Lol you are not wrong, this is one of my very early attempts in making 'content' and is admittedly pretty dogshit. You should watch my recent ones and hopefully it's more watchable hahahaha.
I agree with your points about Azul SP. Having played both Azul and Azul SP at 2 players for about 7 games each, I have decided to sell my copy of Azul SP. I don't find Azul SP as enjoyable or as tense as Azul due to the lack of player interaction and how fiddly the scoring and tile placement are. It feels like I'm playing a solo game which defeats the purpose of playing board games with my friends. The only part I had fun with Azul SP was trying to optimise my title placement for scoring . Great comparison video btw!
!Minor rules correction!: Azul: Summer Pavilion does actually make you lose a point for each tile you discard, but seeing how you get to hoard everything and also put 4 aside every round I dont think it changes my view much on how lenient it is compared to the previous games. It is quite punishing for last round though.
Interesting. I've played the original and really liked it. Watched reviews for the 2nd and 3rd. SP looked more interesting to me, but not sure new after your review. I didn't realize they took out all that stuff that made the game intense.
Interesting take on the Azul series. My ranking would be: Azul (masterpiece, a perfect 10) >> Azul Summer (7.5 but only 2p, everything above that is way too long) >>>>>> Azul Sintra (2, one of the few games I actively hate, I played it 10 times and still did not find anything I enjoy in that game).
Thanks for your comment! I find it also interesting that you would rate azul sintra so low and first azul so high, because to me they are very similar with just a few differences.
You're absolutely objectively wrong on Azul Summer Pavilion and you missed a rule. You do lose points for tossing out tiles. Yes it's not as many points but the point margins in ASP are much tighter, also most of the throwing out comes at the last round which is different but doesn't mean that throwing out tiles is a non-factor. You're also wrong about the ideal scoring method. The ideal method is always to complete as many stars as possible, not just go for the bonuses. This provides the asymmetry and means that you don't always simply want to go for the most tiles. It also makes hate drafting very powerful especially as you approach the last rounds. In the first few rounds you can't really hate draft since your opponent can pivot which stars they want but in the last rounds hate drafting can be absolutely lethal, more akin to pushing your opponent into mount doom instead of a pool. Even in the first rounds, however, making your opponent pivot can be key. It's unlikely that two and near impossible that three players will complete the same star. This combined with the fact that stars have asymmetric values means that the early rounds are a jockeying for position. You mentioned that there's no tension in the game but that's absolutely false as well. There are several sources but one of the most critical is that you want to complete stars early but not be left with dead tiles late. It doesn't matter that you can hold four tiles over if you've filled up the 7 spaces of your board that can accept that color, which once again you actively want to fill at least 6. This is also part of the reason for the differing point value of the stars, you can't really be stuck with reds because the red star is the last wild, so you can fill up red early worry-free, but of course you won't get as many points for it. I could go on and on but ASP is a great game with a very high skill ceiling. I think there's a skill ghetto that happens when players haven't realized the correct strategy but have recognized that taking more tiles is generally better to a greater degree than in the previous azuls. A player just taking as many as they can and putting them wherever is easy prey to a player who correctly evaluates his path to filling as many stars as possible without losing too much tile-value. Even then they might not realize it because the score at the end will seem close. Play again and again however and they'll lose every time. So I guess the biggest problem with ASP is it doesn't really teach a player who doesn't sit down and calculate the point per tile of various configurations, whereas Azul 1+2 do to a greater extent. I also agree that it's longer but I never feel as though it's long to my turn as there's can be a lot to consider especially when you reach the skill to take into consideration other players boards. It's also best played with a more serious crowd that plans out their placements in advance rather than the "take most play wherever" crowd. I think it's appropriate as the third in the series since ASP brings out the more subtle hues of the Azul system that were overshadowed by the "haha you just dropped 7 tiles" moments in the original and sequel.
Hey man, appreciated the long post. I could only reply with the best of my memory, because it's been like a year since I played the game: 1. You're right I did miss that rule, I just checked the rule book, sorry about that. But I think we can still agree that they are not as punishing as the first two games, from the way they let you hoard those tiles and store 4 each round, quite punishing for last round though. 2. If the ideal method is to go for as many complete stars as possible, then two things might happen right, one is someone probably will prevent you from completing your stars. Which means that you are probably not gonna overdose on one colour late game. This might just be my inexperience with the game but you need 22 - 27 tiles to complete a star and that's ALOT. Thats already assuming no one's gonna take the bunch of same colored tiles late game because they might complete the number bonus (1,2,3 and 4s) or just get free points seeing how the tiles are -1 each, so it's not as punishing, there's less incentive to shove you those tiles. Also also, that's assuming that those tiles are gonna specifically be your last pick. If instead everyone completes their stars and mostly 'doing their own thing', wouldn't everyone just alternate colors instead? 3. Now that I watched the video again I should've put more research in the scoring method I described as it was very low effort, sorry about that. This was one of my earlier videos too, I swear I've put more effort on my recent ones haha. Again, I am very much inexperienced in this game compared to you, so you are most likely right about this, but I have to say that to me it's still the least fun game of the 3.
@@realjon4220 well because of wilds you only need 6 of the same color to complete a star with smart drafting. That's the real use of the four hold spaces. Also I oversimplified in that the best configurations do go after number bonus as well. The best way to look at it is to see how many bonus points each tile on the board is securing. So let's say one player had 1s 2s 3s and 5/7 4s. Since each 4 secures two bonus tiles we can look at 4 of our 4s as 8 tiles securing 8 bonus points (at one point per tile). Now if we move those tiles to complete a star then they secure up to 23 bonus points! Now making a star is strategically more difficult than taking number bonuses but that's the whole point and what makes this game not a boring cakewalk.
I've got the vague impression that you don't really enjoy the 3th Azul and prefer the 2nd. I respect your opinion highly, because I only possess the 2nd. Your evaluation of the 3 Azuls has been confirmed frequently by other game reviewers. So, I stay with my copy, which I much enjoy. Btw, good review!
Hey, glad you liked the review! I am actually surprised that you say many reviewers echo my view, because when it came out, the big reviewers (dice tower & SUSD) along with some other smaller ones were singing praises to it.
@@realjon4220 Damn, you're right! I think I was deceived by the fact that in the ranking of the 3 Azuls the second mostly prevailes. Second place was mostly for the 3rd Azul. So, indeed, most reviewers just like this last version. Unlike you who simply disapprove of the game, which is an important nuance. Good point!
3-1-2. Azul 2 never got appreciated in my game groups. Myself I did not like the puzzle. Azul 1 is a great beginner’s game. It teaches drafting but has it own little puzzle. Azul 3 has a more complex puzzle which make it harder for inexperienced players. To hate draft you need to see the puzzle. All over are the different puzzles the great part of the Azul series. Everyone can find their favourite.
Hellooo, love your content! just a video idea, could you compare and rate the different types of one night wear-wolf games? :)
This video was made in 2020... but somehow it looks like it was made in 1980. BUT it was funny and informative, well done :D
Lol you are not wrong, this is one of my very early attempts in making 'content' and is admittedly pretty dogshit. You should watch my recent ones and hopefully it's more watchable hahahaha.
@@realjon4220 lol I’ve always put off making content because of this.. but you just gotta start don’t you? Lol
Ok I’ll take a look :)
I agree with your points about Azul SP. Having played both Azul and Azul SP at 2 players for about 7 games each, I have decided to sell my copy of Azul SP. I don't find Azul SP as enjoyable or as tense as Azul due to the lack of player interaction and how fiddly the scoring and tile placement are. It feels like I'm playing a solo game which defeats the purpose of playing board games with my friends. The only part I had fun with Azul SP was trying to optimise my title placement for scoring . Great comparison video btw!
!Minor rules correction!: Azul: Summer Pavilion does actually make you lose a point for each tile you discard, but seeing how you get to hoard everything and also put 4 aside every round I dont think it changes my view much on how lenient it is compared to the previous games. It is quite punishing for last round though.
What are your thoughts on Azul Queen's Garden? :P
At some point I was going to do a review of it but legit lost interest after I read the rulebook lol. Haven't played it to this day.
good video!
Thanks man, check out one of my more recent ones if you've got games youre interested in. I promise the editing is a lot better hahaha.
@@realjon4220 I am intrested in bhonanza the bean game that one seems fun!
Interesting. I've played the original and really liked it. Watched reviews for the 2nd and 3rd. SP looked more interesting to me, but not sure new after your review. I didn't realize they took out all that stuff that made the game intense.
Interesting take on the Azul series.
My ranking would be: Azul (masterpiece, a perfect 10) >> Azul Summer (7.5 but only 2p, everything above that is way too long) >>>>>> Azul Sintra (2, one of the few games I actively hate, I played it 10 times and still did not find anything I enjoy in that game).
Thanks for your comment! I find it also interesting that you would rate azul sintra so low and first azul so high, because to me they are very similar with just a few differences.
You're absolutely objectively wrong on Azul Summer Pavilion and you missed a rule. You do lose points for tossing out tiles. Yes it's not as many points but the point margins in ASP are much tighter, also most of the throwing out comes at the last round which is different but doesn't mean that throwing out tiles is a non-factor. You're also wrong about the ideal scoring method. The ideal method is always to complete as many stars as possible, not just go for the bonuses. This provides the asymmetry and means that you don't always simply want to go for the most tiles. It also makes hate drafting very powerful especially as you approach the last rounds. In the first few rounds you can't really hate draft since your opponent can pivot which stars they want but in the last rounds hate drafting can be absolutely lethal, more akin to pushing your opponent into mount doom instead of a pool. Even in the first rounds, however, making your opponent pivot can be key. It's unlikely that two and near impossible that three players will complete the same star. This combined with the fact that stars have asymmetric values means that the early rounds are a jockeying for position. You mentioned that there's no tension in the game but that's absolutely false as well. There are several sources but one of the most critical is that you want to complete stars early but not be left with dead tiles late. It doesn't matter that you can hold four tiles over if you've filled up the 7 spaces of your board that can accept that color, which once again you actively want to fill at least 6. This is also part of the reason for the differing point value of the stars, you can't really be stuck with reds because the red star is the last wild, so you can fill up red early worry-free, but of course you won't get as many points for it.
I could go on and on but ASP is a great game with a very high skill ceiling. I think there's a skill ghetto that happens when players haven't realized the correct strategy but have recognized that taking more tiles is generally better to a greater degree than in the previous azuls. A player just taking as many as they can and putting them wherever is easy prey to a player who correctly evaluates his path to filling as many stars as possible without losing too much tile-value. Even then they might not realize it because the score at the end will seem close. Play again and again however and they'll lose every time. So I guess the biggest problem with ASP is it doesn't really teach a player who doesn't sit down and calculate the point per tile of various configurations, whereas Azul 1+2 do to a greater extent. I also agree that it's longer but I never feel as though it's long to my turn as there's can be a lot to consider especially when you reach the skill to take into consideration other players boards. It's also best played with a more serious crowd that plans out their placements in advance rather than the "take most play wherever" crowd. I think it's appropriate as the third in the series since ASP brings out the more subtle hues of the Azul system that were overshadowed by the "haha you just dropped 7 tiles" moments in the original and sequel.
Hey man, appreciated the long post. I could only reply with the best of my memory, because it's been like a year since I played the game:
1. You're right I did miss that rule, I just checked the rule book, sorry about that. But I think we can still agree that they are not as punishing as the first two games, from the way they let you hoard those tiles and store 4 each round, quite punishing for last round though.
2. If the ideal method is to go for as many complete stars as possible, then two things might happen right,
one is someone probably will prevent you from completing your stars. Which means that you are probably not gonna overdose on one colour late game. This might just be my inexperience with the game but you need 22 - 27 tiles to complete a star and that's ALOT. Thats already assuming no one's gonna take the bunch of same colored tiles late game because they might complete the number bonus (1,2,3 and 4s) or just get free points seeing how the tiles are -1 each, so it's not as punishing, there's less incentive to shove you those tiles. Also also, that's assuming that those tiles are gonna specifically be your last pick.
If instead everyone completes their stars and mostly 'doing their own thing', wouldn't everyone just alternate colors instead?
3. Now that I watched the video again I should've put more research in the scoring method I described as it was very low effort, sorry about that. This was one of my earlier videos too, I swear I've put more effort on my recent ones haha.
Again, I am very much inexperienced in this game compared to you, so you are most likely right about this, but I have to say that to me it's still the least fun game of the 3.
@@realjon4220 well because of wilds you only need 6 of the same color to complete a star with smart drafting. That's the real use of the four hold spaces. Also I oversimplified in that the best configurations do go after number bonus as well. The best way to look at it is to see how many bonus points each tile on the board is securing. So let's say one player had 1s 2s 3s and 5/7 4s. Since each 4 secures two bonus tiles we can look at 4 of our 4s as 8 tiles securing 8 bonus points (at one point per tile). Now if we move those tiles to complete a star then they secure up to 23 bonus points! Now making a star is strategically more difficult than taking number bonuses but that's the whole point and what makes this game not a boring cakewalk.
@@jacobmartin9021 ah I see, thanks for putting the effort to explain, I will definitely do better next time.
I've got the vague impression that you don't really enjoy the 3th Azul and prefer the 2nd. I respect your opinion highly, because I only possess the 2nd. Your evaluation of the 3 Azuls has been confirmed frequently by other game reviewers. So, I stay with my copy, which I much enjoy. Btw, good review!
Hey, glad you liked the review!
I am actually surprised that you say many reviewers echo my view, because when it came out, the big reviewers (dice tower & SUSD) along with some other smaller ones were singing praises to it.
@@realjon4220 Damn, you're right! I think I was deceived by the fact that in the ranking of the 3 Azuls the second mostly prevailes. Second place was mostly for the 3rd Azul. So, indeed, most reviewers just like this last version. Unlike you who simply disapprove of the game, which is an important nuance. Good point!
3-1-2. Azul 2 never got appreciated in my game groups. Myself I did not like the puzzle. Azul 1 is a great beginner’s game. It teaches drafting but has it own little puzzle. Azul 3 has a more complex puzzle which make it harder for inexperienced players. To hate draft you need to see the puzzle.
All over are the different puzzles the great part of the Azul series. Everyone can find their favourite.
Best game!!!
Azul: Summer Pavilion with Bonus Cards is better. Without I don't like it. Better play Azul.
What bonus cards? Have I missed something?
@@danijelposta1748 My thoughts exactly lol