using these windows are included on a separate sheet.

Game Setup

  1. Give each player their journal.
    • Journals are identical to begin the campaign. Players will use the same journals throughout the campaign.
    • Choose your family name and record it in the front cover, along with the first name of the family member for the current age.
  2. Place the Cathedral Board and colored pencils in the middle of the table, within reach of all players.
  3. For the first game, select a Start Player at random—give them the pencil sharpener as a reminder. For the second game and beyond, the player with the fewest Legacy Points chooses the Start Player (including themself). Ties are broken by the previous window placement (descending).
  4. From the Main Deck, find the Intro Story Card for the current window. Read the story out loud to all players, then follow the actions shown in order.
  5. Reveal the Private Objectives for the current window from the Main Deck. Shuffle them together and give one to each player, face-down.
  6. Each player may now open their journal to the current window. Read the story and follow any instructions shown.

For the second game and beyond:

  1. Take all the stickers out of the Sticker Box and set them beside the Cathedral Board.
  2. Empty your journal's storage pouch and place the contents face-up beside your journal.
  3. Record the total number of tools you own in the Starting Tool Count scoring box. These are worth 1 point each during Scoring.
  4. Choose which of your Tool Cards to bring to this game (up to your Tool Box Capacity). Set the others aside. They will not be used.

Quick Gameplay Overview

This is a brief refresher of the rules to get you started quickly. Rules stickers and a window's unique rules override anything conflicting below.

Game Setup

  1. Place the Cathedral Board, colored pencils, dice, and dice bag within reach of all players.
  2. Give each player their journal. Remove all contents from your Storage.
  3. Read the Intro Story Card from the Main Deck for the next window. Follow any instructions given.
  4. Give each player a Private Objective Card from the Main Deck.
  5. Choose which Tool Cards to bring into the game (up to your Tool Box Capacity). Record your total tool count (including storage) in the top scoring space.

Round Setup (12 rounds per game)

  1. Place all dice in the dice bag.
  2. Take 2 dice per player + 1 more from the bag (2 players: 5 dice, 3P: 7, 4P: 9).
  3. Roll all the dice and place them in the matching spaces on the Cathedral Board. Re-roll any duplicates (same color and value).
  4. Beginning with the Start Player, take turns in a "snake draft" order (i.e., take one turn each going clockwise, then, one turn each going counterclockwise).

Player Turns (2 turns per round)

  • Take 1 die from the Cathedral Board.
  • Optional: Use abilities in any order.
  • Fill a space in your window with that die's color and value.

Placement Restrictions

  • Your first space may be anywhere.
  • Each space you fill must share an edge or corner with another filled space.
  • Two spaces with the same color or same value may never share an edge. Nothing overrides this rule.
  • Each space must be filled with a matching color or value restriction, if any, printed in your window. Nothing overrides this rule.
  • If you ever break any placement restrictions, cross out spaces in your window until no placement restrictions are broken.

End of Game - Scoring Points

Score points at the end of each game for each Public Objective (A, B, and C), your Private Objective, Starting Tools, and any unused tools. Lose points for broken or empty spaces. Beginning with Last Place, players earn rewards (Legacy Points, Coins, Tool Cards) based on their placement compared to each other. Some players may gain new Tool Cards from the Main Deck. The remainder go to the Market Box. Players may now visit the Market to spend Coins and purchase upgrades. Unspent Coins do not carry forward.

Gameplay

Each game is played over 12 rounds. Players take turns drafting a die, using abilities, and filling in spaces on their window, obeying all placement restrictions.

At the end of the game, players score for each Public Objective and their Private Objective but lose points for any broken/empty spaces. The highest-scoring player is the winner of this game (but not necessarily the whole campaign). Players are rewarded based on their placement at the end of each game and will carry these rewards into future games.

Round Setup

Each round:

  1. Place all of the dice in the dice bag.
  2. The Start Player takes dice from the dice bag based on player count: 2 dice per player + 1 additional die.
    • 2 Players: 5 dice
    • 3 Players: 7 dice
    • 4 Players: 9 dice
  3. Roll all the dice and place them on the Cathedral Board in their respective spaces (e.g., place the red-5 die in the matching red-5 space).
  4. If there are any duplicates (same color and value), reroll each duplicated die until there are no duplicates. Place them in their respective spaces.

NOTE: There cannot be any duplicate dice (same color and value) in a space on the Cathedral Board. For each duplicated die, reroll one of the dice until a different value is rolled.

Snake Draft

Each round in Sagrada: Artisans is played as a snake draft:

  1. The Start Player takes their first turn.
  2. Continuing clockwise, the next player takes their first turn. This repeats until each player has taken their first turn.
  3. The last player (who just took a turn) takes their second turn.
  4. Reversing directions and continuing counterclockwise, the next player takes their second turn. This repeats until each player has taken their second turn (ending with the Start Player).

Player Turns

Take turns selecting a die, using abilities (optionally), and filling a window space.

Draft a Die & Fill a Space

  1. On your turn, you must select any 1 die from the Cathedral Board. Place it next to your journal, keeping the same side face-up.
  2. (optional) Use abilities.
  3. Select a space on your window to fill with the die's color and value, obeying all placement restrictions.
    • A. Write in its value with the black pencil.
    • B. Shade the space in with the matching colored pencil.

If you're unable to fill a space with the die you selected (even after using abilities), do not return the die to the Cathedral Board.

A Note on Visual Accessibility

  • Each reference to a color is accompanied by a distinct texture. The color names for each are located inside your journal.
  • The red and blue dice include a texture effect to differentiate them further from the other dice.
  • We recommend adjusting how you fill spaces (with a pattern or distinct mark) as needed to help differentiate colors that may otherwise appear similar.

Placement Restrictions

  • The first space you fill may be anywhere in your window.
  • Every other space you fill must be adjacent to any previously filled space (sharing a corner or edge).
  • You may never fill two spaces that share an edge with the same color or value. If two spaces only share a corner (and no edge), they may be the same color or value.
  • Some spaces have a preprinted color or value in them already. These color restriction and value restriction spaces must be filled with that color or value respectively.
  • Star spaces have a star in them—these are referenced by objectives and rules, but they add no additional restrictions.

Broken Windows

If you ever find that you've filled a space that breaks any of the placement restrictions, place an X through that space with the black pencil. This is considered a Broken Window space.

  • It does not add restrictions to its neighboring spaces that share an edge.
  • It will not count toward any scoring objectives (public or private).
  • It is worth -1 point during Scoring.

Abilities

Throughout the campaign, four types of abilities will be introduced. On your turn, you may use each type of ability repeatedly, and in any combination. Each ability may be used at any time on your turn, unless it says otherwise. Ability effects only last until the end of the turn—afterward, treat the die as its physical color/face-up value. Some abilities allow you to fill spaces with values less than 1 or greater than 6!

Chaining Abilities

Ability effects do not change the physical die itself. When using an ability that says "Fill a space with ...", treat the die as if it were the color/value resulting from the ability before using a subsequent ability. This may enable you to use another ability that otherwise might not have been usable.

Flipping Dice

When using a flip ability, the resulting value is as if the die was flipped (e.g., 1 changes to 6, 2 to 5, 3 to 4, etc.). Any value outside of 1 through 6 results in a value of 0. If a previous ability changed the color, keep that color. Example: Roll a red-1. Abilities first change the color to yellow (now a yellow-1), then add +1 (now a yellow-2), then flip. The end result is a yellow-5, not red or 6.

Abilities & Placement Restrictions

  • Anytime you're using an ability, you must obey all placement restrictions except those the ability lets you ignore (e.g., adjacency).
  • Nothing in the game will allow you to fill a space with a different color or value than what is preprinted or previously filled in that space.
  • Nothing in the game will allow two spaces of the same color or value to share an edge with each other.

Tools

During your turn, you may use any tools available to you, either from the current window or Tool Cards you brought into this game.

The three tools shown for the current window in your journal can be used one or more times each during the game but only if there's an empty tool point space above it. When using one of these tools, fill in the above point space with the color of the tool you want to use. Unused tools in your journal are worth the point value shown in each empty box during Scoring. Fill in a box when using a Tool. Each unfilled box in the Tools area is worth the points shown.

Example tools:

  1. Hake Brush — After drafting, fill in the space with a 1. Ignore the die's value, but keep its color. Obey all placement restrictions.
  2. Grinding Stone — After drafting, filling a space with the die's flipped value (6 becomes 1, other values 1↔5, 2↔4, 3 stays; values outside 1–6 become 0).
  3. Cork-Backed Straight-Edge — After drafting, fill in a nonadjacent space.

New Rules

  • New rules for each window appear in the New Rules section of that window.
  • Before beginning the game, find the Private Objective Cards labeled for the current window at the front of the Main Deck. Reveal these, then give one at random to each player. Discard any extras.
  • Windows may have starred spaces. At the end of the round, when every player has filled these spaces, follow the window's instruction (e.g., open a specified Envelope). If it isn't opened before the end of the game, open it before scoring.

End of Round

At the end of each round, after each player has drafted their dice:

  1. Each player marks their Round Track (bottom left of their window), crossing off the leftmost unmarked space.
  2. If it's the end of the 12th round, continue to the End of Game. Otherwise, pass the pencil sharpener to the left. That player becomes the next Start Player.
  3. Continue with Round Setup for the next round.

End of Round Unlock Triggers

The first window has an Unlock Trigger that happens at the end of a particular round, as instructed on that window. Be sure to resolve this unlock before continuing to the next round.

Cathedral Construction

At the end of each round, after each player has drafted their dice, the last player (in turn order, usually the player with the Start Player marker) may have an opportunity to complete construction of a space on the Cathedral Board.

When you're the last player (in turn order), if at least one die remaining on the Cathedral Board is in the lowest unconstructed space for its color, you will construct that space on the cathedral board. You must construct a space if you can, and if more than one space is available, you may only choose one.

When you construct a space:

  1. Find the matching sticker (by color and value) on the Cathedral Construction Cards and place it on the Cathedral Board in that space.
  2. Fill the corresponding space in their Journal.

End of Game

Total the scores, earn rewards, and possibly unlock new content!

Outro Story Card

From the Main Deck, find the Outro Story Card. Read the story out loud to all players and follow any actions shown in order. Be sure to resolve any unlocks before continuing.

End of Game Unlock Triggers

Some unlocks are triggered during end of a game if a specific condition is met. Be sure to resolve these unlocks as they're triggered. Unlock Triggers are found at the back of the rule book.

Ties

Ties are broken first by the player with the fewest Legacy Points, then by fewest broken window/empty spaces, then by most Private Objective points, then by final round player order (ascending).

Scoring

Each player records the points they earned during the game:

  1. Be sure each player recorded the number of Tool Cards they owned before the game started in the top box (only for games 2–10).
  2. Record the number of points earned from each of the three Public Objectives (A, B, and C).
  3. Record the number of points earned from the Private Objective.
  4. Add up the empty tool point spaces from the tools available for this game.
  5. Add up the number of empty (unfilled) or broken window (crossed-out) spaces. These are worth -1 point each.
  6. Add up any additional points that may be indicated in the rules for this window.

Public Objectives (examples)

  • Column Shade Variety — 4 points per column with all different values.
  • Vertical Color Balance — 3 points per pair of the same color in the same position on the top & bottom halves.
  • Row Shade Variety — 7 points per row with all different values.

Rewards

Players earn rewards based on their placement (1st through 4th) and the player count. Rewards include Legacy Points, Tool Cards to carry into future games, coins, and a chance to sign the Cathedral Board.

Legacy Points

The 1st-place player earns Legacy Points for this window as shown in the reward chart. They fill in that many spaces in the Legacy Points Track on the back cover of their journal. They may then sign their Magic Square on the back of the Cathedral Board! The 2nd-place player earns 1 Legacy Point.

Gain Tools

  1. From the Main Deck, find the tools matching this window.
  2. Beginning with the last-place player, players may gain the number of Tool Cards shown in the reward chart from among these new tools. Each player may only own one copy of any tool.
  3. Put the remaining Tool Cards into the Market Box. In a 2-player game, only put 1 copy of each tool in the Market Box, and any duplicates in the Discard Box.

Gain Coins

Players gain coins as shown in the reward chart. After gaining coins, you must spend them at the Market or by Expanding Your Tool Box (relevant sections to follow)—or lose them. There's no specific place to write down or track your coins since unspent coins do not carry over to future games.

The Market at Encant Vells

Beginning with the player with the fewest Legacy Points, players take turns spending their coins in the Market (in reverse order). There are three tracks to progress on located at the back of the journals. For each coin you spend in the Market, cross off the leftmost uncrossed box on the tracks you choose.

  1. Books of Wisdom — Earn Legacy Points! When crossing off a box with a Legacy Point icon, fill in that many Legacy Point Track spaces.
  2. Family Skill Training — Gain new Family Crest Abilities! When crossing off a box with the icon, select 1 Family Crest Ability matching your color and add it to your Family Crest.
    • A. The color for a color-changing upgrade must be recorded when you choose that sticker.
    • B. You must place the sticker in one of the top 4 slots. You may cover an existing sticker.
  3. Tools of the Trade — Gain new tools! When crossing off a box with the icon, gain any one tool you don't already own from the Market Box of tools (limit of 2 per game). You may not gain a second copy of any given tool you already own.

Remember: Your Tool Box Capacity limits how many Tool Cards you can bring into a game. Spend coins to increase it.

Completing a Market Track

If you complete a Market Track (crossing off the final box), you gain a powerful new Dedication Ability found below that track for the rest of the campaign. Cross off the box next to the ability as a reminder.

Expand Your Tool Box

The number of filled Tool Box Capacity slots in your journal's front cover determines how many Tool Cards you can bring in to each game. Players may now spend to increase their capacity: lose the number of coins shown in the next available slot, then fill that slot.

Cleanup

  1. Place all Story Cards and Private Objective Cards from this window at the back of the Main Deck. These will not be needed again.
  2. Each player may name their masterpiece, recording it on the name placard at the bottom of the window and in the family tree section on the front inside flap of their journal.
  3. Continue on to the next window, or, store everything so it's ready for the next time you play.

Remember: Unspent coins do not carry over to future games.

Storage

Store all of the game components as follows so they're ready to go for the next game:

  1. Place each player's cards into the storage pouch inside the front flap of their journal.
  2. Place all unused Sticker Cards in the Sticker Box.
  3. Place all Market Cards in the Market Box.
  4. Place all pencils in the pencil box.

The Magic Square

The Magic Square is found on the back of the Cathedral Board. It has numbered spaces that you fill in as you sign it.

Filling Magic Square Spaces

  • When you fill in a Magic Square space in your window, immediately fill the matching numbered space in your Magic Square (above) with that same color. Do not record a value in the Magic Square space.
  • Since there are two spaces with a 10 in the Magic Square, the first time you fill a 10 space in your window, you choose which 10-space to fill. The same is true for the spaces labelled 14. In a 3- or 4-player game, you choose which space to fill. Middle Four and Four Corners objectives are the same.
  • You may have two or more adjacent spaces that are the same color in your Magic Square (unlike in your window).

Broken / Empty Spaces

  • If you ever have to break a Magic Square space in your window, you must also break the corresponding space in your Magic Square (crossing it out).
  • If a Magic Square space in your window is empty at the end of a game, leave the corresponding space in your Magic Square empty.
  • Broken or empty spaces in your Magic Square will not count toward any Magic Objectives.

Magic Objectives - Color Variety

At the end of the game in which they're completed, each completed Color Variety Objective will earn you 1 or 2 Legacy Points. Record these points at the end of the game in which you achieved the objective. Points are given for having four different colors in the locations shown. For example, gain 1 Legacy Point for having one row with no repeated colors. Gain additional if all rows have no repeated colors. The same is true for columns and diagonals.

Objectives include: Columns, Rows, Four Corners, Middle Four, and Each Diagonal — each awarding Legacy Points for the first instance with no repeated colors and additional Legacy Points for all of them.

Magic Objectives - Color Collections

At the end of the campaign, gain 1 Legacy Point for each color that appears 4 or more times in your Magic Square.

  • The Color Collections Objective will earn you 1 Legacy Point at the end of the campaign for each color that appears in your Magic Square 4 or more times.
  • If a color appears more than four times, it still is only worth 1 Legacy Point.
  • If a color appears fewer than four times, no points are given for that color.
  • Broken or empty spaces do not count toward any color's total.

Glossary

  • Adjacent — A space is adjacent to another space if they share an edge or a corner (single point / vertex).
  • Constructed Space — Any space on the Cathedral Board with a sticker on it.
  • Surrounded — A space is surrounded by each other space that shares an edge (any space sharing only a corner and not an edge isn't included).
  • Standard Colors — Red, Yellow, Green, Blue, and Purple.
  • Primary Colors — Red, Yellow, and Blue.
  • Secondary Colors — Purple (Red + Blue), Green (Blue + Yellow), Orange (Yellow + Red).

Unlock Triggers

Most of the time, Story Cards will tell you when unlocks should be resolved. After players are done visiting the Market, resolve any End of Game unlocks if their conditions were met before continuing.

To resolve an unlock:

  1. Carefully open the envelope indicated.
  2. Remove all the contents.
  3. Read the story aloud, then follow each instruction shown inside the envelope, in order, before continuing.

Ties for Legacy Points

If players are tied for Legacy Points, use the placement order of the most recently finished window. (e.g., the 1st-place player from the most recent window is considered to have more Legacy Points than any player tied with them).

End of Campaign

After you finish Window 10, this will be the end of the campaign—you made it!

  • Finish End of Game Scoring and give rewards as normal (noting that there are no Tool Cards to give out after this window).
  • Double-check that players have recorded all the Legacy Points they've earned (be sure to check the front and back of your journal). Coins are not worth any Legacy Points.
  • Be sure to read both Outro Story Cards from the Main Deck for Window 10 and follow the instructions on them.
  • The player with the most Legacy Points will go down in history as a member of the most renowned family of artisans! Congrats!
  • Continue playing with the Window Booster Pack windows, or purchase a Campaign Reset Kit and play the campaign again!

Credits

Game Design: Adrian Adamescu & Daryl Andrews. Game Development: Ben Harkins. Graphic Design & Illustration: Peter Wocken, Matt Paquette Co., Matthew Mateyko / Komboh Creative. Writing: Harry Mackin. Editing: Paige Polinsky. Stained-glass Consulting: Ian Leino (Geek Orthodox). Publisher: Floodgate Games.