

Too Many Bones - ENG
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
The FroGames Card
Choose a blue die. Then another. At the end of the round, you have six in front of you, each representing a choice you made. The boss flips the card: fire immunity. You built wrong. You start again tomorrow.
WHAT IT'S ABOUT
A cooperative RPG where you build your hero one die at a time
Too Many Bones was created in 2017 by Josh and Adam Carlson (Chip Theory Games) as a clear departure from traditional dungeon crawlers. No miniatures, no card decks: only custom rubber dice, waterproof neoprene materials, and a campaign that adapts to your choices. Anthony LeTourneau signs off on a cartoon-fantasy illustration that masks a brutal complexity.
At the table, you build your character by choosing which skill dice to buy battle after battle, you face 8-12 tactical grid encounters, and culminate in a boss fight against one of the tyrants of the North. Each class has its own pool of unique dice, each battle demands different tactics. Narrative decisions between encounters modify the campaign: when to rest, what to explore, which enemy to avoid.
What they say abroad
"It takes everything you think you know about dice-rolling and flips it on its head."
It takes everything you think you know about dice and turns it upside down.
— Meeple Mountain
It's a game that promises a lot and comes with stunning production. The sheet will be updated as we get to know it better, but all the premises are here: tactical RPG where dice are the character.
— FroGames
Too Many Bones
The game is explicitly designed for solo play: you manage one or more characters without rule changes. The experience is complete; in fact, many consider solo mode ideal for studying builds and tackling bosses without distractions. The only difference: you lose the surprise effect of event cards, which you will all see yourself.
Your arsenal
Four elements that define each game
Custom skill dice
Over 100 unique waterproof rubber dice, each with 6 different faces. You buy them battle after battle with experience points: each die is a permanent ability of your character. You don't roll to hit: you roll to activate powers.
Neoprene tactical grid
7x9 map where every square counts. Limited movement, line of sight, cover: positioning is half the victory. Enemies move with predictable patterns, but the table fills up quickly.
Progressive character sheets
Four base classes (Pickett tank, Boomer AoE, Patches support, Tantrum DPS) with completely different development trees. Choose which branches to unlock: each build changes how you approach enemies.
Bosses with immunities and phases
Each tyrant has a card with unique abilities, immunities to certain damage types, and scripted behaviors. It's not enough to roll hard: you must read the card and build your team accordingly. Some bosses punish entire builds.
Recommended sleeves 129 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88 mm | 129 |
| Total cards | 129 |
Video a scopo dimostrativo, per mostrare il gameplay.
🎲How to PlayThe rules in four steps▼
How to Play
The Flow of Each Battle
Each encounter is a tactical puzzle: positioning, dice management, focus fire. Turns are simultaneous for players, then enemies move.
Roll all your skill dice (5-10 dice depending on your build) and choose which ones to use. You can move, attack, activate powers, pass resources to allies. Free order, but actions cost points: you need to plan.
Enemies activate according to the initiative on their card. Some move towards the closest player, others shoot from a distance, others still summon reinforcements. Scripted but effective behavior: if you position yourself poorly, you'll immediately realize it.
Resolve damage, status effects (poison, stun, buffs), and skill recharges. Some dice go on cooldown, others unlock. Health is limited and not easily recovered: every lost point matters.
When you eliminate all enemies, you gain experience points and loot (equipment). Between encounters, you choose which dice to buy, draw Encounter cards, and decide whether to rest. The campaign continues until you face the final boss or are eliminated.
⏱️Your First GameThe chronicle, moment by moment▼
A Game in Five Moments
What Happens at the Table
Not the rules. The experience.
Choose Your Hero and Starting Dice
Read the four character sheets and choose the one that inspires you. Take your starting dice and some initial points. You'll build the rest of your character as you go, but you'll already get a sense of whether you'll be a tank or a sniper. Others choose. Someone says, "I'll do damage." Good, you'll be the shield.
First Battle: Understanding How it Works
Draw the encounter card, place enemies on the grid. The first turn is slow: everyone reads their dice, calculates distances, asks "can I...?". Someone attacks too early and gets surrounded. The tank positions poorly. But in the end, you win the first encounter and gain experience points. Now for the fun part: choosing which dice to buy.
The Build Takes Shape
After 3-4 battles, you've bought 5-6 new dice, and your character starts to function. The tank has unlocked permanent damage reduction, the DPS has three critical faces. Battles become smoother: you know what to roll, where to move, which enemies to prioritize. But enemies also increase: now there are elites with more health and special abilities.
Narrative Choice That Changes Everything
Between encounters, you draw an Encounter card. It offers a choice: explore a cave (high risk, high reward) or rest (recover health but lose time). Someone votes for exploration. You lose a character. The campaign continues, but now there are three of you against the final boss. Choices matter, and sometimes they hurt.
Boss Fight: Win or Restart
The final tyrant reveals their card: poison immunity, area damage every two turns, 30 health points. Your build was focused on poison. Mistake. The tank tries to hold, but area damage hits everyone. After an hour of battle, you lose. Or you win by a hair, with one character standing and zero health. In either case, you talk about it for days.
🐸Know Before You PlayThree honest things, from friends▼
Know Before You Play
Three Things a Friend Would Tell You
Steep Learning Curve
The first game is slow and confusing. There are many mechanics to learn: movement, line of sight, damage types, dice interactions. The rulebook is dense. Expect 2-3 hours for the first battle, then you'll speed up. It's not a game to pull out for an impromptu evening.
Mitigated Luck, But Present
Even if you build well, an unlucky die roll at the wrong time can kill you. You have ways to mitigate (reroll, manipulate results), but rolls matter. If you can't stand variance, it will annoy you. If you like the idea of adapting, it's perfect.
Expensive System to Expand
The base game offers 4 classes and 7 bosses. To get more variety, you need expansions (Undertow, Age of Tyranny, other classes). The materials are premium (rubber dice, neoprene), but so are the prices. If you like it, it will cost you: the complete system is an investment.
🏆Victory and DefeatWhat the ending rewards▼
How It Ends
How You Win and How You Lose
The campaign lasts 8-12 battles and culminates in a boss fight. You can win, lose, or eliminate all characters before getting there.
Victory
- Eliminate the final boss by reducing its health points to zero
- Complete the specific objective of the boss card (some require special conditions)
- Survive with at least one character standing at the end of combat
Defeat
- All characters are eliminated (health points to zero) during a battle
- The final boss eliminates the entire team before you can defeat it
- Reach the boss with an inadequate build and fail to overcome its immunities or mechanics
Too Many Bones is a tactical RPG disguised as a dice-builder. If you're looking for a deep cooperative game where every development choice matters, where materials last a lifetime, and where losing is part of the fun, it's hard to find better. But it's not for everyone: it demands time, patience, and a table willing to study.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
Too Many Bones FAQ
How long does a full campaign last?
A campaign lasts 8-12 battles plus the final boss, for a total of 8-15 hours spread over multiple sessions. A single battle can take 60-90 minutes, especially the first few times. Many players divide it into 3-4 evenings. The game has an informal save system (you note everything on paper).
Does it work well solo, or do you need a group?
It works great solo; in fact, many consider it the ideal mode. You manage one or more characters without changing the rules, and you can study builds at your leisure. In a group, tactical interaction is richer, but downtime increases (everyone has to manage their own dice). It's designed to be excellent in both modes.
What mechanics does Too Many Bones use?
It's a cooperative tactical dice-builder with campaign progression. You use dice rolling and die icon resolution to resolve actions, grid movement for combat, tech trees for character builds, and narrative choices between battles. Each character has variable player powers. It's an RPG without a GM or cards: everything revolves around custom dice.
Are the materials really that special?
Yes. The dice are made of very durable EVA rubber, the map is waterproof neoprene, the cards are washable PVC. Chip Theory Games focuses entirely on durability: you can play in the rain (not recommended but feasible). The high price is justified by the materials, but you need to value them: if you're only looking for gameplay, there are cheaper alternatives.
Is it available in Italian?
This edition is in Italian, published by Asmodee. Rulebook, cards, and references are all translated. The dice use icons, so they are language-independent. Note: some expansions might only be in English, check case by case.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Too Many Bones is a cooperative tactical game for 1-4 players, 60-120 minutes, ages 12+, designed by Josh and Adam Carlson (Chip Theory Games). It combines dice-building, grid combat, and RPG progression in an 8-12 battle campaign against final bosses. Each character builds their own unique skill dice pool by buying skills battle after battle. Premium materials in rubber and waterproof neoprene, four base classes with dense development trees, weight 3.9/5 on BoardGameGeek. Italian edition by Asmodee. Available on FroGames.it.

Too Many Bones - ENG
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
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