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How to play Azul

Draft tiles into pattern lines, then transfer completed lines to a scoring wall. Overflow creates penalties.

2–4 players30–45 minAge 8+

By K.R. · Sources and editorial process

Game-night tools

What you need

Original boards, 100 tiles, bag, factories, starting marker and scoring markers

Set up the game

  1. Use colored walls and zero scores. Use five/seven/nine factories for two/three/four players. Fill each with four random tiles.
  2. The player who most recently visited Portugal takes the starting marker and begins. Thereafter the first center taker starts the next round.

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Playing Azul

  1. Take all one color from a factory, pushing its leftovers to the center, or take all one color from the center. Its first taker also takes the starting marker onto their floor.
  2. Put the draft in one pattern line of that color. Do not use a row whose wall already contains that color. Excess goes to the floor; drafts cannot split between lines.
  3. When all tiles are taken, process complete lines top to bottom. Move one tile to its matching wall square; discard the rest. Incomplete lines remain.
  4. An isolated wall tile scores one. Otherwise score the contiguous horizontal and vertical lines separately, including the new tile in each. Apply floor penalties, never below zero.
  5. Refill unless a wall has a complete horizontal row. After that round add two per full row, seven per column and ten per complete color. Highest wins, then most full rows; remaining ties are shared.

One destination per draft

Your three-space line holds one blue. Taking three more fills two spaces and sends one to the floor. You cannot place that spare in your one-space line, even if it would complete it.

Read the remaining draft

Count what colors remain and where they have accumulated. A line needing one tile may be difficult to finish if its only remaining group contains six. Before starting a new color late in a round, compare plausible collections with what opponents could leave behind. Timing matters because a useful early draft may become an expensive forced pickup later.

Beginner decisions

  • Check empty pattern spaces before drafting a large group. Attractive tiles may create more floor loss than wall value.
  • Look at the destination wall square. A small completed line connecting existing tiles can pay sooner than a large isolated one.

Common rule mix-ups

  • Moving all tiles in a completed line onto the wall.
  • Emptying unfinished lines between rounds.

Questions about this game

Can I reject tiles?

You may put drafted tiles on the floor, but must take all of that color from your chosen location.

Does a completed row stop immediately?

Finish the wall-tiling phase and floor penalties before end bonuses.

Sources and edition notes

Original Azul, colored-wall side, Next Move 2018 English rules. Gray-wall variant and other Azul titles differ.

Sources and stated format checked October 14, 2026. This records a document check, not a claim of hands-on testing.

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