Too Many Bones FAQ


Error in "Fun, of course!" Option

Should read (changes in red):

During battle, for every Baddie with 5 or more HP that comes out onto Battle Mat, immediately add a 1 Pt Baddie to the bottom of BQ.

Errors in "This thing doesn't seem so terrifying" Option:

Should read (changes in red):

Party of 1-2: Add two 1pt Baddies to BQ.
Party of 3-4: Add two 5pt Baddies to BQ.

Place Nom on top of BQ.

Nom instantly leaves the battle at the end of round 3 or if his HP reaches 5 or fewer.


Player's choice!

Use this to your advantage! Note that Fatigue occurs at the beginning of a Round, not a turn, and therefore affects all Baddies and Gearlocs simultaneously.

Immediately after the last Baddie is defeated.

There may be special victory circumstances on an Encounter Card that differ from this, but generally a Battle ends as soon as the last Baddie falls. When fighting Tyrants, the Battle ends as soon as the Tyrant is defeated, even if Baddies remain.

The battle is a failure.

Fatigue triggers at the beginning of the round, and affects all units at once. Therefore, if fatigue causes remaining Gearlocs to lose the last of their HP, they are defeated. This is different than Skills and abilities that trigger at the beginning of a player's turn (which are player's choice in terms of resolution order. 

Baddie Skills and Encounter Terms

Defense dice first. Reduce total incoming damage by # (if no # present, assume "1").

Always remove Def dice first when resolving your turn. After that, reduce the total Dmg by the # associated with Thick Skin (if not # is present, use "1" as the value). Think about using effects that do True Damage (Poison/Bleed) to mitigate Thick Skin!


The number associated with a Baddie's Signal ability indicates how many Rounds you will need to add a single Baddie to the Battle Queue. For example, if a 5pt Baddie has "Signal 3," it will add a single 1pt Baddie to the Battle Queue on its turn for 3 Rounds. Knock Baddies with Signal our early on so you don't need to deal with their friends!


Bones stored in your Backup Plan no longer are associated with the die they were rolled on, they are simply "Bones." Because of this, the damage you are dealing to the Baddie with Break is being done via Backup Plan/Bones, not with ATK dice.


They can also damage other Baddies! This is key to taking down dragons.


First apply your active Def to defend the incoming attack. Any active Def remaining are then removed by the corrosive skill. 


You may be building a second Bot in your Prep Area, but only one Bot may be out on the Battle Mat at a time.

It stays on the Battle Mat and may be operated by other party members.

The battery will run out fairly quickly, but other Gearlocs may operate Tink's Bots if Tink is KO'd. Remember, the Bot will not be able to move or use attachments as it won't have Dex (from Tink). You may auto-hit adjacent units, or you can just use it as a shield!


Tink's Bot needs to have spent a battery power at the start of its turn to be able to do things like activate its Backup Plan.

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This is ambiguous in the first printing but will be clarified in future versions.


Buff HP is different than standard HP and does not affect Tantrum's Rage Meter when it is lost.


Poison ultimately dealt the killing blow, not Tantrum.



Frags are the exception. All other grenade types need a valid target to be thrown.

Gain one holy hand grenade.



Patches can throw his healing abilities all over the Battle Mat, no need to be adjacent!

Of course not!

Patches can only heal organic things. This is why his healing abilities all specify "heal Gearloc."



This is a huge part of what makes Picket's Innate +1 awesome!


Resolve all defense in any order you wish. Typically, using Constant Defense first is the best play.


Just one 5pt orc.

Like Gearlocs, Baddies and Tyrants may only use their Backup Plan once per turn. This means Marrow can only use his max 2 Bone Backup Plan to call a 5pt orc. He may not use both his 1 Bone and 2 Bone Backup plans to call a 5pt and a 1pt orc.

General Questions


Once a Bone is applied to your Backup Plan, it no longer has any association with the type of die it was rolled on. It is simply a "Bone."


Buff HP does not protect from true damage. It also has no impact when Baddies pursue strongest/weakest Gearloc.

A 'Hit' is a successful Atk (Atk Dice doing at least 1 Dmg).



Counter dice such as Boomer's Boom Counter (Die #4) and Tantrum's Axe Collector (Die #8) may have blank sides to indicate the counter can only up to a certain number.

Upgrading to Innate +1 is instant after a sixth Bone is rolled and counts as using your Backup Plan for that turn. 
Upgrading to your Innate +1 is equivalent to using a six Bone Backup Plan. You may only hold five Bones at a time. If you end any turn with more than five Bones, any extras are lost. 




You may trade the Tewaren Gem and still choose to search for better Loot, scout, or heal.


The Reinforced Buckler allows you to add an extra Def die to your roll on every turn, regardless of Dex or Def Stats.

Specific Encounters

Stack or remove all critters in rolled Lane, alternate turns: Critters, 1 Gearloc, Critters, 1 Gearloc, etc.


Exact value only!



Use Longblade by itself for a ranged attack. If used in conjunction with standard Atk dice, Slingstones must also be used in order to make the attack ranged.