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Azul (AZL) Email GM Updated May 29, 2023
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 (2nd Year)
Round Day Start Time Duration Location
Demo 1/1FSa151Exhibit Hall Annex Table #3
Round 1/3FSu91Seasons
Round 2/3FSu121Seasons
Round 3/3Mo91Seasons
2023 Tournament Format  Heats Most Wins - Points

Azul is an extremely 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:

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. We will play with a rule that you must place as many as possible of the tiles you picked onto a row (the rest going to the floor) or you may place all the selected tiles on the floor. 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: Advancement will be based on the Heats Most Wins – Points Standard Tiebreakers which include a GM specific tiebreaker as the third tiebreaker.

QUARTER-FINALS: The top 64 players (who have won at least one game) will advance to the QF. If fewer than 64 winners appear for the QF, a combination of byes, 3-player games and/or alternates (all depending upon the number of participants) will be utilized to advance 16 to the Semifinals (four 4-player games). All players participating in the Quarterfinal agree to continue to the Semifinal and Final if achieved.

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 Semifinals, compared on a percentage of the winning player’s score.


  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - Point Differential from 1st place
    • For 1st place finishers = 10% * (1 – 10%*2nd place score/your score)
    • For all other finishers = 10% * your score/1st place score
  4. High dice roll.