Solo: the Silver Lady
The Ada’s Dream solo mode: Babbage’s Silver Lady automaton, her turns, solo rewards, location table and scoring by difficulty.
You play as normal against Babbage’s automaton, the Silver Lady, who takes her turns by simple rules. The end is still triggered by a 9th die in a Mill — the Silver Lady places hers on her 18th turn, then you take one last turn. Score both of you as normal (with her changes below); beat her score to win. Setup is on the Setup page (choose Solo).
Components
| Picture | Component |
|---|---|
![]() | Silver Lady player board — her Mill with pre-printed die spaces, Gear spaces, Steam and Innovation tracks, and the space for her Assignment tile. She does not gain another solo reward for Innovation beyond 6 (FAQ); when comparing a line for the last Gear, she compares its score, not just dice pips (FAQ). |
![]() | Difficulty level cards (2, double-sided: levels 1–4) — her starting Gears, Books, Innovation and Assignments, and the value each of her dice takes in each Mill space. |
![]() | Solo Reward tiles (4, one per level) — the reward track her reward die climbs. Movement can also let her claim Objectives; solo rewards are not the only way (FAQ). When she must choose an Objective, the preference order is the one listed in her solo rules (FAQ). |
| Assignment tiles (4, one per level) — her colour preference order, left to right. This preference breaks Travel ties too (FAQ). | |
![]() | Turn type aid (double-sided) — Workshop or Actions; flip it after every turn. |
![]() | Action aids (2, double-sided) — her choices in each action area. A grey die does not trigger her Assignments (FAQ); if an instruction calls for a disc and she has none, she skips that placement (FAQ). Her Ada’s Study book choice is triggered by the die values specified in the solo table (FAQ). |
![]() | Silver Lady’s bag — holds the dice she will use on Actions turns. |
Turn order and her colours
The Silver Lady is first player (you get the second player’s £1). She alternates Workshop and Actions turns, starting with a Workshop turn; flip the turn-type card at the end of each of her turns.
Preferred colour. When she must choose a colour, she takes the leftmost colour on her Assignment tile that is possible, then the next to the right. Active die: the die she drafted or drew this turn (never the grey Workshop die).
Solo rewards
She never gains or spends money, Coal or Brass. Instead she often gains a solo reward: move her reward die up one space of the reward track; if the die’s value is equal to or higher than the number on that space, she gains that space’s reward. Each time the die loops back to the start, raise its value by 1 (to a maximum of 6). Gaining several solo rewards at once moves several spaces and gives every reward passed whose number the die meets.
Silver Lady Workshop turn
- Roll the grey Workshop die: the result picks a Workshop space (1 is the topmost space, then clockwise).
- Take the highest die in that space (tie: her preferred colour).
- Move it 1 space clockwise. If that space has no die of equal or lower value, keep moving clockwise until one does; if none anywhere, raise the die until it equals a die in the first space.
- Push out the lowest die there (tie: preferred colour; grey is least preferred).
- She gains 1 solo reward instead of the Workshop bonus.
- If she emptied a space: 1 more solo reward, and refill it as normal.
- With the pushed die: 1–3 — gain 1 solo reward and activate her Assignments of that colour; 4–6 — activate her Assignments of that colour only. A grey die activates nothing.
- If she has a Book she Publishes (+1 Steam); otherwise she tries to build a Gear.
- Put the die in her bag.
Silver Lady Actions turn
- Draw a die from her bag and put it on the uppermost, leftmost empty die space of her Mill, set to the value the difficulty card shows for that space. Its colour picks the area (grey: her preferred colour); its value guides her choices.
- Resolve the action below, placing discs from her uppermost, leftmost Gear space.
- Publish or build a Gear as the area says.
Ada’s Study
- Program: die 1 — the highest-value Program (tie: the one furthest from the stack); 2–6 — the display space from left (2) to right (6). She puts it in any empty Program space.
- Study reward: 1–2 — build a Gear instead of taking an Addition Gear (if impossible, 1 solo reward); 3–4 — the rightmost Assignment of her preferred colour (colourless cards count), put below her board, plus 1 Research in that column’s colour and 1 solo reward (ignore the card’s effect); 5–6 — a Book.
- Cycle the displays as normal.
- With advanced actions, take the next Study reward(s) in this order, wrapping from 5–6 back to 1–2.
- With a Book she Publishes: her uppermost, leftmost disc goes on top of the disc of hers worth the most
, and she gains 1 solo reward. Otherwise she builds a Gear.
Travel
- 1–3 — the nearest University matching an Objective she has not claimed (if none, the nearest University); 4–6 — the nearest University. She only goes to Universities without her disc and places a disc as normal. Ties: the destination nearest the die’s direction on the Workshop compass (1 = north, clockwise).
- Each Small City reward she cannot use becomes 1 solo reward (her table).
- With an advanced action she also moves to the nearest Small City.
- She cannot Publish here: she builds a Gear.
Institutions
- She places a disc on the highest Lecture she can in the column given by the die: 1–2 — a space working towards an Objective (ties left to right); 3 Royal Society; 4 Advancement of Science; 5 Astronomical Society; 6 British Government. The highest level allowed equals her Innovation; she pays nothing. If the space is taken, try the next Institution to the right; if the whole level is full, go one level lower.
- She gains 1 Innovation.
- Advanced action: 1 solo reward at level I, 2 at level II.
- She builds a Gear.
Meetings
- 1–2 — the room where a disc would win her the majority (tie: most
for her, then the most valuable card, then leftmost); 3–6 — the card slots left (3) to right (6). She places a disc and takes the card in that room; she draws nothing. - Cycle the display as normal.
- Advanced action: 1 solo reward at level I, 2 at level II.
- She builds a Gear.
Publish or Build
After a Workshop turn or Ada’s Study she first tries to Publish; after Travel, Meetings or Institutions she always builds. To build, flip her uppermost, leftmost buildable Gear tile to its built side; a Gear with a disc on it is not buildable. When an effect lets her build the last Gear of a line, she picks a line that already has a built Gear (several: the one with the higher-value dice) and may remove the disc on that Gear first. If she cannot build, her turn ends.
Her rewards
- Innovation: she gains only 1 at a time and never spends it; at 6 she gains nothing more. Her Innovation caps the Lecture level she may use.
- Breakthroughs: each one is 1 solo reward instead.
- Partner cards (gained outside Meetings): 1–2 — the card worth the most
(tie: rightmost); 3–6 — display slots left to right. She keeps every card in piles by Science; she never removes cards. - Research: “any” Research goes on the active die’s colour; coloured Research on that colour; a full track passes to her next preferred colour (unlike a player).
- Objectives: she claims Objectives only through solo rewards, ignoring their requirements: her next disc goes on the highest free space of her most preferred Objective (left to right along the bottom of her board).
- Assignment Scoring tokens: she takes one when she reaches the top of a track, as a player does.
Final scoring
Score normally, except:
| Difficulty | Assignment token if she has none | Science tokens she lacks | Unclaimed Objectives | Unbuilt Gears | Books |
|---|---|---|---|---|---|
| 1 | none | none | none | −2 each | 1 each |
| 2 | a 1-point token | none | none | −2 each | 1 each |
| 3 | a 2-point token | a 1-point token in each | the 3-point space | −1 each | 2 each |
| 4 | a 2-point token | the highest token left in each | the 7-point space (else 3) | 0 | 2 each |
If the token named is gone she takes the next one available. She scores every Program she holds whether or not its dice match, and every Partner card she collected (she is not limited to eight).
Rewards by location
Her rewards at each place (reference numbers as on the board and tiles). “SR” is a solo reward; “Partner” means a Partner card chosen by her die (1–2 most valuable, 3–6 slots left to right).
| University | Silver Lady gains |
|---|---|
| 1 | Partner |
| 2 | 2 Books |
| 3 | Partner |
| 4 | SR; her uppermost, leftmost die that can rise goes +1 |
| 5 | +1 Innovation; SR |
| 6 | SR ×2 |
| 7 | SR; +2 blue Research |
| 8 | An Assignment; SR |
| 10 | Build a Gear |
| 11 | SR ×3 |
| 12 | SR ×2; +3 blue Research |
| 13 | +1 Innovation; SR ×2 |
| 14 | Partner; SR |
| 15 | A disc in the Meeting room worth her most |
| 16 | Build a Gear; +2 blue Research |
| 20 | Build a Gear; her uppermost, leftmost die that can rise goes +1 |
| 21 | +1 Steam |
| 22 | The highest Program in the display; SR |
| 23 | Build a Gear that completes a line (removing a disc if needed); a Book |
| Small City | Silver Lady gains |
|---|---|
| London, 2, 6, 13 | SR |
| 1, 9 | SR; +1 Innovation |
| 3, 5, 14, 15 | +1 blue Research; SR |
| 4, 7, 11, 12, 18, 20 | SR ×2 |
| 8 | +2 blue Research |
| 10 | a Book |
| 16 | +1 Innovation; a Book |
| 17 | a Book; SR |
| 19 | her uppermost, leftmost die that can rise goes +1 |
| Level | Royal Society | Astronomical Society | Advancement of Science | British Government |
|---|---|---|---|---|
| 6 | Partner; SR; a 1-point Science token | The highest Program | Build a Gear completing a line (remove a disc if needed) | Build a Gear; SR |
| 5 | Partner; SR | The lowest Program | An Assignment; a 1-point Assignment token | SR ×3 |
| 4 | Partner | A Book and an Assignment | +1 on each Research track | Build a Gear |
| 3 | SR ×2 | An Assignment; SR | A Book; SR | SR ×2 |
| 2 | SR ×2 | +1 green Research; SR | SR; +2 green Research | SR |





