Azul rules: how to play and how to score
Reviewed on 13 October 2026 against the publisher’s rulebook. How we check
Azul plays 2 to 4 players: everyone decorates a palace wall with colored tiles, round after round. Here are the essential rules, setup and scoring, based on the official rules.
- Players
- 2 to 4
- Play time
- About 45 minutes
- Winner
- Highest total; on a tie, the most complete horizontal lines
Azul quick rules
- The goal
- You decorate the wall of a palace with colored tiles. Each round, you pick tiles, store them on your player board, then move them onto your wall to score points. The game ends after the round in which a player completes a horizontal line of 5 tiles on their wall, and the most points wins.
- Your player board
- At the top, the score track. On the left, five pattern lines shaped like a staircase, from 1 to 5 spaces; on the right, the wall, with one space per color in each of its five lines. At the very bottom, the floor line: tiles that fall there make you lose points.
- Picking tiles
- On your turn, either pick all tiles of one color from a Factory display and move the rest to the center of the table, or pick all tiles of one color from the center. The first player in the round to pick from the center also takes the starting player marker and places it on their floor line. Play continues until the Factory displays and the center are empty.
- Placing your tiles
- The tiles you picked all go to a single pattern line, placed from right to left. A pattern line holds only one color, and never a color already on the matching line of your wall. Excess tiles fall onto your floor line, from left to right; once it’s full, the rest goes into the lid of the game box.
- Wall-tiling
- When everything is taken, everyone goes through their pattern lines from top to bottom: for each complete line, the rightmost tile moves to the space of its color on the same line of the wall, and scores right away. On its own, it’s worth 1 point; otherwise, you gain 1 point per tile in its horizontal group and 1 point per tile in its vertical group, including the new tile. The rest of the line goes into the lid, and incomplete lines wait for the next round.
- The floor line and the next round
- Each tile in your floor line makes you lose the points shown above it: 1, 1, 2, 2, 2, 3, 3, with the starting player marker counting as a tile. Your score can never drop below zero. If nobody has completed a horizontal line, the player with the marker refills each Factory display with 4 tiles and goes first next round.
- The end and final scoring
- The game ends right after Wall-tiling, as soon as a player has completed at least one horizontal line. Everyone then adds 2 points per complete horizontal line, 7 per complete vertical line and 10 per color with all 5 tiles on their wall. On a tie, the most complete horizontal lines wins; if that doesn’t settle it, the victory is shared.
- Beginner pitfalls
- Watch the center of the table: at the end of a round, a big batch of tiles can land on you and end up on your floor line. Don’t fill your long pattern lines too early: an incomplete line keeps its color and blocks you. Think about vertical lines, worth far more than horizontal ones, and place tiles next to each other: a lone tile is only worth one point.
- Crystal Mosaic
- With this expansion, new player boards replace the base game ones, all on the same side. You choose the space for your tile in the matching wall line, but each color may appear only once per horizontal line and once per vertical line. On Side 1, printed spaces double the points of the tile placed there; on Side 2, the end-of-game bonuses go up to 3, 10 and 12 points. On both sides, the floor line penalties change: read them on your board.
How to score Azul
- Score track
- Your position on the track at the end of the last round. Each tile placed on the wall scores right away: 1 point on its own, otherwise 1 point per tile in its horizontal group and 1 per tile in its vertical group, including itself. The floor line then takes away 1, 1, 2, 2, 2, 3 and 3 points, but never below zero.
- Complete horizontal lines
- 2 points per line of 5 tiles on your wall. They also break ties.
- Complete vertical lines
- 7 points per vertical line of 5 tiles on your wall.
- Complete colors
- 10 points per color with all 5 tiles placed on your wall.
- Crystal Mosaic, Side 2
- The bonuses go up to 3 points per horizontal line, 10 per vertical line and 12 per complete color, instead of the base game ones. On Side 1, only the score track changes.
Worked example
Emma places a tile touching two tiles on its left and one above: horizontal group of 3, vertical group of 2, so 3 + 2 = 5 points. If that’s her only tile this round and she has two tiles on her floor line: 5 − 1 − 1 = 3 points for the round. At the end, Emma is on 58 on the track, with 2 horizontal lines (4), 1 vertical line (7) and 1 complete color (10): 58 + 4 + 7 + 10 = 79 points.
Common mistakes
- Counting a lone tile both ways: with no neighbors it scores 1, not 2.
- Forgetting that the starting player marker lands on your floor line and costs like a tile.
- Going below zero: the score stops at zero.
- Forgetting the end-of-game bonuses: a vertical line is worth 7 points, a color 10.
- With Crystal Mosaic, Side 2: scoring the base game bonuses (2, 7 and 10) instead of 3, 10 and 12.
How to set up Azul
A game takes about 45 minutes. Follow the three parts in order; the Crystal Mosaic steps are only for the expansion.
Each player
- Each player takes a player board, with the colored wall side face up.Variant: everyone plays on the gray side. The wall has no preset colors there, but each color may only appear once per horizontal line and once per vertical line.
- Crystal Mosaic: swap the base game player boards with the expansion’s boards, and agree together on Side 1 or Side 2.Side 1: spaces that double your points. Side 2: higher end-of-game bonuses. All players use the same side.
- Crystal Mosaic: each player places an overlay on their player board, so that it lines up with the spaces.It keeps the tiles from sliding.
- Each player places their scoring marker on space 0 of their score track.
The center of the table
- Place the Factory displays in a circle in the middle of the table: 5 with 2 players, 7 with 3 players, 9 with 4 players.The space inside the circle is the center of the table: it will receive tiles.
- Put the 100 tiles in the bag and mix them.There are 20 tiles of each of the 5 colors.
- Return the unused components to the box, and keep the lid of the game box within reach.The lid will hold the discarded tiles during the game.
The starting player
- Choose the starting player: they take the starting player marker.The rules pick the player who most recently visited Portugal.
- The starting player places 4 tiles, randomly drawn from the bag, on each Factory display.
Frequently asked questions
How many tiles go on each Factory display in Azul?
4 tiles per Factory display, drawn at random from the bag. There are 5 Factory displays with 2 players, 7 with 3 players and 9 with 4 players.
Who goes first in Azul?
For the first round, the rules pick the player who most recently visited Portugal. After that, whoever took the starting player marker from the center goes first next round.
How much are Azul’s end-of-game bonuses worth?
2 points per complete horizontal line, 7 per complete vertical line and 10 per color with all 5 tiles on your wall.
Ludingo’s Azul sheet was last reviewed on 13 October 2026, based on: asmodee.net 1, asmodee.net 2, asmodee.net 3, BoardGameGeek.