Trial Ballot Results
WBC Orphans/Preliminary Event List
WBC Tournament Previews
WBC Scheduling Tools
BPA Open Gaming
BPA Game Library
WBC Preregistration
Icon Key

Azul (AZL) Email GM Last updated July 17, 2022.
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Paul Klayder (1st Year)
Round Day Start Time Duration Location
Demo 1/1FSa161Exhibit Hall Annex Table #4
Round 1/3FSu91Seasons
Round 2/3FSu121Seasons
Round 3/3Mo91Seasons
QuarterfinalWe151Seasons
SemifinalWe161Seasons
FinalWe171Seasons
2022 Tournament Format  HMW-P

Azul is a very popular game that was a 2018 Spiel des Jahres winner and the 2018 Origins Awards Best Family Game. Players are tile laying artists brought in to embellish the walls of the Royal Palace. Players take turns drafting colored tiles and placing their tiles in ways to decorate the palace and score points. Additional points are scored for specific patterns and completing sets. Tiles that are drafted but not used in the palace are left on the floor and result in negative points.(See rules at: https://boardgamegeek.com/filepage/153088/azul-english-rules)

TOURNAMENT PROCEDURES: The original Azul game and rules will be played. The colored wall side of the boards will be used. The seat order and starting player are determined as part of the check-in process. In the factory offer phase, place tiles onto your board from right to left. Players should tally their scores ONE AT A TIME at the end of each wall-tiling phase, so scores can be confirmed by all. Scores should be recorded on the scoresheet each round (in addition to moving the black marker) to avoid issues with the marker moving unintentionally. The player with the most points at the end of the game wins.

In the case of a tie, the tied player with more complete horizontal lines wins.

If that does not break the tie, the tied player who has the least number of tiles in his wall wins.

If still tied, the tied player with the starting player marker in his floor wins.

If still tied, the tied player with a seat number further from Seat 1 wins.

4-player games will be the priority in the heats, with some 3-player games as needed.

ADVANCEMENT CRITERIA: The tournament will use the Heats Most Wins – Points Standard Tiebreakers

QUARTER-FINALS: There will be quarter-finals if we have 128 or more unique players in the three heats. The top 64 players will advance to the quarterfinal. If fewer than 64 players appear for the quarterfinal, a combination of byes, 3-player games and/or advancing closest 2nd place finishers (all depending upon the number of participants) will be utilized to advance 16 to the Semi-Finals (four 4-player games).

SEMIFINALS & FINALS: The number of heat winners appearing for the Semifinals will determine the number of tables:

  • 1-4 winners: Skip to Finals with the top 4 players present (winners and others)
  • 5-8 winners: Two 4-player Semifinal games will be played with the top 8 players present, advancing 1st and 2nd from each
  • 9-12 winners: Three 4-player Semifinal games will be played with the top 12 players present, advancing the winners plus the best 2nd on a percentage basis (tiebreaker on this would be by preliminary heat standings)
  • 13 or more winners: Four 4-player Semifinal games will be played with the top 16 players present
  • If the turnout in this event is over 128 unique individuals, a quarterfinal might be held if there are enough unique winners from the heats

Seating in the Semifinals will be seeded based on the standings during the heats. 5th and 6th place laurels are determined by the highest non-advancing finishers in the Semfinals, compared on a percentage of the winning player’s score.

Additional Prizes: The Finalists will receive a set of Azulejos coasters.

HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

  1. Most Wins (e.g., total in all heats entered)
  2. Most Second Places
  3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  5. Fewest Heats
  6. High dice roll.

Links:

AREA

Map: