Too Many Bones: Dart
Too Many Bones: Dart Rulebook
Table of Contents
Table of Contents
Dart Character Sheet
Setup and Dart Profile
- Dart starts on the Gearloc Mat.
- Dart is not reliant on other Skills to train.
- Initiative Die Numbers: 2, 2, 4, 4, 5, 5.
- Difficulty (printed on the sheet): Co-op 3 of 4; Solo 3 of 4.
Dart has modified autoinjectors to create darts capable of administering agents from anywhere on the battlefield. Unleashing her dangerous side can be incredibly powerful when properly controlled, and her companion Boar'd provides protection and mobility.
Bioweapon: Dart and Boar'd spent years in captivity enduring awful conditions. Nobulous hoped to turn them into superweapons. He did not anticipate those weapons being used against him.
Pharmacist: Dart doesn't have a degree in pharmaceuticals, but being injected with every experimental medication in Daelore has made her proficient with these buffs.
Toxicologist: These will help take the edge off of baddies. Dart made sure these never got anywhere near Boar'd while in captivity.
Pathologist: Puncture wounds are a great way to give baddies nasty pathogens. Have you been vaccinated?
Consumables: Dart hearts more darts.
"You might like me when I'm angry!" (handwritten note on the Backup Plan side of the sheet)
Skill Dice
Each row below is a skill die set. Each row has six dice. The number at the top-left corner of each die is printed on the die; the face shows the effect. Where a face shows only an icon, the icon is named in the Dice Icon Key below. Faces marked "blue bone" show the blue bone icon (BP/GC/BA), which is the Agent face described under Using Agents.
Bioweapon
| Skill | Die number | Faces 1–6 |
|---|---|---|
| Boar'd (companion die, Locked) | 1, 1, 1, 1, 1, 1 | Boar'd icon with HP 1; Boar'd icon with HP 1; HP 2; HP 2; HP 3; HP 3 |
| Rejuvium | 5, 5, 5, 5, 5, 5 | Rejuvium icon; Rejuvium icon; Rejuvium icon; Rejuvium icon; Heal 2; Heal 2 |
| Stolen Tech | 9, 9, 9, 9, 9, 9 | Atk die 1; Atk die 1; Def die 1; Def die 1; Atk die 1 and Def die 1; Atk die 1 and Def die 1 |
| Deliriant | 13, 13, 13, 13, 13, 13 | Bone icon with +1 movement; +1; +2; +2; +3; +3 |
Pharmacist
| Skill | Die number | Faces 1–6 |
|---|---|---|
| Backitole | 2, 2, 2, 2, 2, 2 | Blue bone; Backitole 1; Backitole 1; Backitole 1; Backitole 1; Backitole 2 |
| Stimulant | 6, 6, 6, 6, 6, 6 | Blue bone; Stimulant 1; Stimulant 2; Stimulant 2; Stimulant 2; Stimulant 2 |
| Retroactizor | 10, 10, 10, 10, 10, 10 | Blue bone; Retroactizor 1; Retroactizor 1; Retroactizor 1; Retroactizor 1; Retroactizor 2 |
| Roids | 14, 14, 14, 14, 14, 14 | Blue bone; Roids 1; Roids 1; Roids 1; Roids 1; Roids 2 |
Toxicologist
| Skill | Die number | Faces 1–6 |
|---|---|---|
| Numbcor | 3, 3, 3, 3, 3, 3 | Blue bone; Numbcor −1; Numbcor −1; Numbcor −1; Numbcor −1; Numbcor −1 |
| Confuzitole | 7, 7, 7, 7, 7, 7 | Blue bone; Confuzitole 1; Confuzitole 1; Confuzitole 1; Confuzitole 1; Confuzitole 2 |
| Moveawound | 11, 11, 11, 11, 11, 11 | Blue bone; Moveawound 1; Moveawound 1; Moveawound 1; Moveawound 1; Moveawound 2 |
| Agitatizole | 15, 15, 15, 15, 15, 15 | Blue bone; Agitatizole 1; Agitatizole 1; Agitatizole 2; Agitatizole 2; Agitatizole 2 |
Pathologist
| Skill | Die number | Faces 1–6 |
|---|---|---|
| Tetanus | 4, 4, 4, 4, 4, 4 | Blue bone; Tetanus 1; Tetanus 1; Tetanus 1; Tetanus 1; Tetanus 1 |
| Locjaw | 8, 8, 8, 8, 8, 8 | Blue bone; Locjaw 5; Locjaw 5; Locjaw 5; Locjaw 5; Locjaw 5 |
| Mono | 12, 12, 12, 12, 12, 12 | Blue bone; Mono 5; Mono 5; Mono 5; Mono 5; Mono 5 |
Consumables
| Skill | Die number | Faces 1–6 |
|---|---|---|
| Bandolier | 16, 16, 16, 16, 16, 16 | Bandolier 1; Bandolier 2; Bandolier 2; Bandolier 2; Bandolier 2; Bandolier 3 |
Transcription note: on the printed Mono die, the numeral on faces 2–6 is partly overlaid by the icon artwork in the PDF render. It is read here as 5. Check against a physical copy if in doubt.
Dice Icon Key
Dice placement key (printed on the sheet):
- BP: place in Backup Plan.
- GC: place die on Gearloc Chip (Active).
- BA: place die on Baddie (Active).
- CA: place die on Companion (Active).
- L: place in a Locked slot.
- I: use instantly.
- Ctr: use as a counter.
Skill icon key:
- Bone (BP): may be used in your Backup Plan.
- Blue bone (BP/GC/BA): must be used either in Dart's Backup Plan or as an Agent on your target. As an Agent: on their turn, an Infected unit places a Bone from an available Atk or Def die into their Backup Plan.
- Boar'd (L): add Boar'd to the Battle Mat with an HP stat of the number shown.
- Rejuvium (CA): the next time this Companion is targeted, it may avoid all Dmg and Effects that turn. If applied to Boar'd, the die is immediately removed if mounted.
- Heal (I): this Companion immediately heals by the number shown in HP.
- Stolen Tech (I): unexhaust the number of Atk dice shown and/or the number of Dice of any type shown for any Gearloc(s).
- Deliriant (BP): acts as a Bone. If removed from the Rampage Track to Rampage while Dangerous, Boar'd may move up to an additional number of positions during its movement, as shown.
- Backitole (GC/BA): the unit places the number shown of Atk or Def dice from its available dice into the Backup Plan.
- Stimulant (GC/BA/Ctr): when you would Exhaust an Agent from this unit, you may reduce this Counter by 1 instead.
- Retroactizor (GC/BA): Dart may force an Infected unit to re-roll the number shown of its dice rolled this turn (before they are resolved).
- Roids (GC/BA): this unit deals the number shown in Dmg to an adjacent unit of Dart's choice.
Backup Plan Breakdown
The sheet numbers the Backup Plan options 1 to 6. Option 1 has two entries, marked "Choose 1" on the sheet.
- Recover: heal Dart for 1 HP. Or Danger Zone: Dart immediately goes Dangerous (see the Dangerous Dart section below).
- Biding Time: add 1 Bone to Dart's Backup Plan (use Atk/Def dice from the supply). Do not remove the Bone when using this Backup Plan option.
- Quick and Painless: roll an Agent from Dart's Skills Area and apply it to any unit (no Dex or Atk die required).
- (Printed as a dash on the sheet, with no option.)
- Fortunate Discovery: acquire Dart's Consumable die.
- Upgrade to Innate +1!
Critical Dart Details
Targeting and Attacking. Dart uses Ranged Attack Form for targeting purposes. Dart may switch targets as many times as she wishes but may only roll 1 Atk die against each target (unless a Skill or loot grants extra Atk dice on a target, like Bandolier).
Dart selects all of her dice prior to rolling as normal, but rolls dice against each target separately. She declares a target and rolls all dice being applied to that target. She may then switch targets and roll additional selected dice against her new target. She may repeat this as many times as she wishes, but cannot target the same unit twice in one turn. All non-targeting dice (such as Def dice and skills from the Bioweapon Profession) are rolled together at any time during the Select and Roll Dice Phase.
Using Agents. All skill dice in the Pharmacist, Toxicologist, and Pathologist Professions are Agents. Up to 3 Agents may be rolled against a single target, and must be accompanied by an Atk die (costs Dex). Dmg from the accompanying Atk die, as well as the Agents themselves, must be applied to the target (except a blue bone, which may alternatively be slotted into Dart's Backup Plan). The Atk die is then Exhausted (if a Bone is rolled, place an Atk die from the supply in your Backup Plan). Agents applied to a target are placed on top of their chip on the Battle Mat.
Dart may target Gearlocs (including herself) with Agents from the Pharmacist Profession (must still be accompanied by an Atk die).
A unit with at least one Agent on its chip is considered Infected. A unit may be Infected by no more than 3 Agents; each Agent on a unit therefore reduces the number of Agents that can be rolled against it by 1.
At the start of an Infected unit's turn, activate all Agents on its chip (in an order of your choosing). At the end of its turn, the effects start to wear off of the Infected unit and you must Exhaust 1 Agent of your choice from that unit.
Boar'd the Pigadillo. Boar'd is Dart's Companion. Boar'd's die is rolled Before Battle and placed in a Locked slot. Boar'd enters the Battle Mat on either a Gearloc Melee Starting Position or in Dart's current position with Dart mounted on top.
Boar'd has two modes: mounted and unmounted. Unmounted Boar'd is considered a targetable opposing unit for Baddies. Part mech, Boar'd is immune to Poison, Weaken, Terrify, Stun, Bleed, and Fatigue.
While mounted by Dart, Boar'd is untargetable and its HP is added to Dart's when determining strongest/weakest Party Member. When Dart would take Dmg while mounted (unless from True Dmg or Fatigue), you may choose to have Boar'd take the equivalent amount of Dmg instead. (If Boar'd is defeated by Dmg applied to it, any extra Dmg does not carry over to Dart.) Boar'd is removed from the Battle Mat and its die is Exhausted when it loses its last HP. If Dart is defeated, Boar'd is immediately removed from the Battle Mat and its die is Exhausted.
Boar'd shares a turn with Dart and may move up to 2 positions during Dart's Movement Phase (does not cost Dex). If Boar'd moves into or through Dart's position, Dart will automatically mount Boar'd. Dart may also mount or dismount Boar'd using her own movement, by moving into or out of the position Boar'd occupies, respectively. Dart stays mounted when Boar'd moves (does not cost Dex). Boar'd does not have an Atk Stat.
At End of Battle, Boar'd's die is returned to the Skills Area.
Innate and Innate +1
Innate – Pigadillo Wrangler. Dart starts with Boar'd's Skill die in her Skills Area. Before Battle, Boar'd's die is rolled and placed in a Locked slot. Add Boar'd's chip to the Battle Mat during Battle Set-up with the # HP indicated on its die.
Innate +1 – Pigadillo Master. Whenever Boar'd's die would be rolled, you may instead place it in a Locked slot with the side of your choice face up.
Beginner Build Strat
Stats. Your first Stat or two should go towards HP. Then invest at least 1 Training Pt into Atk so Exhausting Atk dice isn't so detrimental. Lastly, prioritize Dex over Def if you're feeling lucky!
Skills. Try the Toxicologist Profession Line first to gain some board control. Never underestimate the power of going Dangerous, and grab Deliriant for some Boar'd control.
Dangerous Dart
Reference sheet, v1.0 (Chip Theory Games). Printed on the reverse of the Dart sheet, and referenced from it as "see also: Dangerous Dart Reference Sheet".
Going Dangerous
Dart may go Dangerous by using her Danger Zone Backup Plan (removing a Bone as per normal). Dart can only go Dangerous once per battle.
When Dart goes Dangerous, flip her mat over (keeping all dice on the mat in place). If Boar'd's die is not already in a Locked slot, unexhaust, roll and place it in one of Dart's Locked slots. Place Boar'd mounted under Dart, even if Boar'd is already in play. Dart cannot unmount while Dangerous.
On Dart's Dangerous side, the Skills Area now corresponds to the Battle Mat positions from your own perspective (you do not need to turn Dart's mat to face the same way as the Battle Mat). The Backup Plan is now the Rampage Track, with each remaining die in the Track representing 1 Rampage. Dart will not use her Dex, Atk, or Def Stats while Dangerous. She also cannot use loot or her Skills. Dart's Active slots are now Inactive, and the dice in them cannot be used or removed in any way, nor can dice be added to them.
Rampage
Upon becoming Dangerous, Dart and Boar'd may either Rampage or end their turn. To Rampage, you must remove 1 die from the Rampage Track. Boar'd must then move 1 or 2 positions, and while doing so may displace other units by moving into their positions. When Boar'd moves into an occupied position, the displaced unit must move 1 position (of your choice) to vacate it. If no positions are available for the displaced unit to move into, Boar'd may not displace it.
After moving, Dart deals 1 True Dmg to an adjacent unit. You may then unexhaust 1 Atk die. Alternatively, if one of Dart's Exhausted Skill dice belongs in the Skill slot that corresponds to Dart and Boar'd's current position on the Battle Mat, you may unexhaust that die instead.
After Rampaging, Dart and Boar'd may immediately either Rampage again (by removing another die from the Rampage Track) or end their turn. If they Rampage again, Dart may NOT deal True Dmg to the same Baddie two Rampages in a row.
When Dart ends her turn, remove any remaining dice from the Rampage Track and flip her mat back over. If Dart or Boar'd are defeated or the battle ends, Dart's mat is immediately flipped back over.
Guide to Going Dangerous (worked example)
The sheet's worked example is shown in images. Its printed captions are transcribed here in order.
- Dart's mat prior to using Backup Plan 1: Danger Zone in the Resolve the Roll Phase. Once triggered, Dart removes the leftmost Bone from her BP (and shifts the remaining dice). Her mat is then flipped.
- Now Dangerous, Dart rolls Boar'd's die, adds it back into her Locked slot, and adds Boar'd with its HP to the Battle Mat under Dart (mounted).
- It's time to Rampage! There are seemingly limitless options, but Dart has settled on the path shown in the image, Rampaging a total of 3 times. Note the second Rampage is affected by Skill: Deliriant in this case, which grants Boar'd 2 additional movement allowing Boar'd to go even further!
- After removing all 3 dice from her Rampage Track, Dart has dealt a total of 3 True Dmg to the Baddies, and strategically displaced the Dragon Juvenile to a position adjacent to Duster!
- Each Rampage removes a die from the Rampage Track, allows movement, and deals 1 True Dmg. A die is then fetched from the Exhausted Area. In this case, Dart opted to unexhaust Atk dice with her first 2 Rampages, and Skill: Locjaw with her third, since her movement ended on the corresponding position on the Battle Mat. Since her Rampage Track is now empty, Dart ends her turn and flips her mat back over.