Teach the Game
A script to teach Unconscious Mind at the table — how you win, the boards, a turn, the end, every way to score and what each piece is for.
How you win
“Vienna, 1900s. We are members of Freud’s Wednesday Psychological Society. We talk ideas over coffee at the Meeting Table, fill our notebooks, walk the city, publish Treatises and — above all — treat Clients by working through their dreams. Two hours or so. The most Victory Points wins, and the game ends a round after Freud’s own Reputation reaches the top of his track.”
What you need, and how you get it:
Victory Points come from Curing Clients, publishing Treatises, the Reputation
track, and a big Final Scoring of your notebook, tags and City Map presence.
Insights are the currency: three qualities (Growth, Freedom, Passion) in
three levels on your Insight dial. You spend them to treat Clients and pay for effects.
Ideas are your workers. You place them on the Meeting Table, and where you place
them decides how far your
Inkpot moves on your own board — which triggers your
Notebook tiles.
The loop: place Ideas → take actions → move the Inkpot → fire your notebook, which feeds you Insights; then spend Insights on Dreams to treat Clients, and Recall your Ideas to grab City Map bonuses.
The boards

The Meeting Table — nine action spaces, three in each column, with Idea spaces (speech-bubble outlines) between them. Meeting Table.

The City Map — six Locations in three colored Districts, the Reputation track on top and the Victory Point track around the edge. City Map.

Your player board (Inkpot track and 3×3 Notebook grid), Insight dial and Office board (two Office Rooms for Clients). Your player board.
A turn
Turns go clockwise. On your turn do one of three things, then the end of turn. Details.
- State Ideas — put 1 or 2 Ideas on one empty Idea space, pointing at an adjacent action;
do that action once per Idea; then advance your Inkpot by the number of
icons on
that row and fire what it lands on. State Ideas - Recall Ideas
— take all your Ideas back, gain 1
Coffee per
Idea space you had, then claim one Location or District bonus on the City Map.
Recall - Treat Clients — use the Insights shown on the top Dream of one or both Clients; each Dream
gives
Therapy points. Treat Clients - End of turn — you may spend
Heart-Shaped Boxes as Therapy points; then
fill any empty Office Room with a new Client and two Dreams. End of turn
How the game ends
Every time anyone gains
Reputation, Freud gains it too. When Freud’s marker
reaches the
watch space, finish the round, play one more round, then Final
Scoring. Most points wins; a tie goes to the higher Reputation.
End of the game
Ways to score
| Source | How and when |
|---|---|
| The points printed on the Client when its Therapy marker reaches the last space. | |
| Points printed on the track spaces you reach or pass (and where you start). | |
| The points in the middle of the tile when you publish; 2 VP and a Bright Idea each time someone cites one of your Volumes. | |
| VP (and Coffee) above your marker each time you trigger it; 3 VP for each gain past space 9; 3 VP for moving Freud onto the watch. | |
| Points equal to your Reputation level; the leader scores 2 per Treatise and Cured Client, second place 1 per. | |
| 4 / 10 / 18 for player-color Insights in 1 / 2 / 3 Districts. | |
| 1 / 5 / 16 for 1 / 2 / 3 completed rows. | |
| 0 / 1 / 3 / 6 / 10 / 15 for 1 to 6 different Location tags. | |
| Each Case-Study Client past Catharsis scores its own condition. | |
| 2 VP per Heart-Shaped Box; Coffee → Bright Ideas at 3 : 1, 1 VP per Bright Idea. |
What each resource is for
| Piece | Why you need it | How you get it | How you use it |
|---|---|---|---|
| They pay for Dreams and most effects | Generate them from the reserve (Notebook tiles, Meeting Table, City Map) | Spend, Elevate, Transfer; a Minor + Median + Major buys a Heart-Shaped Box | |
| Your workers | 3 to start; the Inkpot unlocks 3 more | Place on the Meeting Table; Recall to get them back | |
| Buys Notebook tiles; smooths Insights | Recall, Reputation track, Locations | 1 instead of a Suppress; 2 to Elevate or Transfer; 3 for a Bright Idea | |
| Flexible extra workers | Coffee, citations, effects | Extra Idea for one turn; ±1 Inkpot step; +2 Location effects | |
| Your engine | Meeting Table (1–3 Coffee) and effects | Fire a row or column when the Inkpot lands; completed lines unlock Insights | |
| Tags and the Volumes for Treatises | Meeting Table, Locations | Play them for tags and effects; turn them into a Treatise | |
| Finish off Clients | Matching Dream icons, excess Therapy, Insight sets | 1 Therapy point each at end of turn, or 2 VP | |
| Mark Treatises and District bonuses | Complete Notebook rows and columns | Placed for good on a Treatise or above a District bonus |
Teaching tips
- Put a starting Client in front of everyone and show the Therapy track first: Catharsis (Grief Layer off, powers on) versus Cure (points). It is the heart of the game.
- Teach the Insight dial with real pieces: Generate from the reserve, Elevate outward, Suppress inward, Transfer sideways. Elevate never pulls from the reserve.
- Show how the row you place your Idea in sets the Inkpot move — two Ideas on one space still move it once.
- Separate gaining Reputation (markers move) from triggering the track (bonuses, no movement) — the most common mix-up (ruling).
Rehearse catharsis
Place a Client’s Therapy marker one step before catharsis and imagine a Dream advances it across the heart. Score the Grief Layer’s points, resolve its effects and remove that layer. The Client’s ongoing effects and tags become available. Do not also score the Client card’s cure reward: catharsis and curing are separate milestones.
Ask: ‘Would merely discarding a resolved Dream remove the Grief Layer?’ No. The Therapy marker must reach or pass the catharsis icon.