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Too Many Bones: Tink

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

Too Many Bones: Tink Rulebook

Table of Contents

Table of Contents

  • Dice Icon Key
    • Effect Dice Definitions
    • Die Placement Key
  • Tink Skills
  • Backup Plan Breakdown
  • Critical Tink Details
  • Innate and Innate +1
  • Sense-o-matic Skill
  • Beginner Build Strat

Dice Icon Key

  • Bones (BP) - May use this in your Backup Plan. Must use this in your Backup Plan (red bones).
  • Hide (I) - Place Untargetable Effect Die on yourself.
  • Hide Behind (AA/Bot) - Place on an adjacent Gearloc or Bot. You are Untargetable while adjacent to that unit (place Untargetable Effect Die on yourself). If either unit moves or is KO'd, Exhaust this die and remove the Effect Die.
  • Blunt Object (I) - Place a Stun Effect Die on any # Pt (or less) Baddie.
  • Bot Build (I/Dir) - Using rolled result, place in Slot #6 and then orient the die to point to Attachments you want available for your next Bot build. When the Bot is deployed, Exhaust this die and add indicated Attachments to Prep Area. Build 2.0 offers a greater range of Attachments to choose from. See back for details.
  • Bot Base (I/Ctr) - See back for details.
  • Skill Disable (I) - Place this die on a # Pt (or less) Baddie adjacent to Bot. Baddie's Skills are suspended until the start of your next turn.
  • Bot Defense (Bot/Ctr) - Blocks # incoming Dmg to Bot.
  • Intercept (AA/Ctr) - For the next # of times this Gearloc is targeted, Dmg and Effects are applied to Bot instead (reduce Intercept by 1 each time it is triggered). (I) - Heal Bot for # HP.
  • Displace (I) - Push adjacent Baddie directly away from Bot if position is available (Bot moves to Baddie's previous position) and deal # Dmg.

Effect Dice Definitions

  • Untargetable Effect - Until the start of this unit's next turn, opposing units cannot target it (Baddies with no target on the Battle Mat will not move).
  • Stun Effect - This unit loses its next turn (negative Effects still apply).

Die Placement Key

  • A - Place in Active Slot.
  • AA - Place in Ally's Active Slot.
  • BP - Place in Backup Plan.
  • Bot - Place die on Bot (Active).
  • Dir - Use as a directional die.
  • I - Use instantly.
  • L - Use in a Locked Slot.
  • Ctr - Use as a Counter.

Tink Skills

Skill rows marked with a circle start on the Gearloc Mat. Skill rows marked with a star are not reliant on other Skills to train. Initiative Die Numbers: 3, 3, 4, 4, 4, 5.

Mechanist - The best mechanists are small in size, enabling them to easily reach any part of their bot. They're also quite handy with a wrench!

  • Small Profile (star) - Faces numbered 4: Bones, Bones, Hide (I), Hide (I), Hide Behind (AA/Bot), Hide Behind (AA/Bot).
  • Cog 'n' Spanner (star) - Faces numbered 8: Bones, Bones, Blunt Object (I) with 5, Blunt Object (I) with 5, Blunt Object (I) with 5, Blunt Object (I) with 5.

Robotics - A bot builder is only as good as the bot he builds and the improvements he makes along the way.

  • Build 1.0 (starts on Gearloc Mat) - Faces numbered 6: six Bot Build (I/Dir) faces, each with a different orientation arrow pattern. See back for details.
  • Spiderbot 1.0 (starts on Gearloc Mat) - Faces numbered 13: 0, 1, 2, 3, 4, 5. The face value is the Spiderbot's Battery Power; the teal-printed face value is its starting Battery Power. Bot stats printed on the die: Attachment capacity 2 (wrench icon), HP 4 (heart icon), Atk 1 (sword icon).
  • Spiderbot 2.0 - Faces numbered 14: 0, 1, 2, 3, 4, 5. Bot stats printed on the die: Attachment capacity 2, HP 5, Atk 2. The teal-printed face (2) is the starting Battery Power.
  • Build 2.0 - Faces numbered 15: six Bot Build (I/Dir) faces with different orientation arrow patterns (Build 2.0 offers a greater range of Attachments to choose from).

Accessorizer - Attachments allow Tink to express himself through his bot. Let Baddies know Tink would rather blow out their eardrums with an air horn than shoot them down with a turret. Scratch that. Why not do both?

  • Air Horn (star) - Faces numbered 1: Bones, then Skill Disable (I) with 5 on each of the remaining five faces.
  • Armor Plating - Faces numbered 2: Bot Defense (Bot/Ctr) with 1, 1, 1, then Bot Defense with 2, 2, 2.
  • Protect Mode (star) - Faces numbered 3: Bones, then Intercept (AA/Ctr) with 1, Intercept with 1, Intercept with 1 and heart (Heal Bot for # HP), Intercept with 2 and heart, Intercept with 2 and heart.
  • Prodder - Faces numbered 5: Bones, then Displace (I) with 1, Displace with 1, Displace with 1, Displace with 1, Displace with 2.
  • Alternator (star) - Faces numbered 7: Bones, then Battery Boost (I) with 1, Battery Boost with 1 and heart (Heal Bot for 1 HP), Battery Boost with 1 and heart, Battery Boost with 2 and heart, Battery Boost with 3 and heart.
  • Fifth Leg - Faces numbered 9: Bones, then Leap (I) on each of the remaining five faces.
  • Firing Arm (star) - Faces numbered 10: Firing Arm (I) with 1, then Firing Arm (I) with 2 on each of the remaining five faces.
  • Sense-o-matic (star) - Faces numbered 11: Baddie Sensor (L) with 1, then Baddie Sensor (L) with 5 on four faces, then Baddie Sensor (L) with 20.

Consumables - Better bots and better ways of keeping them ticking.

  • Gizmo - Faces numbered 12: heart-and-gear faces with values 2, 2, 3, 3, 3, 4.
  • Spiderbot 3.0 - Faces numbered 16: 0, 1, 2, 3, 4, 5. Bot stats printed on the die: Attachment capacity 3, HP 6, Atk 2. The teal-printed face (3) is the starting Battery Power.

Backup Plan Breakdown

Tink has a unique Backup Plan. Both he and his Bot have access to certain skills. Tink's skills are in black and his Bot's are in red (if 2 options, choose 1).

  1. Bot Mod - Heal an adj/diag Bot for 1 HP, or Exhaust 1 Attachment on an adj/diag Bot to attach any 1 learned Attachment.
  2. Pull Start - Tink "restarts" an adjacent/diagonal Bot to its starting Battery Power. Hot Gasket (Bot) - Bot burns all adjacent units for 1 Dmg.
  3. Self-Destruct (Bot) - Bot hits all adjacent units for 3 Dmg. Bot is immediately Exhausted.
  4. Hammer Time - Tink may either smash an adjacent Baddie for 3 True Dmg or heal an adj/diag Bot for 3 HP.
  5. Spiderbot 3.0 - Acquire Spiderbot 3.0.
  6. Upgrade to Innate +1!

Critical Tink Details

Targeting and Attacking - Tink is Melee-Ranged, which allows him to choose any Gearloc position at the start of battle. Bots are Companions of Tink. Tink and his Bots both use Melee Attack Form for attacking purposes. Tink can choose a target for both himself and his Bot individually—they can be different Baddies!

Tink and his Bots - Tink's Bots are ready to use out of the box, but Bot customization needs to be understood first (see Innate). Tink and his Bots act during the same Turn Sequence as if they were one.

  • Building a Bot - At the start of battle, roll a Build Die (1.0 or 2.0) and place it in Skill slot #6 in any orientation (other Build die, if available, is placed in slot #15). During Start of Turn, Tink may choose an available Spiderbot Die and place it in his Prep Area (if not already occupied). Place with its starting Battery Power (teal number) facing up and with # HP under the die. Also during Start of Turn, Tink may spend 1 Dex to increase the Battery Power of the Bot in his Prep Area by 1. During Tink's Movement Phase (before or after moving), he may deploy the Bot from his Prep Area (costs 1 Dex). Bot will enter the Battle Mat on an adjacent or diagonal position to Tink. Bot may stay in the Prep Area for any length of time (does not cost Dex).
  • Using Attachments - Tink's Bot has the ability to hold up to # Attachments, indicated by the wrench icon on Bot Die. When the Bot is deployed, Tink may Exhaust the Build Die currently in Skill slot #6, to take usable Attachment(s) from the Skills Area and place them in his Prep Area. Attachments can be rolled (for 1 Dex each) each turn during the Select and Roll Dice phase. An Attachment Die, after use, will return to the Prep Area (does not Exhaust) to be used again on its next turn. When returning these Attachments to the Prep Area, keep separate from any other Bot Tink may be building.
  • Bot Movement and Attack - Reduce a Bot's Battery Power by 1 activates it for the turn. This allows it to move, attack, and/or roll Attachments. A Bot moves (costs Dex) and automatically attacks (deals Bot's # Atk Stat in Dmg to its target) during the correct phases of Tink's turn. If Tink does not or cannot decrease Battery Power, his Bot cannot be activated. If a Bot loses all its HP, Exhaust the Bot Die. Its Attachments are then placed back in Tink's Skills Area.
  • Multiple Bots - Tink may only have one Bot on the Battle Mat at a time. However, he may also work on one Bot in the Prep Area while using another in battle. This is quite useful in making sure he is ready if a Bot is destroyed. If Tink wishes to deploy a new Bot, Self-Destruct (Backup Plan) is a good option.
  • Special Bot Notes - If Tink is KO'd, Bots remain on the Battle Mat but can no longer be activated (unless Tink is Revived). Bots are immune to the following Effects: Bleed, Poison, Weaken, Terrify, Stun, and even Fatigue!

Innate and Innate +1

Innate – Bot Builder - Tink starts with Build 1.0 and Spiderbot 1.0 Skills. Roll and slot (in #6) the Build Die (1.0 or 2.0) before battle. Set its orientation to indicate which Attachments are usable. The reference sheet shows two Orientation Options examples (a gear with an up/down arrow, and a gear with a left/right arrow) and marks a usable Attachment with a dot-and-gear icon.

During battle, Tink may roll or re-roll a Build Die (1 Dex cost) to alter the usable Attachment options for an undeployed Bot.

At the start of Tink's turn, he may spend 1 Dex to increase the Battery Power of the Bot in his Prep area by 1.

Innate +1 – Wise Bot Builder - In addition to Bot Builder benefits, all Bots start with a +1 Battery Power when placed in Tink's Prep Area.

Sense-o-matic Skill

Sense-o-matic allows you to do some scouting outside of combat, but it means committing a Bot and this Attachment to the task during a battle. During Resolve the Roll phase, a Build Die is Exhausted to add Sense-o-matic to Prep Area. This die is rolled immediately, and both Sense-o-matic Die and Bot Die are placed in Locked Slots.

Beginner Build Strat

Stats: Get to 4 HP to match Tink's Bot. A Dex Stat of at least 5 will help give him more options, especially in the early rounds. Then, switch to Def Dice for more Backup Plan options!

Skills: Start with Firing Arm or Protect Mode, depending on Tink's style. Take one more Accessorizer Skill, and then focus on Robotics Skills. Also, learn Small Profile if he's getting KO'd often.

  • Battery Boost (I) - Increase your Bot's battery by #. (I) - Heal Bot for # HP.
  • Leap (I) - Place Bot on any Battle Mat position. Bot may select a new target.
  • Firing Arm (I) - Deal # Dmg to any non-adjacent Baddie.
  • Baddie Sensor (L) - Place this die along with a Bot Die from your Prep Area (at its current Power) in Locked slots. At the start of every day, reveal a # Pt (or less) Baddie in its Active Stack. You may cycle it to the bottom of the stack. Reduce your Bot's Battery Power by 1 after each reveal, and Exhaust both Locked Dice when Battery Power reaches 0.
  • Self-Repair (I) - Heal Bot for # HP.