Snake Draft Order
Last pick in round one becomes first in round two, compensating late seats.
- Prototype complexity
- Who plays
- Competitive play
- Design focus
- Planning · Optimization
No.149Sagrada01The core loop
Action → feedback → next choice- 01Pick in order
- 02Last seat picks twice
- 03Order reverses back
- 04Start rotates next round
↻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
Four players, you’re seat 4; the pool has 2 prime spots and 3 ordinary ones.
- T2
Turn 2 · The player chooses
The first three take both prime spots, and your double pick grabs two adjacent ordinary spots as a combo.
- T3
Turn 3 · The feedback
The adjacent pair matches the prime spots’ output.
- T4
Turn 4 · The next decision
Seat 1, picking last on the return, gets the leftovers.
How it plays
Picks go 1-2-3-4-4-3-2-1: early seats lead in the first pass, and the last seat gets two picks back to back. Players predict what will vanish before their next turn. A turn indicator and remaining options are key information.
What the player weighs
- Take the best now vs predict what will wheel
- Use a double pick for a combo vs cover separate needs
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 drafts clockwise then counterclockwise so everyone takes two dice, with the start player rotating each round.

Catan Universe
Initial settlements and roads are placed in order and then in reverse, so the last player places two in a row.
The difference worth noticing
Sagrada snakes every round; Catan uses it once at setup, yet it shapes the whole game.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Draft dual-use cards in snake order so the double-pick seat can exploit both halves of a pair, giving late seats a unique edge.
Prototype this combo in Yoroll→Follow the next idea
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
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
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



