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Too Many Bones: Carcass

Expansion for Too Many BonesExpansion for Too Many Bones: UnbreakableExpansion for Too Many Bones: Undertow

Too Many Bones: Carcass Rulebook

Table of Contents

Table of Contents

  • Gearloc Reference
  • Hunter
    • Meat Hooks (Die 1, starts on Gearloc Mat)
    • Troll Call (Die 2, ★)
    • Hunt (Die 5, ★)
  • Chef
    • Fast Food (Die 3)
    • Culinary Studies (Die 6, ★)
    • Executive Chef (Die 7)
  • Taxidermist
    • Skin (Die 9, ★)
    • Simulate (Die 10)
    • Stuff (Die 13)
    • Study (Die 14, ★)
  • Survivalist
    • Shelter (Die 11, ★)
    • Scavenge (Die 12, ★)
    • Hunger Strike (Die 15)
    • Battlefield Improvisation (Die 16)
  • Consumables
    • Carcass Own (Die 4)
    • Supplies (Die 8, starts on Gearloc Mat)
  • Dice Icon Key
  • Backup Plan Breakdown
  • Critical Carcass Details
  • Innate and Innate +1
  • Beginner Build Strat

Gearloc Reference

Carcass: Initiative Die Numbers: 3, 4, 4, 4, 5, 5.

Legend: ◯ marks a Skill that starts on the Gearloc Mat (Meat Hooks and Supplies). ★ marks a Skill that is not reliant on other Skills to train. The number shown for each Skill is that Skill Die's number, which matches its slot on the Gearloc Mat.

Hunter

Prepare for your next battle with your keen instincts.

Each Skill Die below lists its Die number, then each face in order from face 1 to face 6.

Meat Hooks (Die 1, starts on Gearloc Mat)

See back for details.

FaceSymbol
1Meat Hooks 1
2Meat Hooks 2
3Meat Hooks 3
4Meat Hooks 4
5Meat Hooks 5
6Meat Hooks 6

Troll Call (Die 2, ★)

FaceSymbol
1Bones
2Troll Call 1
3Troll Call 1
4Troll Call 5
5Troll Call 5
6Troll Call 20

Hunt (Die 5, ★)

FaceSymbol
1Reusable Bones
2Reusable Bones
3Scout
4Collect
5Collect
6Search Party

Chef

Show off your culinary mastery with a diverse array of dishes.

Fast Food (Die 3)

FaceSymbol
1Bones
2Fast Food 1
3Fast Food 1
4Fast Food 1
5Fast Food 2
6Fast Food 2

Culinary Studies (Die 6, ★)

FaceSymbol
1Bones
2Gross Food
3Gross Food
4Gross Food
5Menu
6Menu

Executive Chef (Die 7)

FaceSymbol
1Bones
2Gross Food
3Menu
4Menu
5Menu
6Menu, plus the special-side icon referred to in the Menu text

Taxidermist

Refashion Baddies into clothing, decoys, and more!

Skin (Die 9, ★)

FaceSymbol
1Bones
2Warm Pelt
3Warm Pelt
4Sharp Pelt
5Sharp Pelt
6Thick Pelt

Simulate (Die 10)

See back for details.

FaceIcon colourSkill when in Locked Slots
1GreenSecrete 1
2PurpleLashback 1
3OrangeMischief 1 (triggers after Determine Target Phase)
4TealCompound
5RedThick Skin 2
6BlueRage 3

The Simulate faces show Baddie Type icons, which Simulate matches against Baddies on Carcass's Meat Hooks (see Critical Carcass Details).

Stuff (Die 13)

FaceSymbol
1Bones
2Stuff 3
3Stuff 4
4Stuff 4
5Stuff 5
6Stuff 5

Study (Die 14, ★)

FaceSymbol
1Bones
2Bones
3Study
4Study
5Study
6Study

Survivalist

Commune with your environment to stay alive.

Shelter (Die 11, ★)

FaceSymbol
1Shelter
2Shelter
3Shelter
4Shelter
5Shelter +1
6Shelter +1

Scavenge (Die 12, ★)

FaceSymbol
1Bones
2Scavenge 1
3Scavenge 1
4Scavenge 1
5Scavenge 2
6Scavenge 3

Hunger Strike (Die 15)

FaceSymbol
1Bones
2Hunger Strike 1
3Hunger Strike 1
4Hunger Strike 1
5Hunger Strike 2
6Hunger Strike 2

Battlefield Improvisation (Die 16)

FaceSymbol
1Bones
2Bones
3Lock L
4Lock T
5Lock F
6Lock L/T/F

Consumables

Add meat hooks. Add meat to your hooks. Hook yourself up with some meat.

Carcass Own (Die 4)

FaceSymbol
1Carcass Own 1
2Carcass Own 2
3Carcass Own 3
4Blank
5Blank
6Blank

Supplies (Die 8, starts on Gearloc Mat)

See back for details.

FaceSymbol
1Supplies 0
2Supplies 1
3Supplies 2
4Supplies 3
5Supplies 4
6Blank

Dice Icon Key

  • Bones (BP) – May use this in your Backup Plan.
  • Meat Hooks (Ctr) – See back for details.
  • Troll Call (I) – Roll at start of battle (does not cost Dex). Draw three #Pt (or less) Baddies from the Active Stacks. You may replace a Baddie of the same value (and same type if 3Pt) on the Battle Mat with one drawn. Place unused Baddies on the bottom of their Active Stack.
  • Reusable Bones (BP) – May use this in your Backup Plan. After use, place back in its Skill Slot.
  • Scout (L) – After the Recovery Phase, Scout the Area.
  • Collect (L) – After the Recovery Phase, add the top 1Pt Baddie from Active Stacks to Meat Hooks.
  • Search Party (I/L) – Increase Supplies by 1 or, when preparing the BQ, increase or decrease Baddie Pts by 1.
  • Fast Food (I) – Cook up to # learned Recipes.
  • Gross Food (I) – Draw the Gross Food Recipe.
  • Menu (I) – Discard a Baddie from Meat Hooks to do one of the following: draw Gross Food, switch this die to its Bones side, or learn the top card from the Recipe Deck. If the special side is rolled, you may instead learn 1 of the top 2 cards from the Recipe Deck (and place the other on the bottom).
  • Warm Pelt (I) – Discard a Baddie from Meat Hooks. Gain Buff HP equal to half of the Baddie's HP Stat (rounded down).

Placement key: AL – Place in an Ally Locked Slot. BP – Place in Backup Plan. Ctr – Use as a counter. I – Use instantly. L – Place in a Locked Slot.

Backup Plan Breakdown

  1. Body Harvest – Add a 3Pt (or less) Baddie from the current battle's Defeated Stack to Meat Hooks.
  2. Hook Meat – Deal 1 True Dmg to any Baddie.
  3. Battle Rations – Draw the Gross Food recipe (if not already drawn) and immediately cook it using a Baddie from Meat Hooks.
  4. Roadkill Search – Add the top 5Pt Baddie from the Active Stacks to Meat Hooks.
  5. The Grim Meater – Add as many Baddies as you would like (up to your max) from the current battle's Defeated Stack to Meat Hooks.
  6. Upgrade to Innate +1!

Critical Carcass Details

Meat Hooks – Carcass starts the game with his Meat Hooks Die set to 1. This represents how many Baddies Carcass can keep on his Meat Hooks at a time for use with various Skills. Baddies on Carcass's Meat Hooks are kept in his Prep Area. When Carcass defeats a non-Tyrant Baddie, he may choose to put it on his Meat Hooks. If Carcass ever has more Baddies in his Prep Area than his Meat Hooks Die allows, he must discard Baddies until he does not exceed his limit. Baddies that are discarded or used from Carcass's Meat Hooks go to the Defeated Stack. Carcass may increase his Meat Hooks by 1 by spending a Training Pt, or by using Supplies.

Supplies – Carcass starts the game with the Supplies Die on his mat set to 0. At any time on his turn or during the Recovery Phase, Carcass may increase his Supplies by 1 by discarding any non-Dish loot. Supplies can also be increased by using Scavenge.

Chef Profession – The Chef Profession uses a deck of Recipe Cards. During game set-up, take the Recipe Deck, remove the Gross Food card, and shuffle the rest. Set this deck facedown, and Gross Food faceup, near Carcass's Gearloc Mat.

Recipes can be learned through Carcass's Chef Profession Dice. Designate a place to keep all of your learned Recipes that is separate from your Loot Area. When you learn a Recipe, it will be available to you for the remainder of the game.

During the Recovery Phase, Carcass can cook any number of learned Recipes using Baddies from Meat Hooks. To do so, he puts a learned Recipe in his Loot Area and places a Baddie from Meat Hooks on it. This creates a Dish, which is also considered Loot (that cannot be traded). The effects that Dishes grant are generally affected by the Baddie on them, referred to as the Cooked Baddie. Once a Dish's effect has been used, place the Cooked Baddie in the Defeated Baddie Stacks and place the Recipe Card back with Carcass's other learned Recipes.

The Gross Food Recipe is not drawn as part of the Recipe Deck. It is instead drawn as a specific result on some Chef Profession Skill Dice, or by using the Battle Rations Backup Plan. It is placed with Carcass's other learned Recipes until made into a Dish. Once used, it returns to beside the Recipe Deck.

Carcass cannot cook Mech-Type Baddies into Dishes due to their distinct lack of meat. Mechs can, however, still be placed on Meat Hooks and used for other Skills requiring Baddies from the Meat Hooks.

Defeated Baddies – Carcass's Backup Plan requires players to keep track of which Baddies have been defeated in the current battle. During set-up, designate a space for the current battle's Baddie Defeated Stack that is separate from the general Defeated Stack. After each battle, move all of the Baddies from the battle's Defeated Stack to the general Defeated Stack. For any game effect that interacts with the Defeated Stack, both stacks may be used.

Simulate – The Simulate Die is not rolled and does not cost Dex to use. Instead, anytime on Carcass's turn, he can discard a Baddie from his Meat Hooks that matches one of the Baddie Types on this die. Carcass then sets the Simulate Die to that side and places it in the Locked Slot of any Gearloc (including himself). The die is exhausted at the end of the Gearloc's next turn. While in their Locked Slots, the Gearloc has the following Skill:

  • Green: Secrete 1
  • Teal: Compound
  • Purple: Lashback 1
  • Orange: Mischief 1 (triggers after Determine Target Phase)
  • Blue: Rage 3
  • Red: Thick Skin 2

Innate and Innate +1

Innate – Meat Hooks: Carcass starts the game with his Meat Hooks Die set to 1 in his Skills Area. The value of this die represents the number of Baddies he may have on Meat Hooks. Each Baddie Carcass defeats is added to Meat Hooks.

Innate +1 – Captain Hooks: Once per battle when using his Hook Meat Backup Plan, Carcass may instead deal # True Dmg equal to the difference between the value of his Meat Hooks Die and the current number of Baddies on Meat Hooks.

Beginner Build Strat

Stats: Throw a point or two into both Def and HP in the early going. Increasing Carcass's HP will have the added benefit of making Hunger Strike stronger in the late game.

Skills: If cooking is your jam, invest in Carcass's Chef Profession early. The more control over recipes you have, the more success you'll have. In the Survivalist line, both Scavenge and Shelter can keep you alive early, and Shelter leads to the powerful Hunger Strike. Don't forget to add a Meat Hook or two along the way!

  • Sharp Pelt (I) – Discard a Baddie from Meat Hooks. Roll Atk Dice equal to its Atk Stat and deal the rolled Dmg to your target.
  • Thick Pelt (I) – Discard a Baddie from Meat Hooks. Add Def equal to the discarded Baddie's Def Stat to your Active Slots.
  • Simulate (L/AL) – See back for details.
  • Stuff (I) – Place a Baddie from Meat Hooks on any available position on the Battle Mat with # HP. Baddies will treat this as an opposing unit. It does not take turns or use Skills.
  • Study (L) – When you place this die in Locked Slots, place a Baddie from Meat Hooks above it. Each Baddie with a matching Baddie Type has its Ini Stat reduced by 1 (lasts entire Adventure).
  • Shelter (I) – Discard a Baddie from Meat Hooks to gain Buff HP (distributed between Party Members as you see fit) equal to either the Baddie's Def Stat or its Atk Stat (+1 if the +1 side is rolled).
  • Scavenge (I/L) – Discard a Baddie from Meat Hooks to do one of the following: increase Supplies by #, draw # Loot while adjacent to a 5Pt (or higher) Baddie, or draw # Loot during the Recovery Phase.
  • Hunger Strike (I) – Deal Dmg to your target equal to #, plus the difference between your HP Stat and your current HP.
  • Battlefield Improvisation (I) – Refer to the top card on the Trove Loot Deck and the # on the Lock of the corresponding type. Either add # to the total Dmg applied to your target, or add # Def to your Active Slots. Then, discard the top Trove Loot card.
  • Carcass Own (Ctr) – Set to 3 when acquired. Decrease by 1 on your turn to add the top 5Pt Baddie from the Active Stacks to Meat Hooks.
  • Supplies (Ctr) – On your turn, you may decrease Supplies by 4 to increase Meat Hooks by 1, or decrease Supplies by 2 to discard a Baddie from Meat Hooks and replace it with the top Baddie from the next highest Active Stack (1Pt→5Pt→20Pt).