Too Many Bones: Lab Rats
Too Many Bones: Lab Rats Rulebook
Table of Contents
Table of Contents
Critical Lab Rat Details
Using the Lab Rats – During Adventure set-up, choose two of the four Lab Rats to join the party. Place their mats in front of you with the Stat Dice of their colors and their chips (and HP) beside their mats. The remaining Lab Rat Mats, Chips, and Stat Dice should be set out of play – you do not have access to them until they join the party using your Innate +1. Only 1 Lab Rat may be Active, or Tagged In, at a time. You can switch your Active Lab Rat at the start of battle and by Tagging Out (see below). The Lab Rats collectively share Stats, Skills, Initiative, and Loot. Each Lab Rat has its own HP (though all are modified by their HP Stat Die). Five 3 HP chips have been included to help track Inactive Lab Rats' HP so you don't run out of standard HP chips.
The Lab Rats are considered 1 Gearloc. In-battle effects are applied to the Active Lab Rat (and carries over when Tagging Out). Any effects impacting the Lab Rats' HP outside of battle is applied to the Lab Rat of your choice. Other effects will impact all Lab Rats in the party.
Lab Rat Stats – Each Lab Rat has a Stat Die that belongs to them. Only Stat Dice of Lab Rats that have joined the party may be used to increase the Lab Rats' Stats (up to 3 above their starting Stat).
Lab Rat Skills – The Lab Rats collectively have 16 Skill Dice, but their Skills Area can only hold 4 at a time. Any Skill Die can be placed in any Skill slot when acquired. If you would exceed 4 dice in your Skills Area, you must immediately choose 4 to keep and return the rest to the Storage Tray.
The Lab Rats may acquire the #1 Skill Die of any Lab Rat's Profession (including a Lab Rat not yet in the party) by spending a Training Pt. Spending another Training Pt on the same Profession returns a Skill Die to your Storage Tray and adds the next # Skill Die in that Profession to their Skills Area. The two Contraption (#4) Dice are acquired by spending a Training Pt and returning the #3 Die of either Slank or Gerbil or the #3 Die of either Flan or Helix (for their respective shared Contraptions) to the Storage Tray. You may not have more than one die from each Profession at a time (Contraptions are considered their own Professions).
Malfunctions and Proficiency – A Skill Die with a Malfunction must be resolved when rolled – it cannot be returned to the Skills Area. When a die with a Malfunction would be Exhausted, it is instead returned to the Storage Tray. The Profession Line can be acquired again, starting with its #1 Die. If a Skill Die does not have a Malfunction, it is Exhausted when used as normal.
Each Lab Rat has a Profession Line matching their color, representing a piece of equipment they are proficient with. Lab Rats may ignore Malfunctions on their own Profession Line. This means that they do not have to resolve the rolled result, nor is the die returned to the Storage Tray when it would be Exhausted. Also, any Skill Die matching the Active Lab Rat that would be Exhausted, is instead returned to its Skills Area. No Lab Rats are proficient with Contraptions or Consumables.
Tagging In and Out – Before Battle, declare an Active Lab Rat. While only 1 Lab Rat may be Active at a time, it may Tag Out of a battle to allow a fellow Lab Rat to take its place.
You may declare a Tag Out at the end of your turn by flipping the chip of the Active Lab Rat, as long as there is a Lab Rat in the party that hasn't already battled. After the End of Round, remove the Tagging Out Lab Rat's chip and HP from the Battle Mat and place it beside its mat. Then, take the chip (and corresponding HP) of the Lab Rat Tagging In and place it in the Battle Mat position that the Tagging Out Lab Rat previously occupied. It will retain the same Initiative Spot as the previous Lab Rat. Transfer all dice from the Tagged Out Lab Rat's Mat to the Tagged In Lab Rat as well as anything in its Prep Area. Turn the Tagged Out Lab Rat's Mat sideways to show that it cannot Tag In again this battle. When the battle ends, all Lab Rat Mats can be turned right side up again.
A Tag Out cannot be declared if there is no Lab Rat on the Battle Mat due to being KO'd. However, if the Active Lab Rat is KO'd after a Tag Out is declared, the Tagging In Lab Rat still joins the battle after the End of Round. Do not remove the KO'd Lab Rat's Ini Die from the Ini Meter, as the Tagging In Lab Rat will retain the same Ini. When added to the Battle Mat, place the Lab Rat in a Gearloc Starting Position matching its attack form.
Recovery – When using the Rest and Recover option during the Recovery Phase, heal any 1 Lab Rat to full HP. All other KO'd Lab Rats recover 1 HP.
Gearloc Reference
Lab Rats: Initiative Die Numbers: 3, 4, 4, 4, 5, 5.
Legend: ★ 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 is also its Profession position. A face showing four Bones symbols is written here as "4 Bones". Each Skill Die below lists its Die number, then each face in order from face 1 to face 6.
Slank – The Fixer
Hair slicked, blades sharpened.
Bladerator (Die 1, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones |
| 3 | Bones, Malfunction |
| 4 | Exhaustion 1 |
| 5 | Exhaustion 1 |
| 6 | Provoke 2, Malfunction |
Son of Bladerator (Die 2)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones, Malfunction |
| 3 | Exhaustion 1 |
| 4 | Exhaustion 2 |
| 5 | Provoke 2 |
| 6 | Provoke 3, Malfunction |
Bladerator's Revenge (Die 3)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Exhaustion 1 |
| 3 | Exhaustion 2 |
| 4 | Provoke 2 |
| 5 | Provoke 2 |
| 6 | Provoke 3, Malfunction |
Gerbil – Biotechnician
Slices up Baddies with shocking precision.
Electroscalpel (Die 1, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones, Malfunction |
| 3 | Pulse Emitter 1 |
| 4 | Pulse Emitter 1 |
| 5 | Spatial Disruptor, Malfunction |
| 6 | Spatial Disruptor, Malfunction |
Electroscalpel – High Voltage (Die 2)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones, Malfunction |
| 3 | Pulse Emitter 1 |
| 4 | Pulse Emitter 1 |
| 5 | Pulse Emitter 2 |
| 6 | Spatial Disruptor, Malfunction |
Electroscalpel – The Final Cut (Die 3)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones, Malfunction |
| 3 | Pulse Emitter 2 |
| 4 | Pulse Emitter 2 |
| 5 | Spatial Disruptor |
| 6 | Spatial Disruptor |
Slank/Gerbil Contraption
The slasher of the future.
Electrobladerator – Measure Once, Cut Twice (Die 4)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Exhaustion ∞ |
| 3 | Pulse Emitter 3 |
| 4 | Execute 5 |
| 5 | Execute 5 |
| 6 | Execute 20 |
Flan – Ebonologist
Originally used the Restorator to nurse her bat back to health.
Restorator (Die 1, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones |
| 3 | Bones, Malfunction |
| 4 | Force Field 1 |
| 5 | Force Field 2 |
| 6 | Regenerator 3, Malfunction |
Super Restorator (Die 2)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones |
| 3 | Bones |
| 4 | Force Field 1 |
| 5 | Force Field 2 |
| 6 | Regenerator 3, Malfunction |
Restorator 64 (Die 3)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Force Field 1 |
| 3 | Force Field 2 |
| 4 | Regenerator 2 |
| 5 | Regenerator 3 |
| 6 | Regenerator 3, Malfunction |
Helix – Safety Analyst
Dreams of one day starting a metal band with Stanza.
Sonic Distorter (Die 1, ★)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones |
| 3 | Bones, Malfunction |
| 4 | Reverberator 1 |
| 5 | Reverberator 2 |
| 6 | Absorborator 2, Malfunction |
Sonic Distorter XP (Die 2)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Bones, Malfunction |
| 3 | Reverberator 1 |
| 4 | Reverberator 2 |
| 5 | Absorborator 2 |
| 6 | Absorborator 2, Malfunction |
Sonic Distorter XP – Professional Edition (Die 3)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Reverberator 1 |
| 3 | Reverberator 2 |
| 4 | Absorborator 2 |
| 5 | Absorborator 2 |
| 6 | Absorborator 3, Malfunction |
Flan/Helix Contraption
Quite useful despite being a commercial failure.
Virtual Redistorter Boy 2000 (Die 4)
| Face | Symbol |
|---|---|
| 1 | Bones |
| 2 | Absorborator 3 |
| 3 | Regenerator 4 |
| 4 | Untargetable |
| 5 | Untargetable |
| 6 | Untargetable |
Consumables
Salvation from the maintenance shed.
Silver Adhesiverator (Die 1)
| Face | Symbol |
|---|---|
| 1 | 4 Bones |
| 2 | 4 Bones |
| 3 | 4 Bones |
| 4 | Duct Tape, Malfunction |
| 5 | Duct Tape, Malfunction |
| 6 | Duct Tape, Malfunction |
Rejuvenator (Die 2)
| Face | Symbol |
|---|---|
| 1 | Magnetic Restorative Imaging 2 |
| 2 | Magnetic Restorative Imaging 2 |
| 3 | Magnetic Restorative Imaging 2 |
| 4 | Power Nap |
| 5 | Power Nap |
| 6 | Power Nap |
Dice Icon Key
- Bones (BP) – May use this in your Backup Plan.
- Malfunction – Must use this rolled result. When this die would be Exhausted, it is instead returned to your Storage Tray.
- Provoke (I) – Deal # Dmg to a non-adjacent unit. Immediately place its Ini Die after yours in the Ini Meter.
- Exhaustion (BA/Ctr) – Apply to an adjacent Baddie. At the start of each round, Baddie takes 1 True Dmg and this Counter is reduced by 1. ∞ : Lasts entire battle (does not reduce).
- Pulse Emitter (I) – Add # Dmg to a successfully rolled Atk Die.
- Spatial Disruptor (I) – Place Active Lab Rat on any available position on Battle Mat. It may select a new target.
- Execute (I) – Deal 2 True Dmg to an adjacent #Pt (or less) Baddie. If in Fatigue Rounds or Exhaustion is on the Baddie, defeat it instead.
- Force Field (A/AA/Ctr) – Remove all negative Effect Dice from unit when applied. When an Effect Die would be placed on this unit, reduce this Counter by 1 and ignore it.
- Regenerator (I) – Heal any unit or Inactive Lab Rat for # HP.
- Reverberator (A/AA) – After a Baddie attacks you, you may deal # Dmg back to that Baddie for each Def Die removed from this unit's Active slots by the attack.
- Absorborator (A/AA) – The next time this unit loses HP, gain # Def .
Placement key: BP – Place in Backup Plan. A – Place in Active Slot. AA – Place in Ally's Active Slot. I – Use instantly. Ctr – Use as a Counter. BA – Place die on Baddie (Active).
Innate +1
4 Bones – Innate +1: The Lab Rats share an Innate +1, which can be achieved up to 2 times over the course of an Adventure by using 4 Bones from their BP. This allows your party to locate another Lab Rat that will join the party for the remainder of your Adventure. Choose one Lab Rat not yet in play. Take its mat and place it next to the Lab Rats already in the party. Place its chip beside its Prep Area with full HP, and place the Stat Die of its color next to your currently Active Lab Rat's Mat. This Lab Rat is now available to be Tagged In (see Critical Lab Rat Details). Its Stat Die can now be used to increase a Stat when spending Training Pts.
See Lab Rat cards for Innates and Backup Plans.
Beginner Build Strat
Stats: Put your first few Stats into HP and Def. This will allow you stay alive while you get those much needed Bones. Once you have a third Lab Rat, an increase in Dex will let you start using Skills more frequently.
Skills: Don't get too attached to your Skills – they will come and go. Start out with Slank's Bladerator for some offensive abilities, or Flan's Restorator for quick healing. Promote these Skills quickly to decrease the chance of a Malfunction!
Lab Rat Innates and Backup Plans
From the Lab Rats Reference Cards. Each Lab Rat's card lists its Innate (the ability at the top of the card) and its Backup Plan (three options, each showing its Bones cost).
Gerbil – Biotechnician
Innate – Surgical: Gain 1 Bones each time a Baddie is defeated (use Atk/Def Die from the supply).
Backup Plan:
- Swipe Left (1 Bones) – Deal 1 True Dmg to an adjacent Baddie.
- Incision (2 Bones) – Add a Bleed Effect Die to an adjacent Baddie.
- Swipe Right (3 Bones) – Heal any Inactive Lab Rat to full HP. Immediately Tag Out and Tag In the healed Lab Rat (even if already Tagged Out this battle).
Flan – Ebonologist
Innate – Resourceful: On each of your turns, you may re-roll 1 unused die.
Backup Plan:
- Big Bolts (1 Bones) – Place Poison 1 Effect Dice on any 2 Baddies.
- Bat Scan (2 Bones) – Transfer a Def Die from any unit to another unit.
- Bat Bites (3 Bones) – Place Poison 2 Effect Dice on any 2 Baddies.
Helix – Safety Analyst
Innate – Ambidextrous: Skill Dice do not cost Dex to roll.
Backup Plan:
- Improvise (1 Bones) – Gain 2 Bones (use Atk/Def Dice from the supply).
- Equipment Mod (2 Bones) – Change the results of any 2 unused dice rolled this turn to the results of your choice.
- Steal Tech (3 Bones) – Draw a Loot.
Slank – The Fixer
Innate – Grease Monkey: Ignore Malfunctions.
Backup Plan:
- Minor Repair (1 Bones) – Acquire a #1 Skill Die.
- Handy (2 Bones) – Immediately set Round Counter to Fatigue Round.
- De-Escalate (3 Bones) – Place a Stun Effect Die on any 5Pt (or less) Baddie.