Too Many Bones: Carcass
Too Many Bones: Carcass Rulebook
Table of Contents
Table of Contents
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.
| Face | Symbol |
|---|---|
| 1 | Meat Hooks 1 |
| 2 | Meat Hooks 2 |
| 3 | Meat Hooks 3 |
| 4 | Meat Hooks 4 |
| 5 | Meat Hooks 5 |
| 6 | Meat Hooks 6 |
Troll Call (Die 2, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Troll Call 1 |
| 3 | Troll Call 1 |
| 4 | Troll Call 5 |
| 5 | Troll Call 5 |
| 6 | Troll Call 20 |
Hunt (Die 5, ★)
| Face | Symbol |
|---|---|
| 1 | Reusable Bones |
| 2 | Reusable Bones |
| 3 | Scout |
| 4 | Collect |
| 5 | Collect |
| 6 | Search Party |
Chef
Show off your culinary mastery with a diverse array of dishes.
Fast Food (Die 3)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Fast Food 1 |
| 3 | Fast Food 1 |
| 4 | Fast Food 1 |
| 5 | Fast Food 2 |
| 6 | Fast Food 2 |
Culinary Studies (Die 6, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Gross Food |
| 3 | Gross Food |
| 4 | Gross Food |
| 5 | Menu |
| 6 | Menu |
Executive Chef (Die 7)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Gross Food |
| 3 | Menu |
| 4 | Menu |
| 5 | Menu |
| 6 | Menu, plus the special-side icon referred to in the Menu text |
Taxidermist
Refashion Baddies into clothing, decoys, and more!
Skin (Die 9, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Warm Pelt |
| 3 | Warm Pelt |
| 4 | Sharp Pelt |
| 5 | Sharp Pelt |
| 6 | Thick Pelt |
Simulate (Die 10)
See back for details.
| Face | Icon colour | Skill when in Locked Slots |
|---|---|---|
| 1 | Green | Secrete 1 |
| 2 | Purple | Lashback 1 |
| 3 | Orange | Mischief 1 (triggers after Determine Target Phase) |
| 4 | Teal | Compound |
| 5 | Red | Thick Skin 2 |
| 6 | Blue | Rage 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)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Stuff 3 |
| 3 | Stuff 4 |
| 4 | Stuff 4 |
| 5 | Stuff 5 |
| 6 | Stuff 5 |
Study (Die 14, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones |
| 3 | Study |
| 4 | Study |
| 5 | Study |
| 6 | Study |
Survivalist
Commune with your environment to stay alive.
Shelter (Die 11, ★)
| Face | Symbol |
|---|---|
| 1 | Shelter |
| 2 | Shelter |
| 3 | Shelter |
| 4 | Shelter |
| 5 | Shelter +1 |
| 6 | Shelter +1 |
Scavenge (Die 12, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Scavenge 1 |
| 3 | Scavenge 1 |
| 4 | Scavenge 1 |
| 5 | Scavenge 2 |
| 6 | Scavenge 3 |
Hunger Strike (Die 15)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Hunger Strike 1 |
| 3 | Hunger Strike 1 |
| 4 | Hunger Strike 1 |
| 5 | Hunger Strike 2 |
| 6 | Hunger Strike 2 |
Battlefield Improvisation (Die 16)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones |
| 3 | Lock L |
| 4 | Lock T |
| 5 | Lock F |
| 6 | Lock L/T/F |
Consumables
Add meat hooks. Add meat to your hooks. Hook yourself up with some meat.
Carcass Own (Die 4)
| Face | Symbol |
|---|---|
| 1 | Carcass Own 1 |
| 2 | Carcass Own 2 |
| 3 | Carcass Own 3 |
| 4 | Blank |
| 5 | Blank |
| 6 | Blank |
Supplies (Die 8, starts on Gearloc Mat)
See back for details.
| Face | Symbol |
|---|---|
| 1 | Supplies 0 |
| 2 | Supplies 1 |
| 3 | Supplies 2 |
| 4 | Supplies 3 |
| 5 | Supplies 4 |
| 6 | Blank |
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
- Body Harvest – Add a 3Pt (or less) Baddie from the current battle's Defeated Stack to Meat Hooks.
- Hook Meat – Deal 1 True Dmg to any Baddie.
- Battle Rations – Draw the Gross Food recipe (if not already drawn) and immediately cook it using a Baddie from Meat Hooks.
- Roadkill Search – Add the top 5Pt Baddie from the Active Stacks to Meat Hooks.
- 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.
- 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!