Ludexv2026.11.01-65114139Ada’s DreamOfficial rulebook ↗

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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:

  1. Select a die from your Store — it is your active die.
  2. Place it in your Mill, on any empty die space.
  3. Take the main action of its colour: Purple die (Ada’s Study) Ada’s Study, Blue die (Travel) Travel, Yellow die (Meetings) Meetings or Green die (Institutions) Institutions. A Grey die (any action) grey die takes any one main action. You may only choose an action you can actually carry out.
  4. 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 Program tile and one Study reward Any one Study reward:

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: Ada’s Study advanced action level 1 level I — take a second, different Study reward; Ada’s Study advanced action level 2 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 — Money (£) £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:

Advanced: Travel advanced action level 1 level I — after the first city, move free to the next Small City and gain its reward; Travel advanced action level 2 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)CostPartner cards you may choose
1stMoney (£) £5 or 3 Gain Innovationany of the 4
2nd£4 or 2 Innovationthe 3 rightmost
3rd£3 or 2 Innovationthe 2 rightmost
4th£2 or 1 Innovationonly 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: Meetings advanced action level 1 level I — play a card from your hand without its cost; Meetings advanced action level 2 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 Spend Innovation. 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 farLevel 2Level 3Level 4Level 5Level 6
None12469 (impossible)
Level 211358 (impossible)
Level 311247 (impossible)
Level 411225
Level 5 or 611223

Advanced: Institutions advanced action level 1 level I — also gain the reward of one unoccupied space on a lower level of the same Institution; Institutions advanced action level 2 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

LevelRoyal SocietyAdvancement of ScienceAstronomical SocietyBritish Government
6Use the effect of a Partner in the display; take a 1-point Science tokenGain a Multiplier Gear from the displayGain a Program from the displayGain an Addition Gear, build an Addition Gear free, gain £3
5Draw 2 cards; play a card without its costGain an Assignment; take a 1-point Assignment token (one per colour)Change 1 die by 2 pips or 2 dice by 1 pip; gain £4Gain £5, 3 Brass and 1 Coal
4Gain a Partner from the display (no cost, no disc, no draw)+1 Research on each trackGain 2 different Study rewardsSwap a built Subtraction Gear for an Addition Gear
3Draw 2 cards; gain 2 different Breakthrough rewardsDraw 2 cards; gain 1 BookGain £3 and an AssignmentGain £3 and 2 Brass
2Draw 1 card; gain £4Gain £2; 2 Research (on one track or split)Draw 2 cards; 1 Research on any trackGain 1 Addition Gear

At the end each level row scores for the player with the most discs in it: 8 / 6 / 4 / 2 / 2 Prestige Points for levels 6 / 5 / 4 / 3 / 2. Tied players each score half the value.

Advanced actions

AreaLevel ILevel II
Ada’s StudyAda’s Study advanced action level 1 a second, different Study rewardAda’s Study advanced action level 2 all three Study rewards
TravelTravel advanced action level 1 free move to the next Small CityTravel advanced action level 2 free move to a Small City up to 2 away
MeetingsMeetings advanced action level 1 play a card without its costMeetings advanced action level 2 draw 2, then play a card without its cost
InstitutionsInstitutions advanced action level 1 a lower unoccupied space, same InstitutionInstitutions advanced action level 2 a lower unoccupied space, any Institution

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 Take a level 1 advanced action reward lets you take a level I advanced action of an area.

Rules

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