Finally got Sagrada to the table, and while it's diverting enough, I felt it was only an average game. It's not a bad game by any means, but there's also no real depth either. I'd delayed and delayed picking it up at all (because, you know, lots and lots of dice equates in my mind to "no skill required"), but people in my group were interested, so I gave in.
It's essentially dice drafting, but you don't ever use the dice for anything other than as a token in a board you have to fill. There's strategy in how you decide to build your board (many spots are blank and will therefore accommodate any color or value die), but most of the strategy is in your "objective" cards which are things like "get face value points for all of your blue dice" and "get 5 points for every row that has one of each color die". The objectives are, in fact, the only way you score points. There's also strategy in drafting--do you take a die that will best benefit you or take one that you know another player needs? Do you take dice to fill your board more easily or only to meet your objectives?
And that is the extent of it. A little shallow for me, but a pretty quick to play filler and a very eye-appealing gateway game. Solely as a gateway game, I can imagine it could have staying power; there is an assortment of pattern maps for the boards of varying difficulties, so a new player could use an easy one vs. an experienced player using a hard one, which is a nice feature. I also played it solo (which was the feature that I personally was most interested in), and it's not at all bad, but it just feels like a puzzle with one player, not a game experience so much. With opponents, it's more interesting because there are more opportunities for strategic decisions and the dice pool can change rapidly.
In all, I'll keep it for a while and see whether it's one that gets requested a lot. But I won't be the one suggesting it, I would guess.