How to score Azul
Every tile scores the moment it goes on your wall: 1 point alone, or the length of each line it joins. Tiles on your floor line cost you. At the end, add 2 for each full row, 7 for each full column and 10 for each color you completed.
- 2 to 4 players
- About 30 to 45 minutes
- Ends when a row is full
- Highest score wins
Tabletales is free on iPhone and iPad.
This is the real Scorepad, live: the track score plus the end bonuses, added on the keypad.
Azul
- BGG #99
- 30 to 45 min
A tile-drafting game: take colored tiles from the factory displays, fill your pattern lines, and score each tile the moment it goes up on your wall. Tiles you cannot place fall to the floor and cost you points.
Year, players, time and rank from BoardGameGeek.
How to play Azul, in brief
You collect colored tiles, line them up on your board, then move them to your wall to score. The most points wins.
- Fill the factoriesPut 4 tiles on each factory display: 5 for 2 players, 7 for 3, 9 for 4.
- Take all of one colorTake every tile of one color from one factory (the rest go to the middle) or from the middle. First to take from the middle gets the first player marker.
- Fill a pattern lineYour 5 pattern lines hold 1 to 5 tiles of one color, never a color already in that row of your wall. Extras fall to your floor line, costing points.
- Tile the wallOnce the tiles are gone, move one tile from each full line onto your wall and score it. The round in which someone fills a wall row is the last.
Count the line it joins, both ways.
Scoring happens at the end of each round, as tiles move from your pattern lines to your wall, and once more at the end of the game. You keep the running score on the board’s track.
What scores, and when
| When | Points |
|---|---|
| A tile with no tile beside it | 1 |
| A tile that joins a lineCount every tile in that unbroken row, and again for its column if it joins one | The line |
| Each tile on your floor lineFrom left: 1, 1, 2, 2, 2, 3, 3. The first player marker counts as a tile | Minus |
| End: each complete row | 2 |
| End: each complete column | 7 |
| End: each color with all 5 tiles | 10 |
- Score each tile as it goes upA tile on its own scores 1. Otherwise count the unbroken row it joins, itself included, then do the same for its column.
- Subtract the floorEach tile on your floor line costs the number above its space, up to 14 in all. Your score never drops below 0.
- End when a row is fullThe game ends after the round in which anyone completes a horizontal row of five.
- Add the bonuses2 for each complete row, 7 for each complete column and 10 for each color with all five tiles. The highest score wins; a tie goes to whoever has more complete rows.
Bonuses decide it: You win with 80.
Three players after the last round, with the track scores at 61, 66 and 54. Then everyone adds their end bonuses. This is the game on the Scorepad above.
| Player | Track score, then end bonuses | Final |
|---|---|---|
| You | 61 on the track; 1 row, 1 column, all 5 blue61 + 2 + 7 + 10 | 80 |
| Mara | 66 on the track; 2 complete rows66 + 2 + 2 | 70 |
| Dev | 54 on the track; 1 row, 2 columns54 + 2 + 7 + 7 | 70 |
The board keeps the track. Tabletales keeps the game.
Tabletales is a scorepad and scrapbook for game night. In Azul the board keeps the score while you play. When the game ends, type each player’s final with their bonuses: Tabletales adds it up, marks the winner and saves the game with the night.
- Bonuses on the keypadType each final the way you count it, 61 + 2 + 7 + 10, and Tabletales adds it up for you.
- Ties share the trophyTied players share the trophy. Azul breaks a tie on complete rows.
- Azul gets its own pageHow many times you have played, who with, and who holds the high score, all built from the nights you save.
- And the night is keptSave it with who played and a photo of the walls. The photos stay with the game they belong to.

- Everyone who was there
- Photos from the table
- Azul, with its scores
Common Azul scoring mistakes
- Counting a cross tile only onceA tile that joins a row and a column scores both lines, so it counts in each.
- Forgetting the first player markerWhoever takes it puts it on the floor line, where it costs points like a tile.
- Going below zeroThe track stops at 0, however many tiles fall to the floor.
- Skipping the end bonuses2 per row, 7 per column and 10 per complete color, added after the last round.
Azul scoring, answered
- How does scoring work in Azul?
- Each tile scores as it goes on your wall: 1 point if no tile touches it, otherwise the number of tiles in the unbroken row and column it joins. Tiles on your floor line subtract points.
- What are the end-game bonuses in Azul?
- 2 points for each complete horizontal row, 7 for each complete vertical column, and 10 for each color with all five of its tiles on your wall.
- Can your score go below zero in Azul?
- No. The score track stops at 0, however many tiles fall to your floor line.

Azul score sheet
The board keeps the running score, so this sheet is for the end: the track score and each bonus, for up to four players, with the final at the bottom.
Score another game
The gray side of the player boards changes where tiles may go, not how they score. Rules checked on 19 October 2026 against the rulebook, UltraBoardGames and Board Game Arena. Azul is a trademark of Next Move Games and Plan B Games. Tabletales is not affiliated with them.
Keep score tonight. Keep the night for good.
Tabletales adds up every hand, then saves the whole night: the games, the scores, the photos and who was there.