
Top 17 · #2 of 52 in Family
A classic abstract strategy game in which you decorate the wall of a Portuguese palace with beautiful tiles, known for its easy rules and excellent looks.
Take every tile of one color from a factory display, fill a pattern line on your board, and move only completed lines onto your wall to score. You can never discard the tiles you took, so leftovers become penalties — the real difficulty is counting how many you will take.
| Component | Count | Notes |
|---|---|---|
| Tiles | 100 | 5 colors × 20 — blue, yellow, red, black, and turquoise |
| Player boards | 4 | The front shows a wall printed with colors, the back a gray wall (variant rules) |
| Factory displays | 9 | You use only 5, 7, or 9 of them depending on the player count |
| Score markers | 4 | They start on space 0 of the score track |
| Starting player marker | 1 | Whoever takes it puts it on their floor line |
| Bag | 1 | Holds the 100 tiles |
Your board has four parts
The pattern lines on the left (a stair of 1 to 5 spaces), the wall on the right (5×5), the floor line below (penalties), and the score track around the edge of the board. Tiles only ever move from a pattern line to the wall.
Return any unused player boards, score markers, and factory displays to the box.
The starting player puts the starting player marker in the middle of the table and takes the first turn. Play then continues clockwise.
You must do one of two things
(a) Take all tiles of one color from any one factory display, then move the remaining tiles of that display to the center of the table. (b) Take all tiles of one color from the center of the table.
The first player to take from the center also takes a penalty
The player who takes tiles from the center first in a round also takes the starting player marker and puts it on the leftmost empty space of their floor line. You pay one penalty point now in exchange for going first next round.
This phase continues until the center and every factory display are empty. Then you move on to wall-tiling.
This is where the real math of the game sits. If you aim at a line of 5 and only get 4 tiles, that line scores nothing this round, and anything over the limit becomes a floor line penalty. Count the tiles before you take them.
Scoring means counting connected tiles
If the tile you just placed has no tile next to it horizontally or vertically, it scores 1 point. If it does, count the tiles connected in its row (including the new tile) and score that many, then count the tiles connected in its column separately and add that too.
Then come the floor line penalties
After wall-tiling, look at your floor line. You lose the number printed above each covered space (−1 −1 −2 −2 −2 −3 −3). Your score never drops below 0. After scoring, discard the floor line tiles to the box lid.
One exception for the starting player marker
It costs points like a normal tile, but after scoring you keep it in front of you instead of putting it in the box lid. You are the starting player next round.
When there is no space to move to
If you want to move the rightmost tile of a completed line but no valid space is left on your wall, the whole line goes to your floor line. This mostly happens with the gray-side variant.
The game ends at the end of the wall-tiling phase in which a player completes a full horizontal line of 5 on their wall. That round is played out to the end.
| Bonus | Points |
|---|---|
| Each completed horizontal line of 5 | +2 points |
| Each completed vertical line of 5 | +7 points |
| Each color of which all 5 tiles are on your wall | +10 points |
No. You must take every tile of the color you chose from that display. That is why counting them first matters.
No. They all go on one line. Anything that does not fit on that line goes to your floor line.
It stays on your board and carries over to the next round. You do not discard it.
No. Only the single rightmost tile goes to the wall. The rest are discarded to the box lid.
Yes, and that is exactly what the rulebook says. Count the connected tiles in the row and in the column separately and add them, with the new tile included in both.
No. It stops at 0.
Yes. On your floor line it costs points just like a normal tile. After scoring, though, you keep it in front of you instead of discarding it, and you start the next round.
You finish the wall-tiling phase of that round. Other players can still score in the same round.
| Item | Detail |
|---|---|
| Designer | Michael Kiesling |
| Illustration | Chris Quilliams |
| Publisher | Plan B Games, 2017 |
| Award | Spiel des Jahres 2018 |
| Theme | The azulejo tile decoration of the Royal Palace of Evora, Portugal |
| Sequel | Released | Notes |
|---|---|---|
| Azul: Stained Glass of Sintra | 2018 | Stacks glass panes in layers, so the rules differ a lot |
| Azul: Queen's Garden | 2021 | A heavier sequel |
| Azul: Pavilion of Iberia | 2022 | Part of the «Summer Pavilion» family |
| Azul Mini | 2023 | A compact travel version |
The sequels that carry the «Azul» name play quite differently from one another. This guide covers the 2017 base game. «Summer Pavilion» in the catalog needs its own guide.
Sources
Official Plan B Games rulebook (Azul, English)Wiki cross-check — Wikipedia: AzulWiki cross-check — Namuwiki: AzulRule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-09-08
💡 Master tip
Rather than scoring right now, cutting off the color your opponent wants and forcing penalties on them matters, and you have to manage the last pattern line (the one-space line) carefully to avoid losing points.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Automatic scoreboard for penalties and completed lines
Scores chains of wall tiles automatically
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