Azul: Summer Pavillion
2-4
8+
30+
In Azul: Summer Pavilion players are tasked to tile the floors of King Manual’s Summer Pavilion – a building intended to honor prestigious members of Portugal’s royal family. Fans will immediately recognize the core Azul style drafting but will be intrigued by the new scoring mechanisms based on set collection and pattern building. Players will also appreciate the new style tiles found in the box – elongated diamonds and stunning player and scoring boards. Azul: Summer Pavilion is a feast for the mind and eyes!
Designed by the world famous, Michael Kiesling and illustrated by acclaimed artist, Chris Quilliams, Azul: Summer Pavilion invites fans of the Azul to return to Portugal. Azul: Summer Pavilion was designed for artisans aged 8 and older. While building the Summer Pavilion would have taken years to do, a game of Azul: Summer Pavilion typically takes about 30 – 45 minutes.User Reviews (2)
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The 3rd installment of the popular Azul series comes in with a couple of new twists on the classic Azul game play
Gameplay/Replay
The game is played across 6 rounds. Much like Azul and Azul Stained Galss of Sintra, the basic play is setting 4 tiles (diamond shaped this time) on each platform and then taking turns removing like tiles while putting the rest of them in the center. Only this time you can also take one wild tile if there is a wild tile there with them. Instead of placing them on your mat like other Azul games, you put them off to the side (that’s right, this Azul is played in phases) until all the tiles have been selected in turns. If you choose to take the start player from the center you lose 1 point per like tile you take while taking the start player tile (though you cannot drop below 0). Once all the tiles have been selected, the second phase happens
Phase 2 of the round starting with the new start player, you place tiles on your map. You can use 1-6 like colored tiles (wild tiles are acceptable, but at least one of your tiles must be the color you are playing) and place them on the matching spot marked 1-6 of that color on your board. Points are then scored based on how many tiles of that color are touching (1-6 points) You place until you choose to pass for the round, and while you can keep up to 4 tiles between rounds (except for round 6) any more unused tiles beyond 4 cost you 1 point per tile. After 6 rounds you score complete sections of the map along with a binus if you cover all 1s, 2s, 3s, or 4s.
The Bad
In 4 player games running out of tiles before filling everything is a possibility. We just worked with what we had for a short final round, which was slightly annoying.
In Conclusion
As Azul games go, it is probably the most strategically deep of the 3, and despite the tile shortage in 4 player games, it is still the best of the 3
As the title says is version of Azul has the strongest element of play of all 3 versions of the game. The game is played over 6 rounds. You have 5 to 9 cardboard discs on the table and start by placing 4 tiles blind drawn from a bag on each disc. Each round 1 color of tile is designated as “wild” that is it can count as any other color when played. Each player has a designated score marker that starts on the score track at 5 points. On your turn you draw all of 1 color plus(if there are any) 1 wild tile from any disc or from the center of the game area if there are any there. Then, if you took from a disc place the unchosen tiles from that disc in the center area of play. Place the chosen tiles next to your playmat and the choice moves to the next player’s turn. Continue this process until all tiles have been chosen. The first player to choose from the center will score negative points(move the marker back but it can not go below 0). You then take turns placing 1 tile on your playmat. Each “flower” has 6 petals with a numeric value of 1-6. To place a tile on a matching petal requires that number of tiles 1 of which is placed on the playmat and the rest are discarded into a cardboard tower. You must have at least 1 of the color you want to play the rest of the needed tiles can be that color or the tiles designated wild for that turn. You will immediately score 1 point for the tile played and 1 for each tile that connects adjacent to it. i.e. if you place one on the 3 space it is 1 point. If you then on a future turn placed one on the 2 or 4 space it is 2 points, however if your 2nd placement was on the 6 space it would only score 1 point. If you maintain the adjacency when you place the 6th petal on a flower it would score 6 points. There is a dark blue flower in the center of the playmat which allows you to place 1 of each color tile as a petal. At the end of the round you may save 4 tiles as unplayed for the next round. At the end of the game any unplayed tiles are -1 point each. For final scoring you get points for each completed flower and for having all of the 1s, 2s, 3s, and 4s which will be 7 of each. Additionally, there is a bonus tile board which has extra tiles on it. When you have played the 5s and 6s of a flower you will get to choose 3 tiles from the bonus board and those spaces are immediately refilled afterwards with blind draws from the bag. There are 2 other figures on your playmat-statues which are surrounded by a total of 4 petals from 2 flowers and when those petals are filled you get to draw 2 tiles; and circles that are also surrounded by 4 petals from 2 flowers and give you 1 bonus tile from the bonus board, but be careful because you can’t choose to refuse your bonuses you must take them and if you end up with unplayable tiles they will be negative points.