Within the fluffy background of the game you will be tasked to create the most wonderful looking summer pavilion at King Manuel I's 16th Century court. You gather the finest materials and begin work on the pavilion floor whilst avoiding wasting too many precious resources!
The Art Of Pattern Building
A game of Azul: Summer Pavilion takes place over six rounds where you will draft tiles from a central space and put them into your collection. Much like with the original Azul, you'll then be using these tiles to build the most efficient and point-worthy patterns.
When it comes to taking tiles you will always take all of the tiles of one colour from their space in the middle of the table but you can also take one of the wild tiles dependant on the game round you are in. For example, in round three of the game orange tiles are wild. This means that if you took the green tiles from the centre of the table and there was an orange tile there too, you could also take this into your supply.
Just like in regular Azul, the other tiles not chosen are then pushed into the centre with the first person to take tiles from that location designated as the first player for the next round. Once everyone has taken their tiles you will go around the table, adding to your designs and scoring points based on the patterns you create.
When you build on your board you will pay the cost in tiles based on the numbered space you choose. For example, if one of the empty spaces shows a number four then you'll spend four tiles of the same colour in order to build on that part of the pavilion. You can also use any number of wild tiles (based on the game turn) in order to help you complete patterns.
You can build in any space of the board but you will get extra points for building in spaces next to each other. Building in a random space of the board gets you one point but if you then continue to build around that star in the pavilion you'll get one extra point for each tile connected to it.
You can also gain additional tiles and points for building around pillars, statues and windows on your board which immediately go into your supply to be used on that round or in the future if you decide to keep them for later. Speaking of later rounds, you can always store four tiles but any other tiles leftover in your supply count as negative points which you'll lose immediately!
This means that you'll have to plan well when it comes to picking up tiles and work out ahead of time where you're going to spend your resources. There is certainly a nuance to choosing the right tiles on your turn and also making sure you plan ahead!
At the end of the game, you'll score bonus points for each of the seven stars you've completely filled plus additional points for having covered all seven spaces of a specific value too. Any tiles leftover are then also taken as penalties to your score as they were during the game. The person with the most points then wins the game!
A Delightful Experience
I really like Azul: Summer Pavilion. The gameplay, in my opinion, is much simpler when compared to its companion game, Azul. I think there is a little less for you to have to bear in mind when it comes to building your pattern and there is more focus on just working out the best way to build and plan for the future.
There is still plenty of nuance to the gameplay though and it can still be a fun tactical experience for you and your friends. You don't have to do this of course but there can be a skill to picking the best tiles for you whilst also finding ways to either spoil the plans of your opponents or force them into sub-optimal decisions which might force them into picking up more tiles than they wanted and taking penalities for it!
Azul: Summer Pavilion does very much feature one of the elements of board gaming that I find exceedingly enjoyable. I love being able to look at something beautiful that you've created at the end of the game (hopefully), the exact reason why the likes of Carcassonne and Isle Of Skye are so high up on my list of best games.
Beyond that, Azul: Summer Pavilion also looks gorgeous. The tiles are, as you might expect from Next Move, wonderfully tactile. It's very hard not to eat them since they look so much like sweets! The pleasing way that they click and clack in the bag and fit together on the boards is strangely calming too. They even have the patterns on the tiles in order to make it more colour blind friendly which is always a big plus.
One of the other big bonuses for games in the Azul series is that they are games that anyone can play. The rules are simple and it is abstract enough that it should work for avid board game fans and people new to more boutique board games. I could easily see myself playing this with my parents and them enjoying it. Additionally, it also plays quickly so you could easily have two games of this in an afternoon once you've taught it to your friends.
Next Move Games have created a really nice alternative version of Azul with this entry into the series and I think this might be worth picking up if you weren't too sure about the original. It's well worth trying it out or reading through the manual to see if the tweaks to gameplay are more suited to you and your group.


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