Ludexv2026.11.01-65114139Unconscious MindOfficial rulebook ↗

Visitors

Loading…

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:

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 with its parts numbered

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

The City Map with its parts numbered

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

A player board, Insight dial and Office board with the rulebook's letters

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.

  1. 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 Advance your Inkpot icons on that row and fire what it lands on. State Ideas
  2. Recall Ideas Recall Ideas — take all your Ideas back, gain 1 Coffee Coffee per Idea space you had, then claim one Location or District bonus on the City Map. Recall
  3. Treat Clients — use the Insights shown on the top Dream of one or both Clients; each Dream gives Therapy point Therapy points. Treat Clients
  4. End of turn — you may spend Heart-Shaped Box 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 point Reputation, Freud gains it too. When Freud’s marker reaches the End-game signal 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

SourceHow and when
Cured Client Cured ClientsThe points printed on the Client when its Therapy marker reaches the last space.
Therapy point Therapy trackPoints printed on the track spaces you reach or pass (and where you start).
Publish a Treatise TreatisesThe points in the middle of the tile when you publish; 2 VP and a Bright Idea each time someone cites one of your Volumes.
Trigger the Reputation track Reputation trackVP (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.
Reputation point Final: ReputationPoints equal to your Reputation level; the leader scores 2 per Treatise and Cured Client, second place 1 per.
Player-color Insight in a District Final: Districts4 / 10 / 18 for player-color Insights in 1 / 2 / 3 Districts.
Trigger an unlocked column of your player board Final: Notebook rows1 / 5 / 16 for 1 / 2 / 3 completed rows.
Any Location tag (wild) Final: different tags0 / 1 / 3 / 6 / 10 / 15 for 1 to 6 different Location tags.
Cured Case-Study Client Final: Case-Study ClientsEach Case-Study Client past Catharsis scores its own condition.
Heart-Shaped Box Bright Idea Leftovers2 VP per Heart-Shaped Box; Coffee → Bright Ideas at 3 : 1, 1 VP per Bright Idea.

What each resource is for

PieceWhy you need itHow you get itHow you use it
Minor Insight of any quality InsightsThey pay for Dreams and most effectsGenerate them from the reserve (Notebook tiles, Meeting Table, City Map)Spend, Elevate, Transfer; a Minor + Median + Major buys a Heart-Shaped Box
Idea IdeasYour workers3 to start; the Inkpot unlocks 3 morePlace on the Meeting Table; Recall to get them back
Coffee Coffee (max 6)Buys Notebook tiles; smooths InsightsRecall, Reputation track, Locations1 instead of a Suppress; 2 to Elevate or Transfer; 3 for a Bright Idea
Bright Idea Bright IdeasFlexible extra workersCoffee, citations, effectsExtra Idea for one turn; ±1 Inkpot step; +2 Location effects
Gain a Notebook tile from the leftmost column Notebook tilesYour engineMeeting Table (1–3 Coffee) and effectsFire a row or column when the Inkpot lands; completed lines unlock Insights
Gain a Research card Research cardsTags and the Volumes for TreatisesMeeting Table, LocationsPlay them for tags and effects; turn them into a Treatise
Heart-Shaped Box Heart-Shaped Boxes (max 3)Finish off ClientsMatching Dream icons, excess Therapy, Insight sets1 Therapy point each at end of turn, or 2 VP
Player-color Insight in a District Player-color InsightsMark Treatises and District bonusesComplete Notebook rows and columnsPlaced for good on a Treatise or above a District bonus

Teaching tips

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.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close