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Plan B Games | Azul: Stained Glass of Sintra | Board Game | Ages 8+ | 2 to 4 Players | 30 to 45 Minutes Playing Time

£9.9£99Clearance
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Each extra glass you take that cannot fit on your board will break and you will go down a notch on a track for each one of those.

A big part of Stained Glass of Sintra is figuring out which windows you’ll be able to finish this round, which ones you can set up to finish next round, where you might get a bonus for tiles of a specific color, and how you’re going to manage the position of your glazier.

You need to pass, and you need to have others need those pieces or have planned worse than you and have to take those pieces. I’ve been there and done that, and while it doesn’t alway mean that you will have an awful score, it does make it a lot more difficult to be competitive.

End of the game there are two options for scoring, each will get you more points to kind of off-set that negative you may incur along the way, or maybe just reward you for good play. If a section of the design is completed, it is scored and then turned over to reveal a different combination of colours. This is advantageous when there is nothing for you to draft (or too much of the wrong color) available to you based on the Glazier placement, to set yourself up better for the next round, or to make you opponent draft something they may not want (we’ll talk about strategy later).

Introduced by the Moors, “azulejos” (originally white and blue ceramic tiles) were fully embraced by the Portuguese, when their King Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerised by the stunning beauty of the Moorish decorative tiles. Created by the world famous game designer, Michael Kiesling, Azul: stained glass of Sintra challenges players to compete by carefully selecting glass panes to complete their windows while being careful not to damage or waste supplies in the process. You always have to take all the tiles of the same color, whether they’re on a factory tile or in the middle. The introduction of new mechanisms can easily make a game feel bloated, without actually enriching the play experience.

Each player chooses a colour and takes the appropriate Player Board together with the 8 Pattern Strips. If it’s a factory, the remaining pieces go to the middle of the offering, you then place it in a row, all the tiles that you can. These Pane Pieces will determine which of the five colours of Pane Pieces will give bonus victory points in each of the six rounds of the game.Azul and Sintra seem to have a similar core mechanism; grab the colors you want and push the leftovers into the middle. The Pattern Strips, also doubled sided, are randomly placed as vertical columns above the Player Board.

Unlike many remakes, which just add glut to a game that was already fine without it, this new Azul game is equally, but differently good. Next, place your Glazier (pawn) above the left-most Palace Strip, 1 of your Color Markers (small cube) on 0 of the scoring track and the second at the top of the Broken Glass Track (negative scoring track). This can also create incentives to force a player to take too many tiles of one color by pushing the color they need to the middle of the table.

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