Ludexv2026.11.01-65114139Ada’s DreamOfficial rulebook ↗

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Gameplay

Ada’s Dream turn structure, Partner cards, Assignments, Research, resources, Innovation and discs.

Overview

You are assistants competing to build the best section of Babbage’s Analytical Engine for Ada Lovelace. The game is a series of single turns, starting with the first player and going clockwise — usually 18 turns each. When a player places their 9th die in the Mill of their Player board, play continues until everyone has had the same number of turns, then all Prestige Prestige Points is scored on the scorepad (End and Final Scoring).

Your turn

On your turn choose one of two turn types:

At the end of the turn you may either spend a Book to take the Publish action of the area you used, or build one Gear — or neither. Then the next player clockwise takes a turn.

Displays

The Programs and Assignments in Ada’s Study and the Partner cards in the Meetings area are displays that move from left to right.

Partner cards

Partner card Dionysius Lardner: requirement dice top left, Prestige top right, Science icon, effect below

Partner cards are the people of the time. Each belongs to one of four Sciences — Mathematics Mathematics, Physics Physics, Astronomy Astronomy, Engineering Engineering — or has no Science (a Sponsor).

Your supply is always exactly eight cards (deck above the right of your board, hand, and discard pile to the left of the deck). Whenever you gain a new Partner card, remove one card of your hand or discard pile from the game. If you must draw and your deck is empty, shuffle your discard pile into a new deck. At the end of your turn discard down to five cards in hand.

You play Partner cards from your hand: one on a Workshop turn if your active die meets its requirement, or whenever an effect shows Play a Partner card without its cost (then you ignore the requirement and cost). A played card goes to your discard pile after you resolve it.

Assignment cards

Assignment card Work with Babbage, which can go in the yellow or purple column

Assignments are tasks from Ada. When you gain one, take its effect, then tuck it into the matching colour column below your Player board. A two-colour card goes in either column; a card with no colour goes in any column — the effect and the column are chosen separately. Some Assignments ask you to discard Partner cards from hand; if you cannot, you cannot take that Assignment.

When you collect a coloured die on a Workshop turn, gain 1 Research of that colour for each Assignment in that colour’s column. Grey dice trigger nothing.

Research

Each action area has a Research track and you have a token at the bottom of each.

Resources and Innovation

The resources are Money (£) money, Coal Coal, Brass Brass and Book Books. You may hold any amount; a cost must be paid in exactly that resource. The supply is unlimited — use a substitute if something runs out.

Gain Innovation Innovation is tracked on your Player board (0 to 6). Gain moves the marker up, spending moves it down. You can never have more than 6. Whenever the marker reaches the top space, you may at once spend 2 Innovation to gain one Workshop bonus of your choice; if you gain several Innovation, decide each time you reach 6. At the end, a marker on the space for 5 scores 2 Prestige Points and on 6 scores 4 Prestige Points.

Discs

Many actions place one of your discs on the main board. Take it from a Gear space of your Player board — each disc you remove opens a space where you can build a Gear. If you must place a disc and have none left on your board, move one of your discs already on the main board (not one that is meeting the requirement of an Objective you are about to claim).

Reference numbers

Some components and board spaces carry a small reference number. The solo rules and the appendix (Universities, Small Cities, Institutions, Partner cards, Assignments) use these numbers — see Cards & Components.

Rules

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