


Too Many Bones - 40 Days in Daelore
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Pairs well with
The FroGames Card
You draw the card. You read. Someone laughs, someone swears. You have exactly one minute to decide who to sacrifice. And in the end, when everything goes wrong, someone will say: 'At least it wasn't last night's dragon.'
WHAT IT'S ABOUT
Forty new ways to die (or win) in Daelore
**40 Days in Daelore** is not an expansion that adds characters or equipment. It's a deck of 40 scenarios that completely replaces the encounter deck of the base game. Designed by Adam and Josh J. Carlson (Chip Theory Games) and illustrated by Anthony LeTourneau, this expansion is the answer to the question everyone asks after the first campaign: 'And what do we encounter now?'
At the table, this means: every game becomes unpredictable until the last turn. Encounters that change the rules, moral choices that cost life points, 15 new bosses with asymmetric abilities. Your Gearloc builds dice, spends resources, decides whether to fight or negotiate. And discovers that Daelore has secrets that the base manual didn't reveal.
What they're saying abroad
It's not just variety. It's reinventing the journey every time you set off.
— FroGames
"40 Days adds a staggering amount of content that keeps every session fresh."
40 Days adds a staggering amount of content that keeps every session fresh.
— Meeple Mountain
Too Many Bones: 40 Days in Daelore
Too Many Bones is designed for solo play: you control one Gearloc (or more, if you want a greater challenge), the combat system works identically, and encounters already have automatic scaling. The experience is complete; in fact, solo play eliminates the risk of group analysis paralysis and allows you to experiment with extreme builds.
What's in the deck
40 encounters, 15 bosses, zero repetitions
Variable encounter deck
40 encounter cards that completely replace those from the base game. Each card is a unique event: negotiations, asymmetric combats, moral dilemmas that force you to choose between health and reward. You will never draw the same card twice in a campaign.
15 new unique Baddies
New bosses with their own mechanics: they're not just hit point sponges. They have activated abilities, unpredictable attack patterns, and require specific builds. Some punish direct damage, others healing, still others movement. They change the way you build your dice.
Waterproof PVC cards
Like all Too Many Bones: washable, indestructible plastic, which feels like real cards but resists coffee, beer, and tears from critical fails. The 63.5x88mm cards mix seamlessly with the base deck. Standard Chip Theory.
Seamless integration
No need to learn new rules. Replace the base game's encounter deck with this one, shuffle, and go. Compatible with all Gearloc expansions and with Undertow. Works right away, longer and deeper campaigns without added complexity.
Recommended sleeves 40 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88 mm | 40 |
| Total cards | 40 |
Video a scopo dimostrativo, per mostrare il gameplay.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each round (identical to the base game)
40 Days doesn't change the rules; it changes what you encounter. The loop remains the same, but every encounter card brings a surprise.
Each Gearloc rolls their Initiative die. The highest roll decides the turn order. You plan your actions: which dice to roll, which abilities to activate, who attacks first. Cooperation here is everything: a wrong order can cost you the round.
Each player takes their turn: rolls dice from their personal pool, activates abilities, moves, attacks, heals. Dice have unique faces (damage, defense, combo, special effects). Manage your action points, decide whether to spend now or save for the next turn. Combos between Gearlocs can save the game or waste resources.
Baddies attack according to their pattern (written on the card). 40 Days bosses have activated abilities: if you've healed too much, they punish you. If you've moved poorly, they hit an area. Apply damage, manage statuses. Some encounters make you draw additional cards or change the field setup.
End of combat: you earn Training Points. Spend them to buy new unique dice (each Gearloc has a different tree) or upgrade existing ones. This is pool-building: build your arsenal for the final bosses. Then draw the next encounter from the 40 Days deck. And you never know what awaits you.
⏱️Your First GameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Setup and Gearloc selection
Choose your character, take their base dice, read their unique abilities. Someone plays it safe with Patches (pure tank), someone else risks it with Tantrum (explosive glass cannon). You shuffle the new 40 encounter deck instead of the base one: from this moment, the campaign is in the hands of chaos. Place the first baddie, distribute initial experience points. Let's go.
First encounter — not what you expected
You draw the first card. It's not a standard combat. It's a moral dilemma: 'A merchant offers you a powerful artifact in exchange for 3 life points. Do you accept?' The table discusses. Someone says yes immediately, someone else remembers that against certain bosses, life is gold. You choose, flip the card: the reward is good, but you've burned resources you needed later. First regret of the evening.
Mid-game: new bosses change everything
Fifth encounter, you draw an unprecedented boss: The Scavenger. Read its abilities: 'Every time you heal, Scavenger gains +1 permanent defense.' Your plan of a tank with continuous healing just became suicide. You have to rebuild your tactics in two minutes, change the turn order, burn offensive dice you wanted to save for later. You win, but at a high cost. And you realize that 40 Days doesn't forgive lazy builds.
The unforgettable encounter
Eighth encounter: 'The Betrayer's Bargain'. You must choose whether to permanently sacrifice a die to gain a legendary reward. Someone at the table yells 'NEVER', someone else calculates the numbers. In the end, you give in: you sacrifice the die, take the item. Two turns later you realize that without that die you can no longer combo. That choice will haunt you until the final boss. And that's perfect.
Finale — dirty victory or clean defeat
Final boss: one of the 15 new ones, with mechanics you've never seen. Does it punish area damage? Does it regenerate if you don't hurt it in a turn? Does it call for reinforcements every round? It doesn't matter: you've built your dice for 10 encounters, you've made wrong and right choices, and now either it works or you die. You win by a hair, with 2 HP left and zero usable dice. Or you lose, but with a story worth the defeat. Someone says: 'Again.'
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to know
Price and positioning
This is a premium expansion for collectors and avid players of Too Many Bones. It costs a lot for 'just' a deck of cards (even if in waterproof PVC and with Chip Theory production). It makes no sense to buy it if you haven't already played at least 5-6 campaigns of the base game: you'll only feel the need for variety afterwards. For those who have exhausted the standard encounters, it's worth every penny.
Requires the complete base game
It is not standalone. You must own Too Many Bones (base game) or Too Many Bones: Undertow. It is needed for the Gearlocs, the dice, the rules, the board. 40 Days is just the encounter deck + bosses: no characters, no dice, no base components. Pure expansion, not an entry point.
Difficulty curve and unpredictability
The encounters in 40 Days are on average nastier than the base ones. Bosses with punishing abilities, moral choices that cost dearly, events that turn the field upside down. If you're used to 'safe' builds and repetitive strategies, this expansion forces you to adapt. Replayability skyrockets, but so does frustration in the first attempts. Perfect for those who love risk.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The conditions are those of the base game: defeat the final Tyrant or die trying. 40 Days only changes the journey.
Victory
- Defeat the Tyrant (final boss of the campaign) before your Gearlocs die
- Survive all encounters in the deck without running out of health points
- Accumulate enough Training Points and dice to face the final challenges with optimized builds
Defeat
- All Gearlocs in play reach 0 health points (permanent death in the campaign)
- The final Tyrant annihilates you before you can defeat it
- Make wrong choices in encounters that deprive you of critical resources for the late game
40 Days in Daelore is the answer to the question: 'What if every campaign was different?' It doesn't add new characters or rules. It adds unpredictability, unique stories, bosses that force you to rethink everything. If you liked Too Many Bones, this expansion makes it infinite.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Too Many Bones: 40 Days in Daelore
Can I play 40 Days without the base game?
No. 40 Days in Daelore is a pure expansion: it only contains the 40 encounter deck and the 15 boss cards. You must own Too Many Bones (base game) or Too Many Bones: Undertow to have the Gearlocs, the dice, the board, the rules. It is not a standalone product.
How much does it increase replayability compared to the base game?
Enormously. The base game has a fixed encounter deck that after 4-5 campaigns you start to know by heart. 40 Days introduces 40 completely new encounters and 15 unprecedented bosses, practically doubling the variety. Every campaign becomes unpredictable: you never know what moral dilemma or evil boss awaits you. For frequent players, it's a must-have.
Are the new bosses harder than the base ones?
Yes, on average. 40 Days bosses have more punishing and asymmetrical mechanics: some punish healing, others movement, still others area damage. They require specific builds and tactical adaptation. If you play with the 'safe' strategies of the base game, you will suffer here. It's not an expansion for beginners: it's for those who want challenge and variety.
What mechanics does Too Many Bones: 40 Days in Daelore use?
The same as the base game: cooperative dice pool building (build your arsenal of unique dice), hand management (manage abilities and action points), tactical turn-based combat. The expansion adds variable encounter design and asymmetrical boss fights, but does not introduce new rules: you replace the deck, shuffle, play. Total plug-and-play.
Is this edition available in Italian?
Yes. The edition distributed by Asmodee Italia includes all translated material in Italian: the 40 encounter cards, the 15 bosses, the integration rules. The cards are in waterproof PVC (Chip Theory standard), compatible with all base game expansions. No language barrier.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Too Many Bones: 40 Days in Daelore is a cooperative dice-building expansion for 1-4 players, ages 12+, lasting 60-120 minutes. Designed by Adam and Josh J. Carlson (Chip Theory Games) and published by Asmodee, it introduces 40 new unique encounters and 15 unprecedented bosses that completely replace the base game's encounter deck. Every campaign becomes unpredictable: moral dilemmas, asymmetrical combat, choices that weigh heavily until the end. Cards in waterproof PVC, compatible with all Gearloc expansions. Ideal for experienced Too Many Bones players looking for infinite variety and deep tactical challenges. Available on FroGames.it.

Too Many Bones - 40 Days in Daelore
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
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