Actions Turn
Ada’s Dream Actions turn: Ada’s Study, Travel, Meetings and Institutions, with every advanced action and the Lecture cost rule.
The Actions turn
On an Actions turn you use a die from your Store:
- Select a die from your Store — it is your active die.
- Place it in your Mill, on any empty die space.
- Take the main action of its colour:
Ada’s Study,
Travel,
Meetings or
Institutions. A
grey die takes any one main action. You may only choose an action you can actually carry out. - Take the advanced action of that area if your Research token has reached level I or II of its track (advanced actions) — whatever the die’s colour.
Then you may Publish in that area or build a Gear (Publish or Build).
Ada’s Study
Main action: take one Program tile
and one Study reward
:
gain 1 Book,
gain 1 Addition Gear from Ada’s Study, or
gain 1 Assignment card from the display (Assignments).
Place the Program at once on an empty Program space of your board and gain that space’s bonus (Program tiles). After taking the Program, remove the Program in the rightmost display space from the game (if there is one), slide the others right and refill from the stack. After your Study reward — whichever you took — do the same with the Assignment display. A Program is not a Study reward.
Advanced:
level I — take a second, different Study reward;
level II — take all three Study rewards. The rightmost Assignment is removed only once per action.
Travel
Main action: move your Travel token to another city, paying for every route you use —
£1 per road, £2 per rail, £4 per ferry — and pass through as many cities as you like. Then activate the city where you stop:
- a Small City: gain its reward;
- a University City: gain its reward and place a disc next to its University tile. You may not stop for a reward at a University that already holds one of your discs. If other discs are there, put yours on top: at the end every disc scores 2
for each disc stacked on it.
Advanced:
level I — after the first city, move free to the next Small City and gain its reward;
level II — move free to a Small City up to 2 Small Cities away and gain its reward.
Moving on the map
The advanced action and many effects move you to a Small City or a University. Count only cities of that type: skip any number of the other type on the way. “The next Small City” is any Small City one Small City away along any route type. If a movement cost applies, pay it for the whole movement.
The Universities lie in three regions: Southern (orange), Central (blue) and Scottish (purple). Each University tile shows a reward, a disc space and its Prestige value. The Scottish Universities are printed on the board; the Southern and Central tiles can be shuffled at setup. Every University’s reward is listed in Cards & Components.
Meetings
Main action: place a disc in the top leftmost empty space of a Meeting room, paying the room’s cost in money or Innovation:
| Room (left to right) | Cost | Partner cards you may choose |
|---|---|---|
| 1st | any of the 4 | |
| 2nd | £4 or 2 Innovation | the 3 rightmost |
| 3rd | £3 or 2 Innovation | the 2 rightmost |
| 4th | £2 or 1 Innovation | only the one below it |
Take the chosen Partner card into your hand (then remove a card from your hand or discard pile so you keep eight), draw the number of cards shown below the card slot you took it from (2, 1, 1 and 0 from left to right), then remove the card in the rightmost display space from the game, slide the rest right and refill from the deck. A full room cannot be chosen.
Advanced:
level I — play a card from your hand without its cost;
level II — draw 2 cards, then play a card from your hand without its cost.
Science Scoring tokens
At the end of the game each room awards its Science tokens: the player with the most discs there takes the 2-point token; every other player with a disc takes a 1-point token. If players tie for most, each tied player takes a 1-point token and the others take nothing. Each token scores its value for every Partner card of that Science in your eight-card supply. You may hold only one Science token per Science.
Institutions
The Institutions are four columns — Royal Society, Advancement of Science, Astronomical Society, British Government — across five Lecture levels (2 to 6). Below them, level 1 (the Analytical Society, across all four columns) holds no discs.
Main action: choose an empty Lecture space, pay its cost in Innovation, place a disc there and gain its reward. Each space holds one disc (only Ada’s Study Publish can stack a second).
Lecture costs
Each level has a cost: level 2 and 3 cost 1, level 4 and 5 cost 2, level 6 costs 3
. You pay the level you place in plus every lower level down to the first level where you already have a disc (in any column). A disc at or above the level you choose means you pay only that level. Since you can never hold more than 6 Innovation, your first Lecture can never be on level 6.
| Your highest disc so far | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
|---|---|---|---|---|---|
| None | 1 | 2 | 4 | 6 | 9 (impossible) |
| Level 2 | 1 | 1 | 3 | 5 | 8 (impossible) |
| Level 3 | 1 | 1 | 2 | 4 | 7 (impossible) |
| Level 4 | 1 | 1 | 2 | 2 | 5 |
| Level 5 or 6 | 1 | 1 | 2 | 2 | 3 |
Advanced:
level I — also gain the reward of one unoccupied space on a lower level of the same Institution;
level II — of one unoccupied lower space in any Institution. The Analytical Society (level 1: draw 1 card and gain £2) always counts as unoccupied.
Lecture rewards
| Level | Royal Society | Advancement of Science | Astronomical Society | British Government |
|---|---|---|---|---|
| 6 | Use the effect of a Partner in the display; take a 1-point Science token | Gain a Multiplier Gear from the display | Gain a Program from the display | Gain an Addition Gear, build an Addition Gear free, gain £3 |
| 5 | Draw 2 cards; play a card without its cost | Gain an Assignment; take a 1-point Assignment token (one per colour) | Change 1 die by 2 pips or 2 dice by 1 pip; gain £4 | Gain £5, 3 Brass and 1 Coal |
| 4 | Gain a Partner from the display (no cost, no disc, no draw) | +1 Research on each track | Gain 2 different Study rewards | Swap a built Subtraction Gear for an Addition Gear |
| 3 | Draw 2 cards; gain 2 different Breakthrough rewards | Draw 2 cards; gain 1 Book | Gain £3 and an Assignment | Gain £3 and 2 Brass |
| 2 | Draw 1 card; gain £4 | Gain £2; 2 Research (on one track or split) | Draw 2 cards; 1 Research on any track | Gain 1 Addition Gear |
At the end each level row scores for the player with the most discs in it: 8 / 6 / 4 / 2 / 2
for levels 6 / 5 / 4 / 3 / 2. Tied players each score half the value.
Advanced actions
| Area | Level I | Level II |
|---|---|---|
| Ada’s Study | ||
| Travel | ||
| Meetings | ||
| Institutions |
You take the advanced action after the main action, on every Actions turn in that area once your token has reached the level — the die’s colour does not matter. A
reward lets you take a level I advanced action of an area.