RulesPal
Chat
Rulebook
Too Many Bones: Ghillie thumbnail

Too Many Bones: Ghillie

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

Too Many Bones: Ghillie Rulebook

Table of Contents

Table of Contents

  • Dice Icon Key
  • Skill Trees
    • Trapper
    • Ranger
    • Marksman
    • Zoolinguist
    • Consumables
  • Backup Plan Breakdown
  • Critical Ghillie Details
    • Traps
    • Pets
    • Camo
  • Innate and Innate +1
  • Beginner Build Strat
  • Effect Dice Definitions
  • Pet Skills

Dice Icon Key

  • Bones (BP) - May use this in your Backup Plan.
  • Bones, must use (BP) - Must use this in your Backup Plan.
  • Spikes (T) - Deal # True Dmg then move unit to an adjacent lane of Trap position if open.
  • Snare (T/BA) - Reduce Atk Stat of this unit by # for the battle.
  • Rut (T) - If triggered by a # Pt (or less) Baddie, it cannot move any further this turn.
  • Multi-Arrow (I) - # of your rolled Atk Dice also hit a 2nd Baddie of your choice.
  • Displace (I) - Move any Baddie 1 position in the direction of an arrow on the die (set die upright).
  • Marked (I/BA) - Place on any Baddie. This Baddie takes x2 Dmg from all Atk Dice this turn or the next time it is attacked (by any Party Member).
  • Piercing Arrow (I) - Deal # Dmg to target's Active Def only. This arrow also suspends Thick Skin for this turn.
  • Return Fire (A) - After a non-adjacent Baddie attacks you, roll # Atk Dice in return Dmg. Lasts entire battle. Bones from Atk Dice cannot be used in Backup Plan.
  • In the Zone (I) - Earn +1 Dmg on the first roll of this die. Choose to deal earned Dmg to your target or roll die again. If you tie or roll under previous #, earn another +1 Dmg. Repeat this choice. On a failed roll, all earned Dmg from this die is lost.

Die placement key:

  • A - Place in Active Slot.
  • BA - Place die on Baddie (Active).
  • BP - Place in Backup Plan.
  • I - Use instantly.
  • L - Place in a Locked Slot.
  • T - Place as Trap on open position.

Skill Trees

★ : Not reliant on other Skills to train.

Initiative Die Numbers: 3, 4, 4, 5, 5, 6.

Each skill row lists its six die faces in order; the small number printed in the top-left corner of each face is listed as "faces numbered" below.

Trapper

This unique skill set allows Ghillie to set traps before the battle even begins. Start strategizing!

  • Rusted Spikes (star): faces numbered 1, 1, 1, 1, 2, 2. Faces: Bones; Spikes 1; Spikes 1; Spikes 1; Spikes 2; Spikes 2.
  • Woven Snare (star): faces numbered 2, 2, 2, 2, 2, 2. Faces: Bones (must use); Bones (must use); Snare 1; Snare 1; Snare 2; Snare 2.
  • Hidden Rut (star): faces numbered 3, 3, 3, 3, 3, 3. Faces: Rut 1; Rut 5; Rut 5; Rut 5; Rut 20; Rut 20. See Traps below for details.

Ranger

Manipulate the battlefield with skills only learned from years hunting in the Deepwood.

  • Multi-Arrow (star): faces numbered 5, 5, 5, 5, 5, 5. Faces: Bones; Multi-Arrow 1; Multi-Arrow 1; Multi-Arrow 1; Multi-Arrow 2; Multi-Arrow 2.
  • Brute Buster: faces numbered 6, 6, 6, 6, 6, 6. Faces: Displace (up); Displace (left/right); Displace (left/right); Displace (up/down); Displace (four-way); Displace (four-way).
  • Marked Enemy: faces numbered 7, 7, 7, 7, 7, 7. Faces: Bones; Bones; Marked (x2 Dmg); Marked (x2 Dmg); Marked (x2 Dmg); Marked (x2 Dmg).

Marksman

Upgrade Ghillie's arrows and efficiency to skills that are all about hitting Baddies more effectively...over and over and over again!

  • Piercing Arrow (star): faces numbered 9, 9, 9, 9, 9, 9. Faces: Piercing Arrow 2; Piercing Arrow 3; Piercing Arrow 3; Piercing Arrow 4; Piercing Arrow 5; Piercing Arrow 5.
  • Return Fire (star): faces numbered 10, 10, 10, 10, 10, 10. Faces: Bones; Return Fire 1; Return Fire 1; Return Fire 1; Return Fire 1; Return Fire 2.
  • In the Zone (dot): faces numbered 11, 11, 11, 11, 11, 11. Faces: In the Zone 1; In the Zone 2; In the Zone 3; In the Zone 4; In the Zone 5; In the Zone 6.

Zoolinguist

Talking to animals is simple. Commanding animals and getting them to listen? Much more difficult.

  • Call Falcon (star): faces numbered 13, 13, 13, 13, 13, 13. Faces are Bones and Falcon Pet faces (Command markers as printed).
  • Call Tiger (star): faces numbered 14, 14, 14, 14, 14, 14. Faces are Bones and Tiger Pet faces (Command markers as printed).
  • Call Wolverine (star): faces numbered 15, 15, 15, 15, 15, 15. Faces are Bones and Wolverine Pet faces (Command markers as printed).
  • Command (star): faces numbered 16, 16, 16, 16, 16, 16. Faces show the Pet Command markers. The Command die shows which Pets can perform the rolled Command (see Markers above).

Consumables

Get Ghillie's hands on these as quickly as possible!

  • Extra MechLeg (dot): faces numbered 4, 4, 4, 4, 4, 4. Faces are Bones.
  • Camo (dot): faces numbered 8, 8, 8, 8, 8, 8. Faces show Camo (L) with values as printed: 1, 1, 2, 2, 2, 3. See Camo below for details.
  • Bait (dot): faces numbered 12, 12, 12, 12, 12, 12. Faces show Bait (Consumable) icons as printed.

Backup Plan Breakdown

  1. Switch Targets - Select a new target before applying any dice to Ghillie's initial target this turn.
  2. Split Targets - Select a new target after applying at least 1 die to Ghillie's initial target this turn.
  3. Fortunate Discovery - Acquire a Consumable Die of Ghillie's choice.
  4. Lure Away - Remove any 5Pt (or less) Baddie from Battle Mat. Place it on bottom of BQ.
  5. Broadhead - Deal 5 Dmg to Ghillie's target!
  6. Upgrade to Innate +1!

Critical Ghillie Details

Traps

Ghillie's traps are unique and function differently than most Skills, as they are placed before battle and do not cost Dex to roll.

  • Placement - Traps must be placed on Battle Mat positions before the BQ is created. These can be placed on any position, and more than one trap may be placed on the same position. Remember, any unit entering that space will "trigger" the trap (including Party Members).
  • Triggering - Traps are rolled after they are "triggered." A trap is triggered when a unit first occupies the position where the trap is placed. Baddies cannot target or avoid traps.
    • If a trap is triggered during the initial Battle Mat setup, finish placing all Baddies onto Battle Mat before rolling any traps that were triggered. If multiple traps were triggered, Ghillie may roll (and follow its instructions) for each trap in any order (sometimes creating a multi-trap combo). Traps remain on the Battle Mat until triggered. Traps are Exhausted after use.
  • Hidden Rut - This trap will stop a Baddie in its tracks. To effectively use Hidden Rut, try placing it in front of a Melee Baddie. The higher the Baddie Pt, the lower chance of this triggering successfully. If the roll is higher than or equal to Baddie Pt, the trap is successful, and the Baddie stops moving. If the roll is lower than the Baddie or it is triggered by a Party Member, the trap is Exhausted with no effect.

Pets

If learned, Ghillie may roll his Pet Dice during his turn (1 Dex each) to attempt to "call" them onto the Battle Mat (placed on an adj/diag position to Ghillie with its # HP underneath). Each Pet Die side varies a little in HP, Atk, and some have a Dex cost (of 1) that must be spent at the start of Ghillie's turns to keep the Pet in play. If Ghillie does not pay the Dex cost, the Pet is Exhausted immediately.

All 3 Pets are considered Companions (can be targeted by Baddies) and use Melee Attack Form. Each Pet takes its own turn, right before Ghillie. When it's Ghillie's turn on the Ini Meter, Pets take their turns in whichever order Ghillie chooses. On its turn, each Pet may move up to 2 positions (does not cost Dex) and perform an auto-attack of # Dmg (also does not cost Dex) to an adjacent Baddie. Ghillie may have more than 1 Pet on the Battle Mat at a time! Also note, Ghillie's Command Skill is used on Ghillie's turn, prompting a Pet to act immediately. If a Pet loses all its HP, it is Exhausted. If Ghillie is KO'd, Pets are removed from the Battle Mat immediately.

Each Pet has 1 Skill that makes them unique. Check these out under Pet Skills below.

Camo

Roll this Skill when acquired and keep in a Locked Slot until used. Ghillie must keep rolled result. Ghillie may use (and Exhaust) Camo when facing a battle Encounter with BQ: Baddie Pts.

Innate and Innate +1

  • Innate - Scout: Before battle, reveal a Baddie in any Active Stack. Ghillie may cycle it to bottom of stack.
  • Innate +1 - Scoutmaster: Before battle, reveal up to 2 Baddies in their Active Stacks. Ghillie may cycle them to the bottom of their stacks.

Beginner Build Strat

  • Stats: Ghillie needs at least 1 Def to start off with. Get HP up to 5-6. Then switch to Dex so he can keep up with his Pet maintenance. Atk is then his focus, especially for longer Adventures.
  • Skills: Grab a Pet unless there is a full party. Also, Woven Snare is a nice trap debuff. Then pursue Marked Enemy for big Dmg that will aid Ghillie or his allies. If he goes heavy on Traps, make sure to pick up Brute Buster for more control over triggering them.

Effect Dice Definitions

  • Bleed Effect - This unit takes 1 True Dmg at the start of its turn (lasts entire battle).
  • Stun Effect - This unit loses its next turn (negative Effects still apply).
  • Terrify Effect - This unit may not target any units with Skill: Terrify (remove Effect at end of this unit's turn).

Pet Skills

  • Talon has Flight - At the end of this unit's turn, place a Flight Effect Die on it, or if this effect is already there, remove it. While in Flight, this unit is Untargetable.
  • Growls has Lashback 1 - Any turn this unit is damaged by an adjacent opposing unit, this unit will then do 1 Dmg back, so long as it was not defeated.
  • Lil' Yeti has Hardy - Any turn this unit takes Dmg to its HP (including True Dmg), total is reduced to 1.
  • Markers - These icons show which Pets can perform the rolled Command.
  • Dive Bomb (I/L) - Place a Pet adjacent to any Baddie and deal 3 Dmg to it.
  • Frenzy (I/L) - A Pet immediately takes a turn.
  • Draw Blood (I/L) - Place Bleed Effect Die on a Baddie adjacent to a Pet.
  • Pounce (I/L) - Place a Pet on any position and deal 2 True Dmg to an adjacent Baddie.
  • Sacrifice (I/L) - Place Stun Effect Die on a Baddie adjacent to a Pet. Exhaust Pet Die.
  • Growl (I/L) - Place Terrify Effect Die on a Baddie adjacent to a Pet. That Pet gains Skill: Terrify until the end of its next turn.
  • Camo (L) - When preparing the BQ, increase or decrease total Baddie Pts by exactly # Pts.
  • Pet Re-roll (I/L) - Re-roll any rolled Pet Die up to # times.
  • Best Companion (I/L) - Set a rolled Pet Die to any side.
  • Pets (I) - Place # HP on any adj/diag position (place this die on top). This Pet takes its turn right before Ghillie each round. *See Pets below for details.