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Selling printable Azul wall-tile logs as downloads: the log your buyer trusts when a floor-line penalty is argued over

A printable Azul wall-tile log lives or dies on the one claim nobody can prove from a finished wall, because the whole game runs on one record nobody keeps: which tiles landed where, in what order, and what each one scored when it landed. The game ends with a 5 by 5 wall full of tiles, and by the time the table argues about whether a tile scored 5 points or 4, the pattern lines are emptied, the floor line is cleared, and nobody remembers whether the tile that completed the run landed before or after its neighbours.

The argument is always about the scoring and the penalties, not the tiles. Everyone at the table agrees the wall looks right; what they disagree about is how many points each placement earned, because a tile with no neighbours scores 1 point, a tile joining a run scores the full length of that run counting itself, and a tile joining both a row and a column scores both runs, counting itself in each. A tile that drops to the floor line costs points on a fixed scale, so one wrong placement swings the run score and the penalty at once, and the game is scored to the point, so the mistake decides the winner.

The worked round is the part buyers actually check before they trust the sheet. Take a round in which a player tiles two tiles and drops two. The first tile lands with two neighbours to its left and one neighbour above, so its horizontal run is 3 tiles and its vertical run is 2 tiles, and because the tile itself counts in both runs, it scores 5 points. The second tile lands with three neighbours in its row and none in its column, so its horizontal run is 4 tiles and it scores 4 points. The two dropped tiles fill the first two floor-line spaces, which cost 1 point and 1 point, so the floor line costs 2 points. The round also completes one full wall row, which earns a 2-point bonus. The line reads: placements 5 points and 4 points, floor line minus 2 points, row bonus 2 points, a round total of 9 points, and every number on the line can be checked against the wall.

The counterfactuals are what make the log worth printing rather than scribbling. If the first tile had landed with no neighbours at all, it would have scored just 1 point, not 5, which is why the sheet records the neighbours on both sides rather than just the tile colour, because a run score is meaningless without the run. If the dropped tiles had filled the whole seven-space floor line instead of two spaces, the penalty would have been 1 plus 1 plus 2 plus 2 plus 2 plus 3 plus 3, which is 14 points, and the sheet would show the spaces that filled. And if the completed line had been a column instead of a row, the bonus would have been 7 points rather than 2, while a complete set of all five tiles of one colour would have earned 10, which is the mix-up a bare "bonus" note gets wrong. A buyer who can see all three lines on one sheet stops arguing about what each tile scored, because the sheet shows the runs, the floor spaces, and the bonus together.

That is why the sheet sells as a download rather than as a blank grid. A blank grid records what was built; a worked wall-tile log records the decision the table actually argued about, with the run lengths, the floor-line spaces, and the bonus all on the same line. Print it, fill one line per placement, and the next time someone says the tile scored the column too, the answer is on the paper, not in anyone's memory.

This is an unofficial fan-made log sheet, not affiliated with or endorsed by Plan B Games. Azul is a game for 2 to 4 players in which tilers draft tiles and build a mosaic wall on a 5 by 5 grid.

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