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Too Many Bones

#116

2017 · 1-4 players · 120min · weight 3.87

port: no portdifficulty: Mediumfit 0.659
Bayes
7.85
Users rated
16,967
Owned
25,899
Wishing
13,166

Core loop (v2)

Train new skill dice between fights, roll your custom pool to lock attacks, defenses and abilities each round.

Verb
roll skill dice, fight
Decision shape
mixed:probabilistic+combinatorial
Reward schedule
engine_compounding
ChallengeFantasyNarrative
dice_pool_buildingskill_unlock_treelock_dice_to_action_slotencounter_card_branchtyrant_boss_showdownhp_chip_attrition

Mechanics (v3 deep)

What you do

You grab a fistful of custom-engraved rubberized dice (your Gearloc's evolving skill pool plus base attack/defense dice), shake, and roll into a tray, then physically lock-in successful faces while re-rolling failures up to a per-turn limit. Between battles you spend Training Points to add new skill dice to your personal pool, swapping in better dice as your character levels — the satisfaction is the slow accretion of dice you actually want to roll. Combat is a tactile loop of roll, lock, re-roll, then placement of poker-chip baddies on a 4x4 neoprene battle mat.

Core loop

A campaign is 7-10 'days,' each consisting of: (1) draw an Encounter card with a branching narrative choice; (2) resolve the choice — often a stat-check roll against your dice or a routed branch into combat; (3) if combat, fight on the 4x4 mat using initiative-tracked turns where each Gearloc and Baddie acts in order, spending dice for attacks/skills/defense; (4) collect Loot and Training Points; (5) Recover at day's end (heal, scout next day, attempt to pick locked Trove Loot). The campaign ends when you reach the Tyrant — a final boss with unique dice and rules — and either defeat it or your party falls. Persistent state across days: HP carries forward but recovers, dice pool grows, loot accumulates.

Decision space

Each turn you decide how many dice to commit, which to lock vs reroll, and how to spend their faces — every face is a choice (attack, skill activation, defense, or banked Bones for emergency abilities). Positioning on the 4x4 mat is enormous: melee Gearlocs like Tantrum want adjacency, ranged like Patches want line-of-sight from the back row, and Baddies have their own movement priorities. Between battles, the meta-decision is dice-pool composition — which of 16 character-specific skill dice to unlock first, balancing offense vs utility vs defense — and whether to push deeper or rest. Option counts at a typical turn are wide (5-8 reasonable dice allocations) and the planning horizon is 1-2 turns because Baddie AI is deterministic enough to forecast.

Skill expression

Dominant skill is probabilistic risk modeling: every dice roll has a known face distribution, and strong players intuit when to commit 5 dice for a 90% kill versus 3 dice for a 60% kill plus a positional hedge. Second is spatial/tactical planning on the cramped 4x4 grid — chokepoint control, exploiting Baddie movement rules, denying flanks. Third is dice-pool curation across the campaign: knowing which Gearloc skills synergize and pruning weak dice early. Memory load is moderate (Baddie behaviors, status effects). Mental arithmetic is constant but light (summing attack values, comparing to defense). Weak players tunnel on damage; strong players treat each die as a multi-purpose resource and read board state two threats ahead.

Tactile dependency
low — The dice are gorgeous and the chips are premium, but every game state is fully legible — dice faces are deterministic icons, the 4x4 grid is trivially digital, and Baddie AI is rules-driven. Chip Theory's components carry brand emotion, not information density that resists screen translation. A digital port works cleanly; what's lost is the heft, not the logic.

Theme

Promise

Be a quirky 'Gearloc' adventurer in a steampunk-fantasy frontier, building a custom dice arsenal across an 8-12 day campaign that ends in a boss fight against a named Tyrant — D&D-flavored RPG progression without a Dungeon Master.

Setting
fantasy, steampunk, adventure, frontier
Narrative
campaign — 7-10 day branching journey toward one of multiple Tyrants, with Encounter cards that fork outcomes; story is light-touch but consistently present, not pasted-on
Audience
hobbyist, hardcore strategist
Art direction

Anthony LeTourneau-led whimsical-grotesque fantasy: muscular Gearlocs with exaggerated proportions, saturated palette, hand-painted Baddie portraits on poker chips. Stylized cartoon fantasy that leans goofy rather than grimdark — closer to Adventure Time meets Warhammer than to Tolkien.

Translation potential

Closest mobile genre
roguelite tactics RPG
Live-service potential
high
Digital meta-layer ideas
  1. Roguelite tyrant-run: pick a Gearloc, procgen 8-day path with branching encounter nodes (Slay-the-Spire map), draftable skill-die unlocks at each rest, run ends at Tyrant or wipe — each Tyrant is a distinct boss-rush season
  2. Async co-op campaign with 2-4 friends sharing a persistent party state, each player's turn resolved on their own time with push notifications when battle resumes
  3. Daily Skirmish: fixed Gearloc loadout + fixed Baddie spawn, leaderboard scored on turns-to-clear and HP remaining
  4. Gearloc mastery ladder: per-character unlock track where playing each Gearloc to mastery unlocks cosmetic dice skins and harder Tyrant variants

BGG tags

Mechanisms
Cooperative GameDice RollingDie Icon ResolutionGrid MovementNarrative Choice / ParagraphResource to MoveRole PlayingScenario / Mission / Campaign GameSolo / Solitaire GameSquare GridStat Check ResolutionTech Trees / Tech TracksTurn Order: Role OrderVariable Player Powers
Categories
AdventureDiceFantasyFighting