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2022 · 2-4 players · 180min · weight 3.14 · 3,608 ratings
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: 692; year: 2022; weight: 3.14; playtime: 180 min
| Source | Quality | Role | Note |
|---|---|---|---|
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-3-unknown |
Core Loop
The walls were lined with iron shelves, each metal slat overfilled with glass jars containing formaldehyde and grotesque curiosities within. Pristine brass tools and refined metals of a quality I had never before laid eyes upon were strewn across sturdy slabs of rock and wood, their edges sharp with use. However, my eyes were soon drawn to a sturdy writing desk, its mahogany eaves inlaid with thin strips of copper, the center of which contained a well-worn leather-bound book. My father's journal — passed down to me and representing years of knowledge and countless experiments. And inside that weathered tome, atop the pearly parchment oxidized yellow at its frayed edges, were the deliberate quill marks of a crazed genius outlining the ambitious project he could never complete in one lifetime — his masterwork. Without realizing it, my hands were shaking as I clutched the book to my chest. At once, I felt an ownership and anxiety for the scientific sketches scrawled so eloquently on those frayed sheets. It was at that moment that I began my obsession: I would restore this laboratory to its former brilliance and dedicate my life to completing my father's work! In My Father's Work, players are competing mad scientists entrusted with a page from their father's journal and a large estate in which to perform their devious experiments. Players earn points by completing experiments, aiding the town in its endeavors, upgrading their macabre estates, and hopefully completing their father's masterwork. But they have to balance study and active experimentation because at the end of each generation, all of their experiments and resources are lost to time until their child begins again with only the "Journaled Knowledge and Estate" they have willed to them — and...
Turn Structure and State
- No manual/BGA/transcript source is present; card relies on memory plus BGG context.
- BGG description anchor: The walls were lined with iron shelves, each metal slat overfilled with glass jars containing formaldehyde and grotesque curiosities within. Pristine brass tools and refined metals of a quality I had never before laid eyes upon were strewn across sturdy slabs of rock and wood, their edges sharp with use. However, my eyes were soon drawn to a sturdy writing desk, its mahogany eaves inlaid with thin strips of [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Events, Hand Management, Narrative Choice / Paragraph, Storytelling, Worker Placement, Worker Placement, Different Worker Types
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/328866.md",
"quality": 0.1,
"note": "sonnet-self-rated-3-unknown"
}
]
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Legacy — v2 primitives
Pre-v4 terse primitives. Will be superseded once this game enters the v4 wide pass.
Three-generation legacy: place workers around your manor and town, run mad-science experiments with branching narrative consequences.