Too Many Bones
Chip Theory Games
Dice-driven adventure: encounters by day, battles on a grid, skill trees per character. The day loop and battle rounds are modelled, with open questions listed.
1–4 co-op vs Tyrant · cooperative
An adventure is a loop of days against a clock: each day one encounter, peaceful or as a battle, then reward and recovery, until the party has enough progress to challenge the Tyrant. Battle is a subflow with an initiative meter. New for the metamodel: dice are entities with their own faces that you add to your pool through training, and Dex is a single budget for both moving and the number of dice you roll.
Base game, one Tyrant. Picket is fully modelled as data in the content layer, from his official reference card: 14 skill dice and 2 consumables with all faces, 15 face types with effects, backup plan and innate. The standard Atk and Def dice, the other Gearlocs, Baddies, encounters and the Tyrant are still in code.
Goal and end of the game
- Win Tyrant defeated
- Loss the Tyrant's last day passed without a win
How the game goes
Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.
All steps in words
- Adventure
- 1. New day: day counter +1
Skipped on day 1.
Allowed if day > 1.
- 2. Encounter
- Draw an encounter, or challenge the Tyrant
One of:
- draw encounter
- challenge tyrant
Allowed if progress ≥ progress_required.
- Pick an option: peaceful or battle
Allowed if no Tyrant challenge.
- Resolve
- If peaceful
- Carry out the card text; succeeds unless the card says otherwise
- If battle or tyrant
- Battle
- 'Before battle' effects
- Baddie queue: day × number of Gearlocs points, highest first
- Up to 4 Baddies on the mat, roll initiative, place Gearlocs
- Choose grey positions matching the form
- Rounds
- From round 6: all units −1 HP, cannot be blocked
Allowed if round > 5.
- Turns
- Whose turn is it?
- If Gearloc
- Effect dice on the chip
- Move: 1 Dex per position, orthogonal
One of:
- move
Allowed if dex_left ≥ 1.
- Choose orthogonal positions within dex_left
- stay
- move
- Pick one target (melee: adjacent)
- Choose units in range (melee: adjacent, ranged: all)
- Pick dice up to remaining Dex and roll them together
Allowed if dex_left ≥ 1.
- Choose subset of Atk, Def and unexhausted skill dice, size ≤ dex_left
- Atk as damage, Def to active slots, skills, Bones to the backup plan
- Choose use or ignore rolled skill faces
- Use the backup plan (1× per turn, 1–6 Bones)
One of:
- use backup plan
Allowed if Bones in backup plan ≥ cost of a backup plan skill.
- If this Gearloc's backup plan is modelled as data in the content layer: choose backup plan skills with cost ≤ Bones
- Choose affordable backup plan skills
- skip
- use backup plan
- If Baddie or Tyrant
- Effects on the chip (bleed, poison, disabled)
- Determine target: nearest, then weakest or strongest
- Up to 2 positions, not if already adjacent
- Roll Def; Atk only if the target is in range
- Damage, Bones skills, Tyrant die
- If Gearloc
- Whose turn is it?
- End of round: refill from the queue up to 4
- From round 6: all units −1 HP, cannot be blocked
- Clean up: remove dice, return skills, settle the outcome
- Battle
- If peaceful
- Draw an encounter, or challenge the Tyrant
- 3. Reward
- If success
- Gain progress, training points and loot
- Training
- Per training point: HP, Dex or skill for certain; Atk or Def with a roll
One of:
- train hp
Allowed if training point left.
- train dex
Allowed if training point left.
- train skill
Allowed if training point left and required skills learned.
- Choose available skill dice in the skill tree
- train atk
Allowed if training point left.
- train def
Allowed if training point left.
- train hp
- Per training point: HP, Dex or skill for certain; Atk or Def with a roll
- If failure
- No reward
- If success
- 4. Recovery
- Trade or discard loot freely
- Choose split of loot across Gearlocs, or discard
- Per Gearloc
- One lockpick attempt on Trove Loot (optional)
One of:
- lockpick
Allowed if locked Trove Loot in the party, no attempt yet today.
- skip
- lockpick
- Rest, search for better loot, or scout
One of:
- rest
- search loot
Allowed if at least 1 loot.
- Choose revealed loot
- scout
- One lockpick attempt on Trove Loot (optional)
- Trade or discard loot freely
- 1. New day: day counter +1
On the table
23 zones and piles
- encounter deck face down · shuffled — days − 3 general + 1–3 Tyrant encounters shuffled; specials 001–003 fixed on top
- encounter revealed open
- progress cards open — under the Tyrant card
- loot deck face down · shuffled
- trove deck face down · shuffled
- loot revealed open
- loot discard open
- gearloc loot per player · open — max 4
- baddies 1 face down · shuffled
- baddies 5 face down · shuffled
- baddies 20 face down · shuffled
- baddie queue face down — BQ: face down, highest points on top
- battle mat open — 4 lanes, melee and ranged positions on both sides
- ini meter open — highest initiative first
- prep area open
- defeated open
- skill tree per player · open — skill dice not yet learned, with prerequisites
- dice pool per player · open — Atk, Def and learned skill dice
- rolled per player · open
- active slots per player · open — rolled Def
- locked slots per player · open — stay between battles until used or KO
- backup plan per player · open — max 5 Bones, left to right
- exhausted skills per player · open
Cards and components
effect dice 2 items · structure only
dice 2 items · structure only
gearlocs 1 items · structure only
Under the hood
These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:
Fan model of a game by Chip Theory Games: only the rules structure is shown, in our own words. Cards, scenarios and play are not published without the publisher's permission. Not affiliated with or endorsed by the publisher.