The drafting grid
Each day you add rooms to a grid. A room can only be placed against an open door, and its shape decides what it connects to. A straight room extends a corridor; an L-shape turns it; a four-way room branches; a dead end stops it.
Shapes in the data: Special, T-shape, 4-way, Dead End, Straight, L-shape.
Reading the draft menu
The draft menu shows a handful of rooms at a time, each with a room number and a type. The number is its slot in the Room Directory; the type tells you what the room is for (bedroom, shop, hallway, and so on).
The draft pool
Not every room is available every day. The pool you draw from shifts, which is why some runs hand you the exact room you need and others do not. Redraw effects and specific rooms that let you pull a chosen tile are how you stop leaving it to chance.
Practical drafting
Draft the spine of your route first. Filler rooms are cheap to add once the path is open; a wrong shape placed early can wall off the wing you needed.