Tips & Strategy
How to teach Ada’s Dream, advice for a first game, and what three video teaches and reviews add — advice, not rules.
Advice only — the rules pages and the rulebook decide every question.
Teaching
- Start with the Player board: the Mill is the scoring engine, the discs on its Gear spaces must leave before Gears can go in, and every empty Gear space costs 2 at the end.
- Then the Workshop push, shown with real dice, then one area at a time. The official teach, Ada’s Dream | How to Play by slickerdrips, follows the same order: setup, the Workshop, Research tracks, then the four areas and Publish.
- The rulebook’s own designer advice: explain the Institution cost only when someone first goes there — it clicks once players see a disc on the board (BGG thread).
- Leave the Great Exhibition and the modules for later games; the designer advises learning the base game first (BGG thread).
Host game
Before the first Actions turn, ask the player to point to their chosen area and final action.
Practise an Actions turn
Use Ada’s Study to separate the three decisions. Move a purple die from your Store into an empty Mill cell, then choose a Program and one Study reward. At Research level I, choose one extra different Study reward: taking an Assignment and a Book is legal; taking two Books is not. At level II, take all three reward types.
Finish by choosing Publish or Build, not both. For a Build, point to an uncovered Gear space and check the cost before paying; a disc still covering a space prevents building there. For Publish, you need a disc already on the main board: spend a Book to stack a new disc on it using Ada’s Study’s Publish effect, not another area’s effect.
On the first Meeting action, read the whole sequence aloud: place a disc and pay, choose a Partner, remove one card from your hand or discard pile to keep eight in total, then draw the number shown below the selected Partner’s slot. Gaining a Partner does not replace that draw.
First game
- Use the board’s printed Universities, Objectives and Breakthroughs (the First game box on the Setup page).
- You get about 9 Workshop turns and 9 Actions turns, and only one Publish or Build per turn. With 12 Gear spaces, start building early.
- Low dice play Partner cards more easily; high dice score more in the Mill. Look at the bonus where your pushed die lands, and at what you leave for the next player.
- Reach level I of a Research track before you lean on that area: Assignments in a colour’s column feed it every time you draft that colour.
- Put Subtraction Gears in lines you will not complete, or before low dice.
Strategy
- The machine is where most points come from. The reviewers of Dice, cogs & building up your score! - Ada’s Dream Board Game Review (Board Gaming Ramblings) see the other areas as feeding your Mill, and stress raising Steam before strong lines.
- Steam and multipliers go together. The rulebook advice: an Addition Gear followed by a Multiplier scores most, if your Steam allows it. A single line is capped at 40, so several lines near the cap beat one huge line (designer, BGG thread).
- Many Gears or few big lines. The −2 per unbuilt Gear makes “build every Gear” a real alternative to two or three Multiplier lines (designer, BGG thread).
- Grey dice take any action but give no Assignment Research and count as grey for Programs — Ada’s Dream Review: Compu-pu-pu-pu-puter Games (The Dice Tower) found them weaker than they look.
- Partner cards are only eight: choose them for your plan and for the Sciences of the Meeting rooms you can win.
- Assignment Scoring tokens reward several Assignments of one colour — but take an early 1-point token from the Advancement of Science only for a colour whose top you will not reach.
Player counts
The Board Gaming Ramblings review finds it mostly a personal puzzle at every count; with three or four players the majorities (Meetings, Lectures) and the race to Universities and Objectives matter more, and the game runs about two hours.
Videos vs the rulebook
- The Dice Tower review notes small icons and some ambiguities; the appendix in the solo and expansion booklet explains every Partner card, Assignment and location — this guide’s Cards & Components page lists them all.
- Some videos work completed lines with normal maths priority. The rule is strictly left to right, top to bottom (Completed lines).
- The back-page summary says Coal may move “any die”; the designer confirms the full rule on page 6: only the die you move (FAQ).
Sources
- Ada’s Dream | How to Play — slickerdrips.
- Ada’s Dream Review: Compu-pu-pu-pu-puter Games — The Dice Tower.
- Dice, cogs & building up your score! - Ada’s Dream Board Game Review — Board Gaming Ramblings.
- BoardGameGeek Rules forum for Ada’s Dream, answers by the designer David Digby.