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2019 · 2-4 players · 180min · weight 3.24 · 3,931 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Place workers around 1819 Paris to scavenge decaying body parts, manage their freshness, then assemble and spark your creature.
- [3]action_blocking— “worker placement around Paris; different worker types; limited shared spaces, first-come excludes”
- [3]attrition_clock— “resource decay timer; body parts decay; scavenge before they decay, managing freshness”
- [2]branching_narrative_choice— “narrative paragraph events; paragraph choices unlock subsequent paragraphs; Frankenstein story”
- [2]set_collection_concentrating— “set collection mechanism; body part assembly into complete creature; quantity-of-same scoring”
- [2]variable_player_powers— “renowned scientists from around the world; variable player powers; unique starting abilities”
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Worker placement with a decay timer fits touch, but the narrative paragraph events and 3hr arc fight phone session length.
Rules card
Synthesized from sources below. Readiness: needs-source. Confidence: 0.12.
Readiness
needs-source (confidence=0.12, rules=0.10, fun=0.15). BGG rank: 957; year: 2019; weight: 3.24; playtime: 180 min
| Source | Quality | Role | Note |
|---|---|---|---|
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-4-unknown |
Core Loop
It's been twenty years since Victor Frankenstein died on a ship in the arctic, but his vengeful creature lives on, as does Robert Walton, the sea captain who vowed to kill the fiend before mercy stayed his hand. It's now 1819, and a sinister darkness descends upon the city of Paris. A mysterious benefactor of gigantic stature has emerged in the scientific community, never showing his face, claiming to possess the late Frankenstein's research. He sponsors a grand competition, offering an even grander prize: unlocking the mystery of mortality! Renowned scientists from around the world come to take part: some drawn to solve this eternal riddle, others coerced against their will. But a certain captain comes as well, one deeply suspicious of the secretive patron, hoping to finally fulfill his vow. Abomination: The Heir of Frankenstein is a competitive game of strategic monster building for 2-4 players, inspired by Mary Shelley's classic novel of gothic horror. In the game, the creature demands your help to accomplish what his own creator would not: to bring to life an abomination like itself, a companion to end its miserable solitude. Through worker placement and careful management of decomposing resources, you'll gather materials from the cemeteries and morgues around the city, conduct valuable research at the Academy of Science, hire less-than-reputable associates, and toil away in your lab — all in an effort to assemble a new form of life and infuse it with a "spark of being". Do well, and the creature may reward you during one of its surprise visits; do poorly, and you may come to regret not putting forth more effort. Narrative elements come into play throughout the game, guided by your decisions, leading to potentially unsavory outcomes. The game ends when you...
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: It's been twenty years since Victor Frankenstein died on a ship in the arctic, but his vengeful creature lives on, as does Robert Walton, the sea captain who vowed to kill the fiend before mercy stayed his hand. It's now 1819, and a sinister darkness descends upon the city of Paris. A mysterious benefactor of gigantic stature has emerged in the scientific community, never showing his face, claiming to possess [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Dice Rolling, Events, Narrative Choice / Paragraph, Set Collection, Storytelling, Variable Player Powers, Worker Placement, Worker Placement, Different Worker Types
v4 controlled primitives: action_blocking, attrition_clock, branching_narrative_choice, set_collection_concentrating, variable_player_powers
Why It Is Fun
Fun read needs player-voice synthesis.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Needs at least one stronger rules authority before final extraction use.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
No verified edge-rule section yet.
Sources Used
[
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/239472.md",
"quality": 0.1,
"note": "sonnet-self-rated-4-unknown"
}
]
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.