How to Play

My Father's Work

2-4 players 180-180 min 7.8 Board Game Geek Rating

Players assume roles of mad scientists inheriting their father's laboratory and journal. Through three generations, they conduct experiments, upgrade estates, and assist townspeople to earn points. Each generation ends with players losing resources, passing only knowledge and property to descendants. Scientists must balance research with experimentation while avoiding insanity and angry mobs. Victory goes to whoever accumulates the most points across all generations.

Published 2022

My Father's Work

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Download the app
At least one player must download the My Father's Work app or access the browser version before setup
2
Choose scenario and players
Select the number of players and story scenario in the app, which provides an introduction and starting page number
3
Construct the game board
Assemble the five puzzle-piece game board and place the Village Chronicle book so its spine rings fit into the center space
4
Place the Scenario Box
Find the correct Scenario Box for your chosen scenario and place it nearby
5
Create the general supply
Place Storybook tokens, +50/+100 VP tokens, and the oval Resource Tray near the board
6
Set up the Mob Track
Place the Suspicion Marker and Angry Mob token on the Mob Track space indicated by the Storybook
7
Prepare Estate Upgrade tiles
Shuffle Generation I/II Estate Upgrade tiles face-down in a stack on the marked space, then deal four tiles face-up below it
8
Shuffle card decks
Shuffle Compulsion cards and Maladjustment cards separately, place near Insanity Track; shuffle A, B, & C Experiment decks and place in Card Tray
9
Arrange Vanity tiles
Place Vanity Estate Upgrade tiles visible to all players, text side up
10
Set trackers
Place Generation tracker on GEN I and Round tracker on EARLY
11
Take player components
Each player takes an Estate board, player aid card, Storage Shed tile (marked "S"), and all pieces of their color
12
Place Storage Shed
Put your Storage Shed on the leftmost Estate Upgrade plot
13
Position starting pieces in Lost
Place your two Servant pieces and one Caretaker on the Lost space on the game board
14
Set track markers
Place your markers on start spaces of Creepy Track, Insanity Track, and Score Track
15
Position Journal markers
Place your four Journal markers at the start of each Journal Track
16
Prepare Quarters
Place your Spouse, one Caretaker, your Self piece, and your Voting token on your Estate's Quarters space
17
Select Masterwork
Shuffle Masterwork Experiments; each player draws one and places it face-up by their Estate (for first games, players may choose instead)
18
Draw starting hand
At the start of each Generation, draw one Experiment each from A, B, and C decks to form a starting hand of three cards

On Your Turn

What you can do during your turn.

1
Choose pieces from Quarters
Select any piece(s) in your Quarters to place on a single Location in Town or on your Estate
2
Perform the Location's action
Immediately carry out the effect of the Location where you placed pieces
3
Place multiple pieces
You may place multiple pieces of a single type on one Location and receive the effect for each piece placed
4
Pay occupancy fee
If a Town Location already contains any pieces, pay $1 to the supply as an added cost (never more than $1 total regardless of occupancy)
5
No Estate occupancy cost
There is never an added cost to place pieces on your own Estate
6
Use Servant pieces
Servants perform actions mainly in Town; they can perform some Estate actions but are Lost at end of round if placed on Record Knowledge or Perform Experiment
7
Use Caretaker pieces
Caretakers may only perform Estate actions but suffer no penalties for doing so
8
Use Self piece
Your Self can perform Town or Estate actions; in Town, perform the action twice and skip the $1 occupancy fee
9
Observe No Self Bonus locations
Some Town Locations marked with x1 only allow you to perform the action once even with your Self
10
Suffer Creepy/Insane/Mob penalties
When placing pieces on dark spiked-background Locations, suffer the listed penalties (once per turn regardless of pieces placed)
11
Gather Ingredients
Place pieces at Park, Blacksmith, Cemetery, or Farmer's Market to gain the listed Ingredient types
12
Gather Knowledge
Place pieces at Library or Traveling Caravan to gain Knowledge cubes of the listed colors
13
Choose between slash options
When a Location shows rewards separated by a slash, choose one benefit per use
14
Hire at Laborer's Union
Pay listed costs to take a Servant from Lost and place it in your Quarters for use this round
15
Buy Estate Upgrades at Builder's Office
Pay the tile's cost, place it in the next empty plot left-to-right, resolve any penalties, and gain the ability immediately
16
Pay plot expansion costs
The first three Estate plots are free; subsequent plots require additional payment as marked
17
Replace Estate Upgrades
If your plots are full, either pay to expand or discard an existing Upgrade to place the new one in that spot
18
Reduce tracks at Church/Town Hall
Arrows under symbols mean moving backwards on that track, away from danger
19
Monitor Angry Mob track
As you perform Creepy actions, your marker moves right; as townsfolk anger increases, the Mob token moves left
20
Lose Town access when overtaken
If the Angry Mob marker reaches or passes your Creepy marker, you cannot take Town actions (except the Church)
21
Gain Insanity bonuses/penalties
For each space moved on Insanity Track, gain the bonus/penalty above and below that space (not when moving backwards)
22
Draw Compulsion cards
When reaching a space with Compulsion icon, draw a card and keep it secret
23
Complete Compulsions
When any action fulfills a Compulsion's task, reveal it, score points immediately, and discard
24
Lose Servants to Insanity
When reaching a space with Servant below it, place that piece below the track; it goes to Lost at round's end
25
Take Estate Affairs action
Draw three Experiments from any decks, keep one and discard two, or gain $1 instead
26
Take Record Knowledge action
Pay Knowledge cubes matching a track type to move that marker one space forward
27
Use permanent Journal Knowledge
Each space advanced on a Journal Track provides one free Knowledge of that type toward all future Experiments
28
Gain Journal abilities
Reaching second and third spaces on tracks grants permanent abilities (Chemistry: gain Servant; Biology: store 2 Resources; Engineering: counts as completed B Experiment)
29
Discard to draw cards
When Recording Knowledge, optionally discard Experiments equal to your new level and draw that many new cards
30
Gain Vanity Upgrades
When reaching the third level of any Journal Track, immediately build a Vanity Estate Upgrade of your choice
31
Perform an Experiment
Place Self, Caretaker, or 2 Servants on Perform Experiment, pay all costs, place completed Experiment near Estate, gain rewards/penalties
32
Use Occult as wild Knowledge
Occult Knowledge may substitute for any Knowledge type, but gain 1 Insanity per Occult used
33
Build Experiment Pyramids
A-level requires only Ingredients; B-level requires 1 completed A plus Ingredients/Knowledge; C-level requires 1 A, 2 B's plus costs; Masterwork requires 1 A, 2 B's, 3 C's plus costs
34
Score C Experiment bonus
Gain +8VP for C Experiments in Generation I, +4VP in Generation II
35
Use free actions
Perform abilities marked as "free action" at any time during your turn in addition to your regular action, still paying any costs
36
Pass when done
If you cannot or do not want to take more actions, you must pass; once passed, take no further actions this round

Winning

How to claim victory.

1
Play three Generations
The game spans three Generations, each containing three rounds (Early, Middle, Late years)
2
End of round cleanup
Place Servants from Insanity Track, Record Knowledge, or Perform Experiment on Lost; collect all pieces to Quarters; pass Start Player token clockwise; discard bottom 2 Estate Upgrades and refill
3
Store one Experiment per Generation
At Generation's end, slide one completed Experiment under Stored Experiments tab (counts as that level permanently)
4
Check for Maladjustments
Gain 1 Maladjustment for every 2 Compulsion cards remaining at Generation's end
5
Reset between Generations
Keep Journals, Stored Experiments, Estate Upgrades, and one hand Experiment; discard all Resources, money, other Experiments, Compulsions, and Maladjustments; reset Creepy and Insanity markers
6
Switch to Generation III tiles
At end of Generation II, replace all Estate Upgrade tiles with Generation III tiles and flip Insanity Track to reverse side
7
Consult final Storybook
After three Generations, tap the Storybook to resolve final events
8
Score Vanity Upgrades
Calculate points from your Vanity Estate Upgrade abilities
9
Deduct Maladjustment penalty
Lose 3VP for each Maladjustment gained at end of third Generation
10
Score Estate Upgrades
Gain 1VP for each Estate Upgrade on your Estate
11
Determine the winner
The player with the most points wins and becomes the most revered, feared, ingenious scientist
12
Break ties
If tied, the player who completed their Masterwork Experiment wins; if still tied, most Estate Upgrades wins; otherwise, share the family's legacy of infamy

watch & Learn

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