Sagrada
114 questions players ask about Sagrada, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-30.
114 questions players ask about Sagrada, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-30.
The publisher and designer say scaling is optional; the note on newer printings rests on community reports.
The original rules put all 90 dice in the bag at any player count, and the publisher and designer called scaling the bag to the player count an optional extra. The 5-6 Player Expansion's chart uses 50 dice for two players (10 per color), 70 for three (14 per color) and all 90 for four. Players report newer printings of the base game now print the same scaled setup.
The intended order is to deal private objectives, choose your window, and only then reveal the public objectives and tools, so less information is on the table. Both the designer and publisher say groups are free to reveal everything first and choose afterward if they prefer.
The designer or publisher answered this directly.
Each player gets two double-sided window cards, giving four patterns to choose from. You choose one side of one card; the other card goes unused. The difficulty number (3 to 6) is the number of Favor Tokens you start with.
The rulebook states the token count and the scoring of unspent tokens.
No. A harder pattern only gives you more Favor Tokens at the start. Those tokens are worth 1 point each only if you leave them unspent at the end.
The rulebook's setup sections give these numbers.
Three tool cards are drawn face up in every multiplayer game, whatever the player count. A bigger table just means others may use a card before you and raise its cost. Solo play uses one to five tools depending on difficulty.
The designer confirmed this mix; the cautions come from community posts.
Yes. The designer confirmed you can use public objectives from the base game, Life and Passion together, and private objectives from the base game and Passion. Players add that conflicting public objectives should be avoided and that Glory's Strife objectives stay separate because they need Strife dice.
Only as input to a tool. Drafting and placing is one action, so you cannot take a die just to discard it. You may take an unplaceable die if a tool will make it playable. If it still cannot be placed afterward it goes back to the Draft Pool. An early designer post allowing draft-and-discard was superseded by the final rules.
Several players agree and it follows from how the rulebook handles passing and leftover dice.
You pass. The die goes back to the pool (or you simply take none), and other players still take their usual two dice, so they may have more dice to pick from. Leftover dice go to the Round Track at the end of the round; dice leave the game only to fix a placement mistake.
The designer or publisher answered this directly.
No. You may use at most one tool card per turn, and a round gives you two turns. The publisher also confirmed you can use the same tool on two consecutive turns.
The rulebook says the actions can be performed in any order.
Yes. A turn's draft and tool use are both optional and can happen in either order. Tools worded 'after drafting' act on the die you just took, so they need the draft to have happened in the same turn.
The rulebook gives each player two turns per round.
No. Each player may take at most two dice per round, once on each of their two turns. Dice nobody takes go to the Round Track.
The rulebook describes the clockwise-then-reverse order.
The Start Player goes first and play passes clockwise. After the last player's first turn, the order reverses, with the last player taking their second turn first. In a two-player game that is P1, P2, P2, P1.
Yes. The publisher says it is fine, since the bag's contents can be deduced from the dice already pulled.
Players agree and it follows from the card wording.
Generally yes; a tool can be used on any of your turns where its text applies. Tools that take both dice in a row, like Running Pliers, only fit the first clockwise turn.
The designer or publisher answered this directly.
No. The publisher and designer say placement restrictions must always be obeyed, and breaking them knowingly is cheating. The mistake-correction rule is only for honest errors.
The printed editions conflict and no official ruling resolves it.
The editions differ. The original rulebook says players may choose not to draft, but quoted text from the current edition makes taking a die mandatory when you can place one, with only the tool optional. Solo text in the new edition still reads as optional, so the editions are not fully consistent.
On any edge space of your window, including the corners; all four sides count. Only the first die of the game has this restriction, and later dice must be adjacent to a placed die. A movement tool may later move that die off the edge.
The designer or publisher answered this directly.
Any die already in your window will do, and diagonal contact counts as touching. The last-placed die has no special role.
The rulebook states the ban applies orthogonally.
Yes. The same-color and same-value ban applies only to orthogonal neighbors. Diagonal contact counts for touching but is otherwise unrestricted.
The rulebook's tip addresses this and only rule-breaking dice are removed.
No. A legally placed die stays even if it makes a neighboring space impossible to fill. The rulebook's tip is to avoid such placements.
The Dice Placement Mistakes section covers this.
You immediately remove dice of your choice until every restriction is met. Removed dice leave open spaces that cost points as normal. You cannot quietly fix it with a tool.
The designer or publisher answered this directly.
No. The publisher says a die left alone by a tool move or removal does not count as breaking a placement restriction, since the game does not track how a window was built. Only dice that break color, value or adjacency rules get removed.
The designer or publisher answered this directly.
No. Tools that say 'ignore color' or 'ignore value' only lift the printed restriction on the window pattern space. No base-game tool overrides the rule against matching orthogonal neighbors, and the designer calls doing so an unofficial house rule.
The designer or publisher answered this directly.
Yes. Every move must obey all restrictions the tool does not explicitly waive, even when the card does not repeat them. Each die in a multi-die move is checked independently.
The designer or publisher answered this directly.
Yes, unless the tool says otherwise. The moved die must go to a space that obeys all other restrictions, including touching an existing die. The publisher clarified that no path to the new space is needed, and an earlier reply that the moved die need not touch anything was corrected.
Yes. Only the moved die is checked, so moving a die can leave another die with no neighbors, and the first die can be moved off the edge. An earlier publisher answer saying otherwise was reversed later in the thread.
Yes. Ignoring a restriction is an extra ability, not a requirement, so the destination can be a blank space or a space whose restriction the die already satisfies. All other restrictions still apply.
Two players agree, matching the card wording.
No. Ignoring a restriction applies only to that one placement and leaves no lasting effect. The next placement follows the normal rules.
The designer or publisher answered this directly.
Yes. Moving the second die into the vacated space is allowed. A true simultaneous swap is not: each move is a separate action checked on its own.
Yes. The edge rule applies only when you first place your opening die. A lone die can be moved anywhere that is otherwise legal.
The designer or publisher answered this directly.
The first use of a card costs 1 Favor Token; every later use, by any player, costs 2. It never costs more than 2, and the cost does not depend on whose tokens are on the card. Spent tokens do not come back, and tokens are not tracked by owner.
Not through ordinary play: the first use puts 1 token on a card and every later use puts 2 more, so the example in the new rulebook showing a two-token card needs expansion content. The designer says the example was not valid for the base game, and the publisher says it meant to show that extra tokens still cost 2.
The designer or publisher answered this directly.
'Only' is a typo for 'on'. Place 1 token on the card if it has none, otherwise place 2.
The rulebook says a tool is paid for each time it is used.
Yes. Tool cards are shared and stay in play. Anyone can use one again on a later turn by paying 2 tokens. You pay each time; there is no keeping a tool after paying.
Reasoned from the card wording; no official ruling.
No. Tool cards act only on dice in your own window or on dice you draft. Which dice a tool reaches depends on the card.
Only the die you just drafted that turn. It does not carry over to later drafts, and the tool and draft can be done in either order within the turn.
The publisher confirms an unplaceable die returns to the pool, and community posts agree a playable die must be placed.
Yes. Drafting and placing is one complete action, so a playable die must be placed. Only if it cannot be placed does it return to the Draft Pool.
The designer or publisher answered this directly.
No. You choose a value for the pulled die and may then place it or return it to the Draft Pool; the publisher says you can return it at any value. You cannot choose its color, and the Flux Remover does not give an extra placement.
No. It flips the die you just drafted, before placement, in the same turn. The sequence is draft, flip, place. If the flipped die cannot be placed it returns to the Draft Pool.
The designer or publisher answered this directly.
You swap the drafted die with any one die on the Round Track, from any earlier round, and the swapped die keeps its value. The die you drafted does not need to be placeable, but the die you swap in must be placed legally or the action is invalid.
Move up to two dice of the same color as any die on the Round Track, from any round and not only the last. Up to two includes zero. Each move is checked separately for placement, and the publisher confirmed any Round Track die can be matched.
Not as a true swap. The usual ruling is that each move is separate and checked on its own, so you move one die to a legal space and then move the second die into the vacated space. One designer post said a swap was not intended; another reported otherwise, so a few groups play it as a swap.
Yes. Each move must be legal on its own unless a tool explicitly waives a restriction. Lathekin can still produce a layout normal placement could not, such as splitting dice into two groups.
The designer or publisher answered this directly.
It lets you place the drafted die away from other dice, so it breaks the touching requirement. Later dice may connect to that new die, so you can grow your window from either location.
Only on your second turn of the round, before you draft your second die. It re-rolls the dice left in the Draft Pool.
Use it on your first turn: take your second die right away, then skip your next turn this round. That extra draft is not a second turn, so you cannot use another tool then.
Two players agree, reading the card wording.
No. It moves a die already in your window, so the die must be placed legally first; the value restriction is ignored only for the move itself.
Two players agree, reading the card wording.
No. The diagrams are examples. Follow the written text, which lets you ignore the destination's color restriction when you need to.
The designer or publisher answered this directly.
All of them go on the Round Track, and only one covers that round's numbered space; the others stay uncovered on the track and remain available to tools. None are discarded.
The designer or publisher answered this directly.
Yes. When a tool lets you take a die from the Round Track you may choose from all of them, so keep them visible and unchanged.
Players agree and the rulebook gives the solo use.
Some tools take or swap dice from it. In solo play their total is the target score.
The designer or publisher answered this directly.
No. They score only for completed rows or columns with no empty spaces.
No. Sets such as Color Variety, Shades or number pairs can be made from dice anywhere in the window. Count each needed color or value and take the smallest count; that is the number of sets.
The designer or publisher answered this directly.
No. Within one objective card each die belongs to only one set. The same die may still score on other cards.
It gives 1 point for every die that has at least one diagonal neighbor of the same color. Each die counts once however many diagonals it sits on, pips do not matter, and two dice are enough to start a chain. The maximum is 20.
The designer or publisher answered this directly.
Anywhere on your window. The objective sums the pips on all your dice of its color, regardless of position or shape.
The rulebook lists the tiebreakers.
The player with the most points from private objectives wins, then the most remaining Favor Tokens, then the player who was later in turn order in the final round. One player testing the digital app reports it appears to break the last tie differently.
The rulebook states the penalty.
Each empty space costs 1 victory point (3 in solo play). There is no bonus for filling the window.
Players agree and the rulebook says players score each card.
Yes. Each objective is scored separately, so a die can count toward every card it fits.
The designer or publisher answered this directly.
Count the dice with each required value and take the smaller count. For 1s and 2s, one 1 plus one 2 is a set, so four 1s and three 2s give three sets.
The publisher corrected the remastered rulebook's solo scoring line; the older setup comes from the earlier rulebook.
The remastered rulebook uses three public objectives in solo, and the publisher says all three score; its line about scoring only one of the three was an error and not a real rule. Older printings, including the rulebook text on this site, set up two public objectives.
The designer or publisher answered this directly.
Deal two private objectives and keep one for scoring. The designer says to follow the printed rules, and the publisher says the two-dealt, one-kept setup came with the second printing; first-printing copies said to draw one.
The designer or publisher answered this directly.
They go on the Round Track, and every die you do not place or spend counts toward the target. Two dice may share a space, and you cannot choose which ones count. Dice spent on tools are removed from play and not counted.
The designer or publisher answered this directly.
Yes. You get two turns per round, and each turn you may draft and place a die, use a tool, do both, or pass. The tool is paid with a different die, so up to four dice can be used in a round.
The publisher said a tool's action must be performed to pay with a die, and the rulebook describes the die payment; the Favor Token option is a community report of the revised rules.
Place a die from the Draft Pool matching the color in the tool's top-left corner, perform the tool's action, and both the die and the tool are removed from the game. You cannot pay for a tool whose effect you cannot perform. Players report the revised rulebook also lets you pay Favor Tokens instead, which keeps the card.
No. Tools that act on the die you drafted need a draft to have happened first in that turn, so they cannot start a solo turn.
After your first draft, place a red die on Running Pliers and draft another die. The skip-your-next-turn text applies to multiplayer, and you still play ten rounds.
The rulebook describes the solo scoring.
Add the values of all dice on the Round Track at the end of the game, not counting dice spent on tools. Beat that total with your own score, where each empty space costs 3 points and you score only one private objective.
Yes. The designer says to play however is fun: extra tools or a third public objective make it easier, and harder windows or extra restrictions make it harder.
Players describe the revised solo rules consistently; no official ruling.
No. When a die is spent on a tool the card and any tokens on it leave the game. Paying with Favor Tokens keeps the card in play.
Fan comparisons of the printed rulebooks agree; no official changes list is cited.
Community comparisons say the core game is nearly identical. Changes noted are color private objectives scoring 3 points per matching die instead of the pips, revised solo scoring, solo tools payable with Favor Tokens as well as dice, and dice counts that vary by player count. The rulebook in our library is an earlier printing and still sums pips.
The publisher said dice and window patterns kept their sizes and almost all expansion content is compatible.
Yes. The publisher says dice and window sizes are unchanged so nearly all expansion content works. Tool and public objective cards are a different size and some colors shift, but no rule changes are needed.
No. The publisher says Rare Glass boards are not tools, so Wisdom does not count them. A board replaces a tool card in setup but is not itself a tool.
The printed rules and the publisher say Rare Glass private objectives replace the base ones; the designer's earlier 'both' answer conflicts.
Use only the Rare Glass private objectives. The printed Passion rules and the publisher say they replace the normal private objectives. The designer once said to play with both private cards, so that is a house-rule option, not the published rule.
The publisher and designer answered this directly; the designer's earlier intent that it replaces a tool-like action defers to the publisher's version.
No, according to the designer and publisher. Rare Glass boards work like tools: use one any time on your turn, and you still draft. The extra die lets you skip a drafting turn once without leaving an empty space.
The designer answered this directly.
No. The designer says tools are only for dice you draft from the pool, so they cannot change a Rare Glass die.
A Rare Glass board takes the place of a tool, so you pay Favor Tokens for it; the cost is printed on the board. A variable-cost board can be free once enough of your window corners are covered. When all slots on a board are emptied, roll new Rare Glass dice and refill them.
The designer or publisher answered this directly.
No. It is a no-color die. It can add a new color for Row or Column Color Variety but cannot extend another color's set or diagonal, and other color objectives ignore it. Placement rules still apply, including touching a placed die.
Yes. Each die may count toward one color pair and one number pair, per the publisher. An earlier designer answer that scored fewer points was overtaken.
The designer answered this directly; the note about the row objective is a community report.
No. Do not count the Rare Glass die; only the other dice with that value score. Players report that the only private objective that includes the Rare Glass die is the one summing its row.
The designer and publisher answered this directly.
Yes. The publisher and designer both say Inspiration cards can be used with private pool dice. For Luck, if you cannot place the re-rolled die you do not get another draft.
The designer answered this directly.
No. Such effects refer only to the window pattern's color and value restrictions. Adjacency between same colors or values is never broken.
The designer confirmed the largest-diagonal-group reading; the tie and Rare Glass notes are community reading.
It scores your single largest group of same-colored dice connected only diagonally. Only one group scores even if several tie, and a Rare Glass die cannot extend it because it has no color.
The publisher confirmed the separate scoring.
The mirrored dice must sit in the same position on both halves. For horizontal symmetry, match columns 1 and 5 or 2 and 4 in the same row. Within a single row or column each color or shade can score separately, so one column can score two different balanced colors.
The designer answered this directly.
The die you move must still obey the restrictions for its new space. The Flashed Glass die simply takes the moved die's place and needs no restriction check.
The first die costs 2 Favor Tokens, the second 1, and the third is free. The board refills only when all three dice are taken, and the cost cycle starts again.
Players read the card this way; no official ruling.
Only between drafting a die and placing it on Foresight. Placing a die from Foresight into your window is not a draft, so tools do not apply then. A die left on the card at game end leaves a hole that costs points.
The publisher said the bag setup is optional and left the choice to the group.
Use a substitute for the tokens. The publisher also suggests taking tokens from tool cards but leaving one on each card.
The publisher answered this directly.
Yes. It can come from either the public Draft Pool or your private pool.
One detailed player answer; no official ruling.
On a value-restricted or blank space, not a color-restricted one, and it still cannot touch a same-color or same-value die orthogonally. The arrows are only an end-of-game reminder: an unmet arrow loses points at scoring, and it can be your first die.
Only the effect that refers to the Draft Pool is limited to the public Draft Pool. A die you drafted from your private pool counts as the drafted die, so a swap on the drafted die can use it.
Yes, nothing prevents playing several in a round. You earn at most one Apprentice card per turn even when you cover two symbols, but a symbol that becomes available again later can give another. Dice placed through Apprentice effects still obey placement rules, so two orange dice cannot touch.
Yes. Influence lets you take up to 3 Favor Tokens off a tool card that has tokens on it, without activating the tool.
The designer answered this directly.
Score 2 points for each die that has another die matching both its color and its value. The arrows only show duplicates and do not multiply the score; three yellow 3s score 6.
The publisher answered this directly.
No. Each column scores 5 points once if it has either pattern.
Community posts agree, and the publisher confirmed an answer in the thread.
All dice on the Round Track count, numbered space or not, but dice on the Masterwork board do not. Each matching die in your window scores, and identical track dice do not score twice.
Players agree; no official ruling.
It cancels the usual 1-point penalty for each window space with no die at game end.
Yes. The publisher says the expansion's player-count bag setup is optional, so a group may choose whichever bag it prefers at any player count.
The publisher confirmed the setup timing.
After choosing your window pattern, take 2 dice of each color and roll them immediately; they form your private pool, and it is not re-rolled later, only changed by tools 13 and 14. Reduce the bag accordingly, then set aside any leftover dice.
Players report this; no official ruling.
Yes. It works at any player count and with any other expansion, as long as the dice bag matches the modules in use.
Players quote the expansion rulebook's tables; they are not part of our rulebook library.
With the expansion's chart, add 10 of each color for 2 players, 14 for 3, 18 for 4, 22 for 5 and 26 for 6 in the base-plus-expansion bag; when you also deal private pools, the bag holds 6, 8, 10, 12 or 14 of each color. Unused dice are set aside.
The publisher and the expansion rulebook answered this directly.
Not tools that refer to the Draft Pool or the drafted die; the 5-6 Player rules say they cannot be used on private pool dice, and the publisher confirmed they work only on the public pool. The expansion's two tools (13 and 14) are the ones that interact with the private pool. Glazing Hammer (#7) and Running Pliers (#8) are not used when playing with Private Dice Pools.
The publisher described the swap directly.
You draft a die, swap it for one from your private pool, and place the private pool die in your window. The drafted die goes into your private pool in its place.
Only slightly: solo gains the new private objectives and window patterns, and nothing else changes, including the dice in the bag.
Players report the contents; no official ruling.
No. It has only two tool cards, no public objectives and too few dice for a standalone game.
One player quotes the optional-actions rule; no official ruling.
No. Each action is optional, so you may skip placing one, but the unfilled space costs points at the end.
Community readings of the Glory modules; no official ruling.
Players say only Strife and Flourish work in solo; Rivalry and Pioneer are multiplayer. For Strife, one player suggests 8 of each base color plus 3 Strife dice (43 total), but that is a guess, not a published setup.
Players quote the Glory rules; no official ruling.
Set up the bag for your modules, then add 4 Strife dice for 2 players, 5 for 3, 6 for 4, 7 for 5 and 8 for 6, and add one Strife die to the Draft Pool each round. Strife dice score like other dice except on objectives that mention them. Dice may remain in the bag at game end.
The designer answered this directly.
No. The designer says each die counts toward only one pair.
Players quote the Glory rules; no official ruling.
Players are ranked by how well they meet the objective and points go by place, with ties splitting the places they share. A player with no qualifying dice scores nothing, and in a 2-player game the third-place points are ignored. Rivalry cards score only three players in a 6-player game.
Players describe the card art; no official ruling.
Strife cards show a gray die at the top and Rivalry cards a gold goblet. Cards with both symbols are both kinds.
Players read the Glory rules; no official ruling.
No. You use both the Flourish cards and your regular private objective, and each objective scores separately so one die can count for both.
Players agree; no official ruling.
No. The picture is only an example. Any matching color or any matching number works, wherever the dice sit.
Players read the card; no official ruling.
It scores once for the number of unique gray values, using the card's scale (three different values score 6), not once per set.