Now it’s time to do some end-of-round scoring…Īt the end of the round, players look at their pattern lines. The round continues clockwise until all the tiles have been claimed, collectively, by all of the players. It sits on the left-most space on the floor line. They’ll be the first player in the next round. The first player to visit this central factory also claims the first player marker. ![]() Other players, later on, can still visit this ‘central’ factory to pick up the leftover tiles. If they do this, they simply leave the rest of the tiles in middle, not relocate them again. The same rules apply here – they take all the tiles of one pattern type. However, the current player can, should they wish, treat the tiles in the middle of the table as an individual factory in its own right. Of course, they cannot visit the now-empty factory that the previous player just used, because no tiles remain there. They now pick a factory to visit and do the same process. Now it’s the next player’s turn, in clockwise order. So, long story short the first player visited a factory, took all the tiles of one type from it, pushed the remaining to the middle of the table, and then allocated their claimed tiles to a pattern line on their mat. ![]() These are not good for your score… But we’ll explain why later. Thematically, you’ve just smashed a tile (or tiles)! These sit on the far-left spaces along the ‘floor line’ of your player mat – the very bottom row that has minus numbers attributed to it. In this circumstance, any excess tiles that do not fit into this line are ‘dropped’. Occasionally, players may pick up more tiles than there are spaces remaining within their desired pattern line. A singular pattern line is only allowed to have tiles of one colour within it. You’re allowed to place them on a different (albeit entirely vacant) pattern line or add them to a line that has yellows already in it. If on a later turn you pick up more yellows, for example, you have two options. Tiles taken must be placed in the same pattern line – they cannot be split (so, if you took, say, three yellows, you cannot place two on one line and one on another). ![]() The top pattern line has one space that can only hold one tile the second line has two spaces that can hold two tiles… All the way down to the bottom line, the fifth, which can house five tiles. There are five pattern lines, one for each row of the wall. Then, the player decides which horizontal pattern line to place their newly acquired tiles onto on their player mat. The remaining tiles in that factory are then placed in the middle of the table, next to the first-player marker. They pick one and take all of the tiles of the same colour from that factory, claiming them. The first player can ‘visit’ any one of the factories. You guessed it: most points at the end wins. There is also end game scoring possibilities too. Players will be aiming to acquire tiles to build their 5x5 grid (the King’s wall) and will earn points every time they place a tile at the end of each round. You’re now ready to play! But before we start, let’s clarify what’s required to win a game of Azul. Place the first player marker (the square tile marked with a ‘1’) in the centre of the factories. Jumble them around in the draw bag and then randomly place four tiles on each factory. There are 100 tiles (20 of each of the five patterns). Place the correct amount out in a circle in the middle of the table, depending on the player count: Five mats for a two-player game, seven mats for a three-player game, and nine mats for a four-player game. There are nine circular mats, representing tile factories. It sits on the zero on their scoring track, on the upper third of their player mat. Give every player a black cube scoring marker. (That’s the advanced variant, which we won’t be discussing here). They’re double-sided, but for your first game, we’d recommend the one with the 5x5 grid that has a suggested pattern, rather than the blank one. It can accommodate player 2-4 players, so start by giving everyone a player mat.
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