Too Many Bones: Trover
Too Many Bones: Trover Rulebook
Table of Contents
Table of Contents
Overview
Trover is a kobold, but for all gameplay text he is considered a Gearloc. He has his own Initiative Die and 5 Skill Dice unique to him.
Initiative Die Numbers: 2, 3, 4, 4, 5, 6.
Skills marked ★ on the sheet (Too Much Bones and Overpush) are not reliant on other Skills to train.
Trover's Skill Layout
Trover's Treasures — Gather Bones and manipulate the Heatup Track.
- Too Much Bones ★
- Spice & Dice
- Overpush ★
- Refixable
Consumable — Put a pep in your step with skills from the bag.
- Bones Coffee Product
A Report of Resourcefulness — Manipulate the game state with Dummies and loot.
- Drellen (Base Game)
- Mulmesh (Base Game)
- Barnacle (Undertow)
- Kollossum (Undertow)
- Amanight (Splice & Dice)
- Blobulous (Splice & Dice)
- Leech (Splice & Dice)
- Cinder (Unbreakable)
- Nexus (Unbreakable)
A Study in Smashing — Lay waste to your enemies through all manner of damage-dealing.
- Duster (Base Game)
- Goblin King (Base Game)
- Marrow (Base Game)
- Goblin Queen (Undertow)
- Locgear (Splice & Dice)
- Domina (Unbreakable)
- Gavenkog (Unbreakable)
A Dissertation in Defense — Ignore damage, stun, and move with this powerful skill line.
- Gendricks (Base Game)
- Nom (Base Game)
- Abomination (Undertow)
- Nobulous (Undertow)
- Volkesh (Undertow)
- Oxide (Splice & Dice)
- Rok and Rol (Unbreakable)
The sheet's legend reads "★ : Not reliant on other Skills to train". The source names each skill line's product in parentheses; the sheet does not map each die face to a named skill, so the Dice Icon Key below is given by skill line as printed.
Special Setup Instructions
Place the Heatup Peg in the leftmost peg position under the Heatup Track.
Place the Theory Chip in the chip slot in the Prep Area, set to 0.
After you select your Tyrant, place all remaining unused Tyrant Dice from Too Many Bones, Undertow, Unbreakable, and Splice & Dice into Trover's bag. Skip any products you do not own. Do not include Amanight's spore dice, the Build-a-Tyrant dice, or any dice from the Rage of Tyranny expansion.
Critical Trover Details
Trover has his own Ini Die and 5 Skill Dice unique to him. He uses any unused Gearloc's Stat Dice, and the remainder of his Skill Dice are unused Tyrant Dice.
Trover's Dice — When Trover trains a new Skill Die, he may either train 1 of the dice from his Trover's Treasures skill line or a Tyrant Die. If he trains a Tyrant Die, he does so as prescribed by his Innate ability. The Tyrant Dice belong to 1 of 3 skill lines, depending on the Tyrant's Baddie Type. A Tyrant Die is only trainable if there is an empty slot in its skill line on Trover's Gearloc Mat (accounting for all trained dice even if they are not in the Skills Area). These dice can go into any of the associated slots. If all of the dice that Trover draws from the bag are untrainable, he returns them to the bag and draws again.
Heatup Track — After Trover's Resolve the Roll step, all Skill Dice Trover rolled (not including Atk and Def Dice or his Consumable), whether resolved or not, are placed at the back of the Heatup Track, in the order of your choice. At the end of battle, all skill dice in Trover's Active Slots are also placed in the Heatup Track. If the Heatup Track would ever exceed 6 dice, the excess dice are exhausted as normal. If a Skill Die ever instructs you to exhaust it, it is also exhausted as normal.
At the start of Trover's turn, he recovers a number of dice from the left of the Heatup Track equal to the value of his Heatup Peg. Recovered dice are returned to their skill slots on Trover's Gearloc Mat. When Trover takes the Rest and Recover option in the Recovery Phase, Trover may also recover 1 die from anywhere in the Heatup Track.
Some of Trover's dice introduce the new Heatup (H) designation. These skills are in effect while they are in Trover's Heatup Track.
Backup Plan — Since all resolved skill dice are placed in the Heatup Track, Trover's Bones are not tracked by placing dice in a Backup Plan. Instead, when Trover rolls and resolves Bones results, he increases his Theory Chip by the amount of Bones gained, and whenever he spends Bones, he reduces the Theory Chip by the amount spent. If the Theory Chip would ever exceed 6, it is instead reset to 0 and cannot be increased again that turn. Whenever Trover rolls a Bones result, it must be resolved, and Trover must resolve all rolled results (and the Too Much Bones result) before using his Backup Plan.
Dummies — Some of Trover's Skill Dice allow him to place Dummies on the Battle Mat. Dummies are companions that do not have their own spots on the Ini Meter, but Trover has dice and a Backup Plan option that allow them to take turns. Dummies may select 1 adjacent target, move up to 2 spaces, and use skills and roll Atk Dice as shown on their chips. All of these are optional.
Backup Plan Breakdown
- Fan Fiction — Replace a Tyrant Die in the Heatup Track with a random die from Trover's bag.
- Wishcasting — Heal yourself for 2 HP.
- Cosplay — Move a die from one of Trover's Active Slots into one of his Locked Slots.
- Total Fanboy — Choose one: Take a turn for a Dummy, or deal Dmg to your target equal to the number of dice in the Heatup Track.
- Headcanon — Increase the Heatup Peg by 1.
- Upgrade to Innate +1! (see Innate and Innate +1 below)
Innate and Innate +1
Innate – Bag of Tricks — When training a new Tyrant Skill Die, draw 2 dice from Trover's bag, selecting 1 to train and returning the other to Trover's bag.
Innate +1 – Satchel of Power — At the beginning of each Reward Phase, draw 3 dice from Trover's bag. If you choose to train any Tyrant Skill Dice that Reward Phase, choose from these dice. After the Reward Phase, return untrained dice to Trover's bag.
Beginner Build Strategy
Stats — Adding a Dex stat or two to accommodate Trover's prodigious skill use is always a good idea. Then, bump his HP or Def if you haven't found a Dummy, or grab some more Atk if you have.
Skills — Try to find some Resourcefulness dice (particularly Dummies) early for survivability. Too Much Bones is a great option if you want a high Heatup build with lots of Backup Plan usage, while Overpush and Refixable are good if you keep the Heatup low.
Dice Icon Key
Placement key: Ctr — Use as a counter. I — Use instantly. A — Place in Active Slot. H — Place in Heatup Track. BA — Place on Baddie (Active).
Trover's Treasures
- Bones / Red Bones (I) — Increase the Theory Chip by 1. This result must be resolved.
- Too Much Bones (I) — Either set the Theory Chip to 0 or lose HP equal to the value of the Theory Chip. This result must be resolved.
- Spice Up Your Life (H) — At the beginning of your turn, you may take 1 True Dmg to deal # True Dmg to all adjacent Baddies.
- Dice Up Your Foes (H) — When this die is placed in the Heatup Track, deal True Dmg equal to the number of dice in the Heatup Track to adjacent units, divided among them as you choose. Then, untrain any die and draw a die from Trover's bag, training it if possible.
- Grab Bag (I) — Draw and roll 2 dice from Trover's bag. Resolve any Instant (I) effects. Then, return them to the bag.
- Recoverator (H) — While this is in the Heatup Track, when you recover dice from the Heatup Track, you may either heal for # HP or recover # additional dice from anywhere in the Heatup Track.
- Pushover (A) — Place this die in the Heatup Track to place yourself on any position on the Battle Mat (including Mech positions).
- Refixable (H/Ctr) — When this result is placed in the Heatup Track, set it to 0. At the end of your turn, increase this result to its next highest number, if possible. When this die is recovered, deal # Dmg to every Baddie on the Battle Mat.
Consumable
- Bones Coffee Product (I) — Draw and roll a number of dice from Trover's bag equal to the current Theory Chip value. Resolve all possible Instant (I) results and train all possible other results. Then, return to the bag all of these dice that were not trained.
A Report of Resourcefulness
- Bones (I) — Increase the Theory Chip by 1. This result must be resolved.
- Sword and Spore (I) — Deal 2 Dmg to your target and increase the Theory Chip by 1.
- Natural Resources (A) — Each time a Dummy, or one of the three Dummy icons printed on this result (not named in the sheet's text), is defeated, draw 1 Loot or unlock 1 Trove Loot in any Loot Area.
- Suction Stuff (I) — Draw 1 Loot for each Baddie on the Battle Mat. Choose 1 to keep and discard the rest.
- Dummylution (I) — Choose one: Heal for 1 HP, gain 1 Buff HP, or add 2 HP to a Dummy on the Battle Mat (may exceed Dummy's Health Stat).
- Picket Your Fighter (I) — Place the Picket Dummy on an adjacent or diagonal unoccupied position, or if it is already on the Battle Mat, take a turn for the Picket Dummy. When this die is recovered, either exhaust it, lose 1 HP, or spend 1 Bones.
- Potent Potables (A) — After a Baddie deals Dmg to you, you may place this die in the Heatup Track to place a Poison 2 Effect Die on that Baddie.
- Potent Patchable (I) — Place the Patches Dummy on an adjacent or diagonal unoccupied position, or if it is already on the Battle Mat, take a turn for the Patches Dummy. When this die is recovered, either exhaust it, lose 1 HP, or spend 1 Bones.
- Don't Decoy With Me (H) — While this die is in the Heatup Track, you may direct half of the Dmg (rounded down) dealt to you by Baddie Atk Dice to an adjacent Gearloc, Dummy, or 1Pt or 3Pt Baddie instead. You may not direct this Dmg to the Baddie dealing the Dmg to you.
- — Heal for 1 HP, or restore 1 Loot or Trove Loot with multiple uses in your Loot Area to its full number of uses.
A Study in Smashing
- Bones (I) — Increase the Theory Chip by 1. This result must be resolved.
- Pressure Cooker (BA) — Place this die on any Baddie on the Battle Mat. Each time that Baddie moves onto a new position, it takes 1 True Dmg. When that Baddie is defeated, place this die in the Heatup Track.
- Endurance (A) — After a Baddie deals Dmg to you, you may place this die in the Heatup Track to deal that enemy True Dmg equal to the Dmg dealt to you by its Atk Dice.
- Ticking Time Bomb (I) — Place this die on an adjacent or diagonal unoccupied Battle Mat position. The first time a unit moves onto this position, exhaust this die and deal that unit 4 True Dmg. If this die has a # on it, at the start of Round #, deal 4 Dmg to all units adjacent to this die and then exhaust it.
- Horn of War (I) — Double the value of any number of Atk Dice rolled this turn. Any Atk Dice doubled by this skill are placed in the Heatup Track and are treated as exhausted until they are recovered.
- Team of Rivals (I) — Select 2 Baddies that are adjacent to each other. Have 1 Baddie roll its Atk Dice against the other. If the second Baddie is not defeated, it then rolls its Atk Dice against the first.
- Biding Time (H) — When this die is placed in the Heatup Track, increase the Theory Chip by 1 and place a Disable Effect Die on an adjacent 1Pt, 3Pt, or 5Pt Baddie. Remove a Disable Effect Die from a Baddie when this die is recovered.
- Time to Strike (I) — Increase the Theory Chip by 1. Then, deal your target Dmg equal to the value of the Theory Chip.
- Bright Idea (A) — Place this die in the Heatup Track either to change one of your rolled dice (except Too Much Bones) to a face of your choice, or to choose a die with a # in your Active Slots or Heatup Track and increase it to its next highest number.
A Dissertation in Defense
- Bones (I) — Increase the Theory Chip by 1. This result must be resolved.
- Funderclub (I) — Place a Stun Effect Die on a non-Tyrant target.
- Limited Drop (I) — Draw 1 Trove Loot.
- Collector's Item (A) — When you are dealt Dmg, you may place this die in the Heatup Track to reduce the Dmg by an amount equal to the first lock of a locked Trove Loot in your Loot Area.
- Anti-Virus (A) — You may place this die the Heatup Track at any time to remove all Status Effect Dice from yourself, healing for HP equal to 1 + the number of Status Effect Dice removed.
- Ini Meterer (I) — Move any Ini Die up or down 1 spot in the Ini Meter.
- Give Yourself a Hand (A) — If you are at full HP, draw 1 Loot. If you are not at full HP, place a Def Die set to 2 in one of your Active Slots.
- Thickest Skin (A) — Reduce Dmg dealt to you by adjacent Baddies' Atk Dice by 1.
- Through the Flames (A) — Reduce Dmg dealt to you by non-adjacent Baddies' Atk Dice by 1.
- The Best Defense... (I) — Exhaust all Def Dice in your Active Slots. For each die exhausted, place 1 Stun Effect Die on the lowest-Pt adjacent Baddie that does not already have a Stun Effect Die on it.
- Sphere of Awareness (A) — At the end of your turn, you may move up to # positions. Then, decrease this die by 1, exhausting it if it would reach 0.