No.141 / 280Strategy & systems · Drafting & allocation

Pick From the Common Pool

Everyone picks from the same pile in turn; what you take, others can’t.

Prototype complexity
Who plays
Competitive play
Design focus
Planning · Information
SagradaNo.141Sagrada

01The core loop

Action → feedback → next choice
  1. 01Reveal a shared pool
  2. 02Pick in turn order
  3. 03Read what others need
  4. 04Take one and build

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Five dice: red 6, red 3, blue 5, green 2, yellow 4. You need blue; your rival needs the red 6.

  2. T2

    Turn 2 · The player chooses

    You take the red 6 to block them.

  3. T3

    Turn 3 · The feedback

    The rival takes the blue 5, and your window loses its ideal die.

  4. T4

    Turn 4 · The next decision

    Next round you focus on your own needs.

How it plays

Each round reveals a set of options, and players take one each in order until gone. You choose what helps you and sometimes deny what a rival needs. Leftovers, rivals’ builds and pick order are the main information.

What the player weighs

  • Take what you need vs deny what they need
  • Grab the best vs the scarce item that won’t wheel

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Competitive play

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Sagrada
S

Sagrada

P1

Each round a pool with one more die than needed is drawn, players draft dice into their windows, and the last die goes to the round track.

T

Teamfight Tactics

P2

On the carousel, everyone picks from the same set of champions with items, and the lowest-health players enter first.

The difference worth noticing

Sagrada’s pool is the core decision every round; TFT’s carousel is a periodic catch-up event.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Pick From the Common PoolDrafting & allocation+

Players may pass on the pool for gold, but passed options flow to the next player, so passing means choosing who benefits.

Prototype this combo in Yoroll

→Follow the next idea

Drafting & allocationNew

Pick a Phase Everyone Uses

The phase you choose runs for everyone, but only you get the bonus.

Prototype complexity
Who plays
Competitive play
  1. 01Secretly choose a phase
  2. 02Reveal together
  3. 03Everyone runs chosen phases
  4. 04Choosers get a bonus
Race for the Galaxy · Roll for the Galaxy
Drafting & allocationNew

Win the Area by Numbers

Whoever has the most presence in an area controls it.

Prototype complexity
Who plays
Competitive play
  1. 01Commit units to an area
  2. 02Compare presence
  3. 03The majority takes control
  4. 04Control pays out
Root · Carcassonne - Tiles & Tactics
Drafting & allocationNew

Race for the Shared Goal

The goal is visible to all, but only the first to reach it gets paid.

Prototype complexity
Who plays
Competitive play
  1. 01Reveal goals and rewards
  2. 02Gauge your distance
  3. 03Sprint or abandon
  4. 04First to finish claims it
Terraforming Mars · Dune: Imperium
yorollGAMEPLAY ATLAS

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