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
No.141Sagrada01The core loop
Action → feedback → next choice- 01Reveal a shared pool
- 02Pick in turn order
- 03Read what others need
- 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.
- 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.
- T2
Turn 2 · The player chooses
You take the red 6 to block them.
- T3
Turn 3 · The feedback
The rival takes the blue 5, and your window loses its ideal die.
- 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
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Sagrada
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.
Teamfight Tactics
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?
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
Pick a Phase Everyone Uses
The phase you choose runs for everyone, but only you get the bonus.
- Prototype complexity
- Who plays
- Competitive play
- 01Secretly choose a phase
- 02Reveal together
- 03Everyone runs chosen phases
- 04Choosers get a bonus
Win the Area by Numbers
Whoever has the most presence in an area controls it.
- Prototype complexity
- Who plays
- Competitive play
- 01Commit units to an area
- 02Compare presence
- 03The majority takes control
- 04Control pays out
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
- 01Reveal goals and rewards
- 02Gauge your distance
- 03Sprint or abandon
- 04First to finish claims it



