Level 3 · Master ArtisanLesson 12 of 13

Azul Gray Wall Strategy: Playing the Variant Side

Azul gray wall strategy: how the variant changes wall-tiling, the column rule that sends lines to the floor, dead spaces, and how to plan a wall that finishes.

Flip your board and Azul becomes a harder game. The expansions lesson covered the rules of the gray side. This lesson is about playing it well. On the colored side, the board does half your planning for you. On the gray side, you do all of it, and the wall can punish you for a placement you made three rounds earlier.

What changes, and what does not

The gray side uses every rule of the normal game, with one change in wall-tiling. When a complete pattern line moves its tile to the wall, you may put that tile on any empty space in that row, as long as:

  • the row does not already hold that color, and
  • the column does not already hold that color.

The pattern line rule stays: you cannot put a color in a pattern line if that row of your wall already has it.

And there is a special case: if a complete pattern line’s tile has no valid space in its row, all the tiles from that line go to your floor line. A full line 5 that cannot be placed sends five tiles to the floor, an 8-point penalty on an empty floor line, and more if the floor already holds tiles.

Scoring is unchanged. Adjacency, the floor line, and the bonuses of 2 per row, 7 per column, and 10 per color all work as before.

The upside: adjacency on demand

Adjacency does not care about color. It only cares where a tile sits. On the colored side, a red tile in row 3 has one possible home, so its score is fixed the moment you pick it. On the gray side, you can put it wherever it touches the most.

So the pricing habit from the wall planning lesson gets easier and more powerful. For each line, you are not asking “what is my one space worth?” but “what is my best legal space worth?” Gray walls can grow as tight blocks more easily than colored walls, because no tile is ever forced to the edge just because of its color.

The trap: the column rule

Every placement removes options from the rest of its column. A red tile in column 2 means no other row can put red in column 2, ever.

Here is how a full line dies. Row 4 of your wall has two empty spaces left, in columns 2 and 5. Pattern line 4 has been filling with red for two rounds. But column 2 already holds a red tile in row 1, and column 5 holds a red tile in row 3. Red has no legal space in row 4. When line 4 completes, all four tiles go to the floor.

The fix is a check you make before you add tiles to any line, and again before each wall-tiling: does this color still have a legal space in this row?

Watch the order within a round, too. You place tiles top to bottom. If line 3’s tile takes the last column where line 4’s color was still legal, line 4 has just died in the same phase. Choose line 3’s space with line 4 in mind.

Dead spaces

There is a quieter trap than a dead line: a dead space.

Each row ends up needing every color once, and so does each column. When a row has four tiles, its fifth space can only take the one color missing from that row. When a column has four tiles, its fifth space can only take the color missing from that column. If those two missing colors are different and the space is shared, nothing can ever fill it.

That space costs you a lot. The row can never finish, so you lose its 2-point bonus and your power to end the game with it. The column can never finish, so you lose its 7. And the color that cannot land there may lose its 10-point bonus as well.

The way to avoid it: when a row or column is down to its last two or three empty spaces, work out which colors each space can still take. If a space is about to have no color left, fill it next, or change your plan before it closes.

A safe template, and when to leave it

The colored side’s pattern never creates dead spaces, because every color runs on a clean diagonal. Some players use a similar diagonal as a fallback on the gray side: plan each color to shift one column per row, and you know every space can still be filled.

You do not have to follow it. Leave the template when a placement scores much more somewhere else, and check that the rest of the wall still works before you commit. Return to it when your wall starts to feel tight.

The color bonus on gray

A complete color still needs all five of its tiles, one in each row and each column. On the gray side you choose where they go, which makes the bonus more flexible and also easier to block by accident. If you are chasing a color, keep at least one legal column open for it in every row that still lacks it.

Where to play it

The gray side is in every copy of the original. Board Game Arena offers it as an option for online games, and Azul Crystal Mosaic builds on the same free-placement rule, as the expansions lesson describes.

Next lesson

Competitive Azul: Tournaments and Local Play

Last lesson: how to compete. The Azul event at the World Boardgaming Championships, the 2024 Azul World Championship, and where to find local and online play.

Unofficial. Not affiliated with Next Move Games, Plan B Games, or Asmodee. Azul is a trademark of Plan B Games.