Workshop Turn
Drafting a die in Ada’s Dream: the push, Coal, Workshop bonuses, Partner cards and Assignments.
The Workshop turn
On a Workshop turn you take one die from the Workshop into the Store of your Player board. You cannot take this turn if your Store has no empty slot. Follow these steps in order:
- Choose and move a die. Pick any die in the Workshop and move it one space clockwise. You may spend
1 Coal to move that same die one more space, and
1 Coal to change the value of any one Workshop die by 1 pip (up or down) — each option at most once, and only during this step. - Push. The die you moved pushes out one die of equal or lower value from the space where it stopped. The pushed die is your active die; put it on that space’s Workshop bonus space. You may not choose a move that leaves no die to push.
- Gain the bonus of the bonus space your active die is on.
- Refill. If a Workshop space is now empty, draw 3 dice from the bag, roll them into it and gain the bonus of that space too.
- Store. Put the active die on the highest empty slot of your Store.
- Play up to one Partner card whose requirement your active die meets, paying any cost (Partner cards).
- Assignments. If you collected a yellow, blue, green or purple die, gain 1 Research of that colour for each Assignment in that colour’s column. A grey die activates nothing.
Then you may Publish (the Workshop Publish raises your Steam) or build a Gear (Publish or Build).
[Exhibition] In step 6 you may also activate one Exhibitor card or move a Visitor (The Great Exhibition).
Workshop bonus spaces
| Bonus | Effect |
|---|---|
| Gain 1 Research on any track. | |
| Gain 2 Coal. | |
| Gain £3. | |
| Gain 1 Innovation. | |
| Gain 1 Brass. | |
| Draw 2 Partner cards from your deck. |
A
reward elsewhere means “any one of these six”; “2 different Workshop bonuses” means two different ones.
[Tiles] With the Workshop Bonus Tiles, take the tile’s reward instead and flip the tile (Workshop Bonus Tiles).
The active die
The active die is the die you collected this turn (on an Actions turn it is the die you place in your Mill). Its colour sets which Assignments give Research; its value decides which Partner cards you can play, pays some card costs, and later scores in your machine. Low dice play cards more easily; high dice score more.
If the bag runs out
The designer’s ruling: if the bag is empty when a space should be refilled, it simply stays as it is — there are enough dice for everyone’s turns, just less choice near the end. Drafting more dice than you will place is allowed while your Store has room.