How do floor line penalties work in Azul?
At the end of wall-tiling, each tile on your floor line costs the points printed above its space, and the first player marker counts as a tile. Your score can't drop below 0, and tiles that don't fit on a full floor line go to the box lid at no extra cost.
The rule:
In Azul, each tile on your floor line loses you the points printed above its space at the end of wall-tiling, the first player marker counts as a tile, and your score can never drop below 0.
- Wall-tiling first. Move and score your completed pattern lines.
- Then the floor. For each tile on your floor line, lose the points printed above that space.
- Clear it. Floor tiles go to the box lid. The first player marker stays in front of you instead.
Edge cases:
- Full floor line: any further tiles go straight to the box lid. They don’t cost anything more.
- Score at 0: you can’t go below 0 points.
Example:
Kai ends the round with 3 tiles on his floor line. After wall-tiling he has 2 points, and the first 3 floor spaces cost more than that, so his marker stops at 0.
Why players argue about it:
People argue about going negative and about what happens once the floor line is full. Neither costs extra: the score stops at 0, and extra tiles go to the lid.