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Live Battle – Too Many Bones
Have you ever tried a game that feels like a real-life battle? Well, let me tell you about Too Many Bones, an exciting tabletop game that will transport you into the heart of an epic battle. With its intricate mechanics and stunning visuals, this game offers an immersive experience like no other.
Too Many Bones is a strategy-based game where you take on the role of a unique character known as a Gearloc. Each Gearloc has its own set of abilities and skills, making every playthrough a distinct and challenging experience. From the agile ninja Picket to the powerful troll Ghillie, you’ll find a Gearloc that suits your playstyle.
As a Gearloc, you’ll face off against a variety of enemies, ranging from cunning goblins to fearsome monsters. Combat in Too Many Bones is intense and requires careful planning and decision-making. You’ll have to strategically use your attacks, abilities, and items to overcome your foes and emerge victorious.
One of the standout features of Too Many Bones is the innovative health system. Instead of traditional health points, your Gearloc has a set of dice known as Health Dice. These dice represent your health and can be modified throughout the game. It adds a layer of tactical depth and unpredictability to the battles, making each encounter feel unique and exciting.
Furthermore, Too Many Bones offers a customizable experience. You can level up your Gearloc, unlock new abilities, and equip them with powerful gear. This progression system allows you to tailor your character to your playstyle and adds a sense of growth and development to the game.
The game also offers a cooperative mode, where you can team up with your friends to take on the challenges together. The cooperative mode encourages communication and cooperation, making it a great choice for game nights and social gatherings.
Too Many Bones is a game that combines strategy, teamwork, and luck in an engaging and immersive way. Its intricate mechanics, stunning visuals, and customizable experience make it a standout choice for both casual and experienced gamers alike. So gather your friends, choose your Gearloc, and get ready for an epic live battle like no other!
Hey there! Ready to rock and roll in your play area? Time to choose a Gearloc, my friend! Before we dive in, it’s super helpful to take a peek at their Gearloc Reference Sheet to get a feel for their style and moves – trust me, we’re all unique in our own way!
But lemme tell you, I’m definitely the top pick here. No doubt about it! Okay, enough self-promotion, let’s jump right in!
When you’re in a group and need to make tough decisions, it can be helpful to have a “Party Leader.” This person takes charge and helps the group reach a consensus. In my case, I nominate myself as the most suitable leader!
If you’ve chosen Drellen as your opponent (which is who we’re targeting), let’s make sure your Encounter Deck is set up correctly!
First, you should have Special Encounters 001-003. Then, you need to shuffle a total of 8 Encounters, with Drellen’s Tyrant Encounter included. Is everything in order? Fantastic!
Hey, are you ready for an epic adventure? We’re about to face some serious challenges – bogs, goblins, and beasts! So, if you have your Active Baddie Stacks shuffled up and set, and the Day Counter at 1, it’s time for our first Encounter!
As we dive into the game, try to follow along closely. The more you understand, the better you’ll be able to play!
Day 1
First up, Picket draws the top Special Encounter card titled “Leaving Obendar”. After reading the card, the party decides to “Shake down a shady peddler!” It’s actually a peaceful encounter with no special requirements for success. That means we can skip right ahead to the Reward Phase.
Picket and Boomer take turns drawing from the Loot pile. Picket chooses the Infused Incense, while Boomer goes for the Stone Hammer, leaving the rest behind.
Hey there! Guess what? Each Gearloc becomes even more awesome with a Training Point. Now, I’m going to show you how it works for me, Picket. I’m all about being nimble and quick, so I decide to train in Dex. And you know what? Training in Dex never fails! So I take this cool Stat Die, set it at 1, and place it in my Dex slot. Bam!
Now, let’s talk about my buddy Boomer. She’s already got some skills up her sleeve like Element, Casing, Fuse, and Boom Counter. But she wants something extra for her first battle – the ability to throw a grenade. So she decides to train in the art of Frag Grenade. She places this shiny Frag Skill Die (#5) on her mat, right in the Frag Skill slot. Awesome, right?
Oh, and one more thing! Our whole party gains a Progress Pt. We put this fancy card with the point showing under the Tyrant Card, so we can keep track of our progress. We’re getting closer to our goal of reaching Drellen, and we only need 5 more Progress Pts (within 9 days) to get there. Let’s go!
Phew, almost done with Day 1! Great job, we’re almost through the Recovery Phase! Picket and I don’t need to trade loot or Lockpick anymore, so now we can focus on our individual options. Since we’re both at full HP and happy with our loot, we’ll both choose to ‘Scout the area’. (45 minutes pass).
Ha! I beat Picket back! I rolled a 3 and found a 1Pt Bog Frog while Picket rolled a 1 and uncovered a 1Pt Bog Pole. With these two creatures, I think we’re in good shape and don’t need to avoid them. Time to take a nap and then get out of here! Let’s move the Day Counter to Day 2!
Day 2
After drawing and reading our second Special Encounter called “Hardly out of the Gate”, we’ve decided to choose the first option: “Hail the guards for help”. This choice will lead to a battle, but there are some favorable conditions that come with it.
Note: The difficulty of a battle depends on the size of your party and the type of enemies you face! Some days and enemy combinations can lead to a very challenging fight!
During battle, your characters might get knocked out if they lose all their HP. If all characters are knocked out by the end of the battle, no progress or rewards will be earned for that day, and the Encounter Card will be discarded.
On the next day (increase the Day Counter by 1), a new Encounter card will be drawn. Don’t give up! Losing a battle (or failing a peaceful Encounter) is just part of the adventure!
Hey there! We’re about to dive into a fierce battle! The outcome of each battle depends on a few things: how many of us are in the party, how long we’ve been adventuring, and any changes made to the Encounter. Since this card doesn’t provide specific rules for the Battle Queue (BQ), we’ll have to figure out our BQ by calculating the Baddie Points.
Remember how to do that? It’s simple! Multiply the Current Day by the Number of Gearlocs in the Party. For us, it’s Day 2, just Picket and me, and no other mods. So, it’s 2 times 2, which gives us 4. Impressive, right? I totally did that in my head. I’ve got some serious skills!
Hey there, Boomer. Well, now that we’ve figured out that we have a total of 4 Baddie points, it’s time to get our Battle Queue (BQ) ready! We want to start by drawing the Baddies with the highest point values first.
If our total was 6, we’d start by drawing a Baddie worth 5 points and another one worth 1 point, adding up to a total of 6 points. But since we only have 4 points, we’ll have to draw four 1-point Baddies instead. So, remember, in the BQ, we arrange the Baddies from highest points to lowest points.
For us, since all the Baddies have the same point value, we’ll start with the Bog Frog, then the Bog Pole, and finally, we’ll draw the remaining 2 Baddies that we haven’t seen yet.
So, guess what? We have some tough opponents to face! Let’s find out who they are, shall we? In this example, I’ll give you a heads-up on the Baddies you need to prepare for:
First, we have the Goblin Sandbagger at the bottom. Then, it’s the Clay Golem’s turn. After that, we have the Bog Pole. And finally, we top it off with the big ol’ Bog Frog! Quite the lineup, right?
Now, here’s a challenge for you before we move on. Can you arrange these Baddies on the Battle Mat correctly? Make sure you include their Health, Lane Markers, and Baddie Initiative Dice. Take a moment to set it all up, and I’ll be here when you’re done. Don’t worry, I won’t keep you waiting!
Hey there, Boomer! Chill out, dude! I’m gonna break it down for ya so it’s crystal clear! So, get this – you can have up to 4 Baddies fighting it out at the same time. You know, like a proper battle royal! But here’s the deal: the very first Baddie that appears at the tippity-top of the BQ has gotta go into Lane 1, either as a Melee or Range fighter, depending on its Attack Form.
Now, the second dude – he’s gonna hang out in Lane 2. And guess what? It’s the same drill for the other Baddies. Just keep going down the Lanes, one by one, until all your Baddies have found their spots to rumble. Cool, right?
When it’s time to put these Baddies on the Battle Mat, start by stacking their HP. You know, like a little health bar. Then, grab the Lane Marker that matches their Lane and plonk it down. And finally, pop the Baddie chip itself onto the mat. Boom!
Oh, and don’t forget to set the Baddie’s Initiative using the special Baddie Initiative Die that goes with their Lane. That way, they’ll know when it’s their turn to show off their moves.
Alright, alright! Since you can’t seem to stop talking, I’ll give you some more information. If there happen to be more than four enemies in a fight, the remaining enemies will stay face down in the Baddie Queue, off to the side of the Battle Mat.
Once one of the initial four enemies is defeated, the next enemy in the Baddie Queue will join the battle at the end of the current round. To bring this enemy into battle, simply place them on the first available Lane Marker and roll their Baddie Ini Die. Got it, Picket? No more interruptions!
A Quick Reminder for Battles with 4 or More Enemies
During a battle, if an enemy tries to enter the Battle Mat but finds that its position is already occupied, it will instead take the first available position (starting from Lane 1-4) that matches its Attack Form. If there are no available positions with matching Attack Forms, the enemy will try the opposite Attack Form.
A Friendly Reminder about Enemy Initiative
When it’s time to prepare for battle, we need to make sure each Baddie has the right spot on the Battle Mat. To do this, we look at the Baddie’s Initiative and place it on the Ini Meter. Don’t worry about tying with other Baddies or Gearlocs – we, as the party, get to decide who goes first!
Now, if a unit shows up after the first round, things get a bit different. They ignore the starting Ini number and instead go to the top or bottom of the Ini Meter. Baddies worth 1Pt or 5Pt start at the bottom, while those worth 20Pt or a Tyrant start at the top.
So, how did you do with setting everything up? If you’re not happy with it, go ahead and make some adjustments. Now it’s time for Picket and me to join the battle! As you can see from the picture, Picket picked Lane 4. I’ll stay right behind him for safety. Unfortunately, we didn’t roll great for our Initiative. I blame our party leader! Take a look at the image and set our chips and Initiative Dice to match!
Gearloc Placement and Initiative – A Friendly Reminder
Hey there! Are you ready for some Chip Theory Games action? Well, let’s dive right into it! Today, I want to talk about gearloc placement and initiative. It’s super important, so listen up!
First things first, gearlocs always come after the baddies. We don’t want them stealing the spotlight, do we? So, once the baddies have done their thing, it’s our turn to shine.
Now, let’s talk about initiative. That’s like figuring out who goes first, and believe me, it can get pretty intense. Each gearloc and baddie rolls their initiative dice, and then we all line up in the ini meter. But here’s the key: we go in descending order. That means if my initiative roll is higher than yours, I’m going first. Time to show off those skills!
Alright, now that we’ve settled the initiative, it’s time for placement. Here’s where things get interesting. Each gearloc has their own attack form, and we need to find a gearloc position that matches it. It’s like a puzzle, but with cool battle mats and gearlocs.
Once we’ve found the perfect match, we place our gearloc along with our HP stack. We want to make sure we’re ready to kick some baddie butt, right? And with that, we’re all set!
So, now you know the drill. Remember, gearloc placement and initiative are key to victory. Stay sharp, my friend, and let’s conquer the world of Chip Theory Games together!
Hey there, great work! But hold on a second before we kick off this epic battle! Let me tell you about Picket’s special skill that he can use right at the start of the fight. It’s called Shield Wall, and it gives him an extra layer of protection. How cool is that?
So, Picket reaches for his trusty dice and rolls both of them. He’s hoping for some high numbers to dominate the battlefield. But luck is a fickle friend, and he only manages to land a 1. Oh, well!
But hey, it’s not all bad news. He also rolls a super useful Defense symbol and locks it into one of his Active Slots. That means he’s got an extra defense boost to keep him safe.
Now, here’s the thing about Shield Wall – it won’t let him use that 1 he just rolled. It’s like the skill is saying, “Nope, you don’t need that right now.” So, Picket has to put that 1 back into the dice pool. It’s a bit of a bummer, but rules are rules, right?
I can’t believe my luck! Normally, I’m way better at rolling dice. Oh well, at least I have help. You see, as Round 1 starts, our Encounter choice condition comes into play!
Here’s what happens: the Obendar wall guards deal 1 True Damage to each Baddie. That means you need to subtract 1 HP from each Baddie. Now we’re all set to start the battle. And guess what? The Goblin Sandbagger gets to go first!
When it comes to this Baddie, it’s important to remember that it operates in Ranged Attack Form. That means it stays put and focuses on targeting Boomer. The Goblin Sandbagger rolls two dice: one #image.jpgDie and one #image.jpgDie. The Attack Die landed on a #image.jpgand the Defense Die rolled a 1 #image.jpg. When it comes to the #image.jpg, it triggers Mischief 1 as outlined in the Gearloc Adventuring Reference Guide. This means that Boomer is forced to remove a die from her Active slot. It’s a double-edged sword—exciting and challenging all at once!
I don’t have one, so this doesn’t do anything. Also, since the goblin didn’t do any damage, it doesn’t hurt me. I’ll place the “1” it rolled on the goblin Baddie chip. Now it’s the goblin’s turn.
Reminder about Baddie Movement and Targeting
Melee Baddies can move up to 2 adjacent positions per turn. They will always move towards and attack the closest opposing unit, choosing the route with the fewest positions.

When it comes to determining the “closest” unit, I’ll explain how it works. If there are multiple units with the same distance, the Baddie will go after the one with the lowest it value. Now, let me break it down for you.
If a Melee Baddie is already next to an enemy, it won’t move. It’s like, “I’m already here, why bother, right?” They’re just too lazy to move, I guess. But let’s say there’s a Ranged Baddie. Oh boy, they don’t move either. They’re like snipers, just chilling out and shooting at any enemy they want from a distance. They’ve got a sweet spot on the Battle Mat. No need to move an inch.
So, to sum it all up: Melee Baddies only move if they’re not next to an enemy, while Ranged Baddies don’t move at all, just sitting back and taking potshots. Got it? Alright, let’s get back to gaming!
Hey there, it’s my turn now! Woo-hoo! I won’t budge from my spot because it lets me use all 3 Dex for rolling dice. Cool, right? I’ve got a bunch of dice options to choose from – an Element, Casing, Fuse, 1 #image.jpg, and 2 #image.jpg. To use my Frag, I need to get my Boom Counter to 1, which means finding one of each Component. I’ll aim for the Bog Pole and roll 1 #image.jpg, 1 #image.jpg, and my Element Die. Let’s do this!
So, I’m playing as Boomer, and I got a roll of 2 elements and 1 gearloc mat with my defense die. Now, I have a decision to make. I want to apply the damage from my attack die to the Bog Pole. Oh, and by the way, I also have a special ability called Backup Plan: Throw Odds, which lets me do an extra 1 damage to my target.
And just like that, the Bog Pole is defeated! Goodbye, Bog Pole! I remove it from the Battle Mat and put it in the Defeated Baddies area. As for my roll of 2 elements, I can use that to fill one of my locked slots. Now I’ve got one of the three components I need to make a grenade. Pretty cool, huh?
Whoa! Did you just witness that? I’m telling you, you definitely saw what I did! I totally smacked that pole right in its face with the bolt I had meant for Frag shrapnel. If only you were half as precise with your sword. Haha! Never mind, forget about that for now. We’re in the heat of battle, so let’s maintain our focus. We took down one of the baddies, but don’t celebrate just yet. The next target is that Bog Frog!
The Bog Frog is making its move, creeping two positions closer to its nearest prey. Picket is three positions away, and Boomer is four. Now, it’s up to you to decide where to place the Bog Frog—right next to Picket, either on the left or right. As for the dice, the Bog Frog doesn’t roll any, but it possesses a special skill that activates every turn. This time, it’s adding a Poison Effect Die, value set at 2, onto Picket’s chip. Ouch!
Hey there! Let’s talk about Picket, one of the cool characters in a game called Too Many Bones. Picket was supposed to be the Bog Pole, but unfortunately got defeated and didn’t get a chance to play. Bummer, right?
When it’s Picket’s turn, something not so great happens right away. He takes 2 True Dmg from Poison, which ignores his Defense. Ouch! This means Picket loses 2 HP. And on top of that, the effect of the Poison decreases to 1.
But no worries, Picket has a plan. Even though he still has a Die in his Active slot, he can’t roll it. Instead, he decides to use his Loot ability called Infused Incense. It’s pretty neat because it adds 2 extra Atk Dice to his roll, without costing him any Dexterity points.
Picket chooses to attack the Bog Frog since it’s already right next to him. He rolls 3 Attack Dice and 1 Defense Die. Let’s see if he can defeat that froggy!
When I play Picket’s roll, I get 2
, 1 #image.jpg, and 1 #image.jpg. I put the #image.jpg in my Backup Plan, put the Def Die in my Active slot, and apply 2
of damage to the Bog Frog (remove 2 HP from it).
Hey there! No need to worry, my friend! This fight is as good as won! That frog is about to get smacked down by another arrow, and it won’t know what hit it!
And me? Well, I’m still going strong, keeping a close eye on this battle. I’m fully aware of the dangers that lie ahead, but nothing can faze me! We just have one more enemy to deal with this round, and it’s a tough one. Brace yourself – it’s a Clay Golem!
The Clay Golem will go after the nearest enemy unit. Now, when moving the Clay Golem, there are two possible positions it could be in (depending on how we moved the Bog Frog). Let’s move the Clay Golem towards Picket.
Important: Once the round is over, any remaining enemies in the Battle Queue will enter the Battle Mat. They’ll use the Lane 2 Marker and Initiative Die to determine their position.
We’re now moving on to Round 2. Reduce the HP of all enemies by 1 (because of the Encounter condition).
Alright, get ready for the next rounds of this battle! It’s time for you to show off your skills and see how well you can handle the remaining Baddie and Gearloc turns.
Before we continue, let’s take a look at the Clay Golem’s Skill called “Break”. It’s a bit of a tough one, but don’t worry! Picket and I will go first, so we can deal with it. Good luck!