Ludexv2026.11.01-65114139Aqua MirabilisOfficial rulebook ↗

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Teach the Game

A teachable overview of Aqua Mirabilis, from the Sundial and production loop to perfume scoring.

How you win

You are a perfumer competing for prestige at Versailles. Make flowers into scents, combine scents into perfumes, and present those perfumes to the King and Court. When the time marker reaches the final Sunday, finish the current round as instructed, resolve the final-Sunday effects and parade, then score bonuses. The player with the most prestige wins. Ties break by Dame favours, Experience, Letter of Reference level, then the number of complete perfumes; if still tied, the tied players share victory.

The boards

The shared board has the Flower Market and Apprenticeship area at Grasse, four Noble couples, the Versailles presentation area and Preference Matrix, four travel cities, a prestige track, and the day track. The Flower Market has six flower spaces, each with a worker space that can add another flower to a market visit. The matrix tracks the Court’s scent row and the King’s scent column; each intersection has four spaces (two in a two-player game) for previous presentations.

Your studio board is a work area, not a separate action board. It holds your Curriculum (Experience tiles), up to three Production Methods, scent supply, three perfume slots, Sundial, Letter of Reference, Dame favours and flipped City tiles. Keep Influence, Originality tokens and flowers beside it.

Numbered two-player main board with the Flower Market, Apprenticeship area, cities, noble couples, Versailles matrix and tracks

  1. Flower Market — choose a flower space and move Workers to gather more.
  2. Apprenticeship area — learn a permanent skill or a Production Method.
  3. Travel cities — use Coach movement during production to reach a city.
  4. Noble couples — meet the Nobleman and optionally make an eligible gift to the Dame.
  5. Versailles Preference Matrix — score each base-and-complement pair here.
  6. Day and prestige tracks — track the game end and each player’s score.

This photograph shows the two-player face; use the other face for three or four players.

Numbered player studio board with its tile areas, perfume spaces, Sundial and reference reminders

  1. Curriculum — keep Apprenticeship and unflipped City tiles here.
  2. Production Method slots — start with Distillation and add methods here.
  3. Scent depot — store produced Scents for Recipes and gifts.
  4. Perfume parade — hold up to three completed perfumes and show whether they have been presented.
  5. Sundial — pay Action Points and read production and Coach movement.
  6. Player aid — a reminder of the production, action and perfume loops.

The personal board photo is angled and small text may be hard to read; use the rules pages for exact costs and reminders.

A round and a turn

Play begins on the first Sunday. Starting with the first player, take turns clockwise. On a turn, either move your Perfumer to an available shared-board action and spend its Action Points, or return the Perfumer to your studio and use Production Points to make scents. The Sundial shows the tradeoff: as you spend Action Points, the remaining dial positions provide fewer Production Points and coach movement. Spending all remaining Action Points resets the dial and advances the day; choosing production also resets it and advances the day. Finish the action that caused a reset before carrying out Sunday procedures.

After a turn, you may spend one Originality token to take one extra turn immediately. You may not take more than two consecutive turns. An action type cannot be repeated on consecutive turns; the six market flower spaces are different types, while the four Versailles spaces form one type.

On a board-action turn, the action usually costs Action Points. At the market, pay for your Perfumer’s space and any workers you move, then take one flower from each occupied basket among your Perfumer and the two workers. At Apprenticeship, buy an eligible tile and add its Experience and effect. Travel takes the top City tile at the chosen city; the Letter of Reference level must meet that city’s requirement. Court life first offers the Nobleman action, then lets you give eligible gifts to the Dame and place matching Influence. Versailles lets you present a finished perfume for one Action Point.

On a production turn, you need at least one flower and one Production Point. Return your Perfumer to your studio, use any active Production Methods as often as their printed costs and inputs allow, and turn eligible flowers into scents. You may store leftover flowers on valid method inputs; discard anything left over. The dial may also let you move your Coach. Produce and travel using the same dial setting, then reset and advance the day.

How the game ends

When the marker reaches the final Sunday, follow the rulebook’s final-turn procedure: continue until play order returns to the player who triggered the end, allowing that player one final extra turn if they spend an Originality token. Resolve final-Sunday board effects, including the market and Preference Matrix changes, then hold the final perfume parade. Players may finish perfumes from available scents and Recipes before scoring their perfumes; no City tiles may be used in this step. During the parade, score eligible pairs as usual but do not place cubes or take Originality tokens. Finally add end-game bonuses.

Ways to score

SourcePrestige
Each empty cell remaining in a claimed matrix intersection after placing your cube0–3 (0–2 in a two-player game), for each eligible scent pair
First presentation of a scent pairTake its available Originality token; each token still held at game end is 1 point
Court preference matchLetter of Reference value (1, 2, 3 or 5) for each eligible pair matching the Court row
King preference match3 points, or 5 with Dame B; once per perfume, on the first pair only
Perfection (both preferences match)1 point per matching pair
Dame D favour2 points each time you place a matrix cube
Flipped City tilesTheir printed end-game values
Dame majorities5 points per Dame; a tied majority scores none
Final Bonus tileIts printed condition and value

What each resource is for

Resource or pieceWhy you need itHow you get itHow you use it
FlowersInputs for making ScentsTake them from the market or a City effectConvert with an eligible Production Method, store on a matching method, or discard after production
ScentsIngredients for perfumes and some Apprenticeships or giftsProduce from Flowers or gain from effectsPay a Recipe’s base unless you have its Base Scent tile; fill every complement slot with a different Scent
RecipesDefine each perfume’s base, complements and Experience levelTake one when your Experience meets its levelComplete it immediately, then present the perfume once before the final parade
ExperienceUnlocks higher-level RecipesGain it from Apprenticeship and unflipped City tilesKeep enough to meet the Recipe level; flipping a City tile removes its contribution
Letter of ReferenceUnlocks City piles and sets Court-preference pointsGain or upgrade it through a NoblemanCheck the city’s minimum level and use its value when scoring a matching Court row
InfluenceCompetes for each Dame’s favourPlace a token after an eligible gift or effectMajority controls the favour; each majority is worth 5 at game end
Originality tokensFlexible action and scoring resourceClaim from an available matrix intersection or a City effectSpend for an extra turn or specified cost; each token kept is worth 1 point
Action PointsPay for shared-board actionsRotate the SundialSpend the action space’s printed cost
Production PointsPay for converting Flowers to ScentsRead from the Sundial’s production setting and ApprenticeshipsSpend the method’s cost during production
Coach legsReach a City for a tileRead the remaining travel setting on the SundialMove the Coach during production, up to the allowed distance
Blue cubesTrack previous presentationsTake from your player supplyPlace one in each available matrix intersection used by a perfume pair
Workers and PerfumerCollect Flowers from more than one basketShared Workers begin on the market; the Perfumer is your piecePlace the Perfumer on one flower space and optionally move Workers to collect one Flower per occupied basket
Coach and markersTrack travel, timing and preferencesEach starts in its printed setup positionTrack City progress, Sunday procedures, the end trigger, and the King’s and Court’s scoring preferences

Teaching tips

Teach the Sundial and its tradeoff first, then demonstrate one market visit with the workers. Show the Production Methods next, including where leftover flowers can be stored and that anything else is discarded. Explain Recipe completion before describing Experience and City tiles, so players understand why a City benefit can cost recipe access. Finish with Court life and the Preference Matrix, emphasizing that a full intersection yields no points and the King bonus is limited to once per perfume. End with the Sunday reset and final parade so the time track is clear from the start.

Rules

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