Too Many Bones: Riffle
Too Many Bones: Riffle Rulebook
Table of Contents
Table of Contents
Riffle Character Sheet
Setup and Riffle Profile
- Riffle starts on the Gearloc Mat.
- Riffle is not reliant on other Skills to train.
- Initiative Die Numbers: 3, 3, 3, 4, 4, 5.
- Difficulty (printed on the sheet): Co-op 3 of 4; Solo 3 of 4.
Beginner Build Strat, printed on the back of the sheet:
- Stats: Riffle needs at least 1 extra HP to help avoid early battle KO's. After that, Riffle should get 1 or 2 additional Dex to give them more options.
- Skills: Riffle should prioritize grabbing one or two skills from the Deck Builder profession to increase their Play Limit and help them cultivate their Active Deck. Good Read and Drawing Dead will help keep them alive for a few extra turns.
Skill Dice
Each Skill Die below lists its Die number, then each face in order from face 1 to face 6. The number printed on each face is the value used by that face's effect; the effect itself is in the Dice Icon Key.
Legend: ◯ marks a Skill that starts on the Gearloc Mat. ★ marks a Skill that is not reliant on other Skills to train.
Riffle's skill dice are grouped under four professions printed on the sheet.
Deck Builder – Increase the odds with careful card selection.
| Skill | Die number | Faces 1–6 |
|---|---|---|
| ★ Card Counting | 1 | 2, 3, 3, 3, 4, 5 |
| ◯ Burn and Turn | 2 | 2, 2, 3, 3, 4, 4 |
| ◯ Deck Stacking | 3 | 3, 3, 3, 4, 5, 6 |
| ★ House Edge | 4 | 1, 2, 3, 3, 3, 4 |
Card Shark – Riffle's killer instinct extends beyond the card table.
| Skill | Die number | Faces 1–6 |
|---|---|---|
| ★ Good Read | 5 | 1, 2, 2, 2, 3, 3 |
| ◯ Bleeding Chips | 6 | 0, 1, 2, 3, 1, 2 |
| ◯ Drawing Dead | 8 | 1, 1, 1, 2, 2, 3 |
Gambler – Riffle is not afraid to take risks in pursuit of the perfect hand.
| Skill | Die number | Faces 1–6 |
|---|---|---|
| ★ Luck of the Draw | 7 | 5, 6, 7, 8, 9, 10 |
| ★ Chip and a Chair | 10 | One Last Chip; One Last Chip; One Last Chip; Angle Shooting; Dead Hand; Dead Hand |
See Critical Riffle Details for Chip and a Chair. The sheet prints the Chip and a Chair die faces as icons. Faces 1 to 3 show the One Last Chip icon, face 4 shows the Angle Shooting icon, and faces 5 and 6 show the Dead Hand icon, matching the Dice Icon Key below.
Consumables – Riffle always seems to have the right card when they need it.
| Skill | Die number | Faces 1–6 |
|---|---|---|
| ◯ Sleeved Card | 9 | Gears; Vitality; Bones; Vision; Bones; Bones |
Sleeved Card faces 5 and 6 are printed as outlined bone icons on the sheet, not as the solid bone icon of face 3. They are transcribed here as Bones, the suit the printed icon depicts.
Dice Icon Key
Dice placement key (printed on the sheet):
- A: place in Active Slot.
- I: use instantly.
- BA: place die on Baddie (Active).
- L: place in a Locked Slot.
- BP: place in Backup Plan.
- Ctr: use as a counter.
Skill icon key:
- Bones (BP): may be used in your Backup Plan.
- Card Counting (I): look at the number shown of cards from the top of the Active Deck. Place each on the top or bottom of either the Active or Full Deck.
- Burn and Turn (I): discard up to the number shown of cards from your Hand, then draw back up to 5 cards. You may then play a Card Combo.
- Deck Stacking (I): choose the number shown of cards from the discard and shuffle them into the Active Deck.
- House Edge (I): draw the number shown of cards from the Full Deck and place them in the discard. Then choose up to the number shown of cards from the discard and place them on the bottom of the Full Deck.
- Good Read (A): after the Move step of a Baddie's turn, you may move up to the number shown in positions.
- Bleeding Chips (L/Ctr): after a Baddie deals Dmg that removes any amount of Def from you, you may reduce this die by 1 to add a Bleed Effect Die to that Baddie.
- Drawing Dead (BA): place on any Baddie until the end of its next turn. After the Baddie rolls its dice on its turn (but before resolving them), you may change up to the number shown of its rolled dice to Bones (die must have a Bones side to be changed).
- Luck of the Draw (I): guess a number and a suit. Then look at the number shown of cards from the top of the Full Deck. If there are at least the guessed number of cards in the stated suit, choose and add the guessed number of cards of that suit to the top of the Active Deck. Shuffle the remaining cards back into the Full Deck.
- when you would be KO'd by Dmg from a Baddie, instead ignore all Dmg from that Baddie and set your HP to 1.
Card Combos
Riffle plays Card Combos from their Hand. The sheet prints the combo types and the suit effects below.
Combo types:
- SINGLE: any 1 card.
- SUITED: 2 or more cards of the same suit.
- MATCHING: 2 or more cards of the same number.
- RUN: 2 or more cards of consecutive numbers.
- FULL HOUSE: 3 cards of the same number, 2 cards of another number.
- 4 OF A KIND: 4 cards of the same number.
- STRAIGHT FLUSH: 5 cards of consecutive numbers in the same suit.
Suit Effects (for Single, Suited, Matching and Run combos, resolve each card's Suit Effect):
| Suit | Effect |
|---|---|
| Gears | Deal 1 Dmg to an adjacent Baddie. |
| Vitality | Heal for 1 HP. |
| Bones | Gain 1 Bones. |
| Vision | Move the top Full Deck card to the top of the Active Deck, OR the Suit Effect of another card in this combo may be applied to any unit. |
Full House: resolve each card's Suit Effect. Then draw a Hand of 5 cards.
4 of a Kind: resolve each card's Suit Effect twice. The effects may be applied to any unit.
Straight Flush:
| Suit | Effect |
|---|---|
| Gears | Deal 5 True Dmg to any Baddie. |
| Vitality | Each Gearloc may heal to their full HP. |
| Bones | Each Gearloc may add up to 5 Bones to their Backup Plan. |
| Vision | Flip the Active and Full Decks face up for rest of Adventure. You may look through both decks at any time. |
Backup Plan Breakdown
The sheet numbers the Backup Plan options 1 to 6. Each option is printed with a Bones icon.
- Out of Turn: play a Card Combo.
- Call the Clock: at End of Round, move the non-Tyrant Baddie highest in the Ini Meter to the last spot in the Ini Meter.
- Pocket Pair: resolve two different Suit Effects.
- Maverick: deal # Dmg to any Baddie equal to the number of cards you played in your Start of Turn Card Combo.
- Reshuffle: shuffle the discard pile into the Active Deck.
- Upgrade to Innate +1!
Critical Riffle Details
Riffle's Deck. Riffle uses their deck of cards to play a unique version of poker that vaguely resembles 5-card draw. During Adventure set-up, shuffle Riffle's deck of 52 cards. Count out 22 cards face down and place them on the designated spot in the Skills Area of Riffle's mat. This is the Active Deck. Place the remaining cards face down above Riffle's mat as the Full Deck. Then draw 5 cards from the Active Deck to form Riffle's Hand.
Riffle always draws from the Active Deck unless stated otherwise. Riffle only draws cards at the end of their turn or when a Skill or Card Combo effect allows them to. They always draw back to a Hand of 5 cards when doing so.
At the start of Riffle's turn during battle, Riffle may play one Card Combo from their Hand. The different Card Combos are defined on the front of this sheet. The maximum number of cards Riffle can play in a Card Combo is their Play Limit. Riffle's Play Limit is equal to 1 + the number of Skills Riffle has learned from their Deck Builder profession.
Card Combos trigger effects as detailed on the front of this sheet. When a Single, Suited, Matching, or Run combo is played, resolve the Suit Effect of each card in the order of your choosing (Aces can be used as low or high cards but cannot connect a 2 and a King). Full House, 4 of a Kind, and Straight Flush combos are tougher to pull off and require a higher Play Limit. However, these Card Combos also have stronger effects when played. Once resolved, played cards are placed in a discard pile. Riffle will then continue with their turn like normal. At the end of their turn, Riffle may choose to keep or discard any cards in their hand and then draw back up to 5 cards.
Card Combo example: Riffle plays two matching cards, a 10 and 10 (requiring a Play Limit of at least 2). Because the Vision suit has a choice of effects, Riffle has two options. Their first option is to deal 1 Dmg to an adjacent Baddie and move the top card from the Full Deck to the Active Deck (resolving these two effects in any order). Alternatively, Riffle can deal 1 Dmg to a non-adjacent Baddie, using the Vision card to extend the Gear card's effect to any unit.
Be aware, if Riffle runs out of cards in their Active Deck, the discard does not automatically reshuffle. Riffle will need to make good use of their Skills and Backup Plan in order to move cards from the discard and Full Deck to the Active Deck in order to continue to have cards to draw.
Chip and a Chair: During the Select and Roll step of Riffle's turn, they may select the Chip and a Chair die, spending a Dex as normal. However, instead of rolling this die, it is immediately placed in Riffle's Active Slots (side showing does not matter). When a Baddie would KO Riffle, they may roll this die and apply its result. Note that if the Angle Shooting result is rolled and there are no other Party Members on the Battle Mat, the die is exhausted with no effect and the Dmg is dealt to Riffle as normal.
Innate and Innate +1
Innate – Card Artist: Riffle has a deck of playing cards. At the start of each of their turns, they may play one Card Combo from their Hand to gain various effects. See Critical Riffle Details for more information.
Innate +1 – Card Savant: Vision cards may be used as any number when playing a Matching or Run Card Combo.