Ludexv2026.11.01-65114139Ada’s DreamOfficial rulebook ↗

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Teach the Game

A script to teach Ada’s Dream at the table: the goal, the boards, a turn, the end and every way to score.

How you win

“It is 1843 and Ada Lovelace wants to build Charles Babbage’s Analytical Engine. You are her assistants. Over about 18 turns each you draft dice, recruit the great minds of Victorian Britain and build your own section of the machine. When someone has placed their ninth die in their machine, the round finishes and the player with the most Prestige Prestige Points wins.”

You need dice in your Mill, Gears between them and discs out on the board. You get dice from the shared Workshop; every die you place in your machine also takes an action on the main board, and each action usually puts one of your discs out — which frees a space on your Player board to build a Gear. Most Prestige comes from your machine (completed lines of dice and Gears, Programs) and from where your discs sit (Universities, Lectures, Meeting rooms, Objectives).

The boards

The main board without components, with numbered badges on its areas

  1. The Workshop — the ring of six dice spaces where you draft dice.
  2. Ada’s Study (purple) — Programs, Books, Addition Gears and Assignments.
  3. Travel (blue) — move round Britain for resources; Universities hold discs worth Prestige.
  4. Meetings (yellow) — recruit Partner cards; room majorities score Science tokens.
  5. Institutions (green) — give Lectures for strong rewards; row majorities score.
  6. Research tracks — one per action area: Breakthroughs and advanced actions.
  7. Objectives — one per area; the first to complete it scores most.
  8. The supply — Coal, Brass and coins (Books sit in Ada’s Study).

A Player board with numbered badges on its parts

  1. Store — three slots for drafted dice waiting to be used.
  2. Mill dice spaces — the nine spaces where your dice go when you take an action.
  3. Gear spaces — twelve spaces between the dice; your discs start here.
  4. Program spaces — one per row and column, each with a placement bonus.
  5. Steam track — caps what each completed line can score.
  6. Innovation track — spent at Meetings and Institutions; scores at the top.
  7. Assignment columns — one column per action colour below the board.
  8. Deck and discard spaces — your eight Partner cards.
  9. Line scores — where a completed row or column is scored.

A turn

Each turn you choose one of two turn types (full rules):

TurnWhat you do
Workshop turnMove a Workshop die one space clockwise; it pushes out an equal or lower die, which you take into your Store. Gain the bonus, maybe play one Partner card, and gain Research from Assignments of that colour.
Actions turnPut a die from your Store into your Mill and take the main action of its colour — Purple die (Ada’s Study) Ada’s Study, Blue die (Travel) Travel, Yellow die (Meetings) Meetings, Green die (Institutions) Institutions, Grey die (any action) any — then the advanced action if your Research allows.

Then, at the end of either turn, you may either spend a Book Book to Publish in the area you used, or build one Gear Build a Gear (pay its cost). A game is almost always 9 Workshop turns and 9 Actions turns.

How the game ends

When a player places their 9th die in their Mill, finish the round so everyone has had the same number of turns (the player to the right of the first player ends it). Then score with the scorepad (final scoring). Ties: most Gears built, then highest total of Mill dice, then the tied player closest clockwise to the first player.

Ways to score

SourceHow and when
ObjectivesThe disc you put on an Objective scores its higher value (first to complete, or same turn) or lower value.
UniversitiesEach University where you have a disc scores its value once, plus 2 Prestige Points per disc stacked on top of each of your discs there.
LecturesEach Institution level row: most discs scores 8 / 6 / 4 / 2 / 2 (levels 6 to 2); tied players score half.
MeetingsScience Scoring tokens (2 for the room majority, 1 otherwise) × your Partner cards of that Science.
Partner cardsThe Prestige printed on your eight cards (some are 0).
ProgramsA Program scores if its line has 3 dice that meet its condition.
Completed linesA row or column with 3 dice and 2 Gears, worked out left to right or top to bottom, capped by your Steam. Can be negative.
Unbuilt GearsLose 2 Prestige Points for each of the 12 Gear spaces without a Gear.
Innovation2 or 4 Prestige Points if your marker ends on the top spaces (5 or 6).
Assignment tokensEach token (2 or 1) × your Assignments in that colour’s column.
Leftovers1 per Book; 1 per 10 in any mix of £, Coal and Brass.

[Exhibition] Exhibitors give rewards, not points (The Great Exhibition). [Objectives] Alternative Objectives have their own values (Alternative Objectives).

What each resource is for

ResourceWhy you need itHow you get itHow you use it
DiceEvery action, and your machine’s scoreWorkshop turnsStore, then into the Mill on an Actions turn
Coal CoalWorkshop control and SteamTravel cities, Workshop bonus, cardsMove a die one more space or change a Workshop die by 1; pay Steam advances; build Gears
Brass BrassBuilding GearsWorkshop bonus, Institutions, cardsGear costs (an Addition Gear is 2 Brass and 1 Coal)
Money (£) MoneyTravel and MeetingsWorkshop bonus, many spacesRoutes (£1 / £2 / £4), Meeting rooms, Exhibitors, some card costs
Book BooksThe rare Publish actionsAda’s Study, some spaces and cardsSpend one at the end of a turn to Publish
Gain Innovation InnovationLectures and MeetingsCards, Workshop bonus, spacesPay Lecture levels and Meeting rooms; at 6 you may spend 2 for a Workshop bonus; scores at the top
DiscsPoints and room for GearsStart on your Gear spacesPlaced by actions; each one placed frees a Gear space
Addition Gear GearsLines that scoreYou start with 1 Addition and 2 Subtraction; Study, Meetings PublishBuild one at the end of a turn by paying its cost
Partner cardsEffects and pointsMeetings, rewardsPlay one on a Workshop turn if the die fits; deck stays at 8
Assignment card AssignmentsResearchAda’s Study, rewardsEach one in a colour’s column gives 1 Research when you draft that colour
Program tile ProgramsPoints and a bonusAda’s StudyPlaced on a row or column; score if the dice match
Advance Steam (pay its Coal) SteamBig linesWorkshop Publish, some rewardsRaises the cap per completed line (up to 40)

Teaching tips

Rules

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