Too Many Bones Solo Tutorial and Playthrough Part 1

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what's going on everybody this is justin with me myself and dice a channel dedicated to solo board games today i'm coming with a very special playthrough of too many bones solo yes right too many bones was the 2020 new to me best game of the year and i have fallen even more in love with that since i made that video link right there and i really promised that i would do a play through and a tutorial of how to play this game solo when we reached 500 subscribers and thanks to you guys we have done that in spades and i am just so so amazed and so honored so one of the things that i wanted to do to make this video special because we're going to play this game many times on this channel this is just the first and i want to be able to point back to this video and say this is if you're new to the game the rules and the tutorial so that from here on out we can just play the game and do new challenges explore new characters and all that kind of fun stuff that this game has to offer but when i was starting out i actually didn't like the game the first couple times i played it it was confusing it was hard it was frustrating it was almost too many options and i looked and i looked for a video that i couldn't find that was a good primer on the best way to get the best experience when playing your first solo game so i set out to make this video exactly that going back through my playthroughs and looking i think that this was the best experience that i had playing solo and what i have suggested to others who have had a positive experience playing solo on these recommendations so today we'll be playing too many bones two-handed solo we'll go through setup we'll go through the rules i'm splitting this video into several parts but we're gonna play through the whole game so what are we waiting for thanks to getting 500 subscribers let's get down to the table and play too many bones welcome down the table everyone for our first game of too many bones now as i said up top this is a game that i hope to play many times over the lifetime of this channel and this game is going to be a game that we can point back to if someone's new to the game we can put a card in future playthroughs and not have to go through the rules so this will be a tutorial but we will play through a whole game and as i mentioned i am setting up this tutorial for the video that i looked for when i first started playing too many bones of how i would suggest someone starts their first solo game playing too many bones since this will be a tutorial let's start with setup just so that we can see how things work and how things are put together i think that really helps with understanding the game so the first thing is i have my mats for my two characters everything that you see here is going to be from the base box with maybe one exception so i have two characters out picket and patches and i do suggest playing with two characters for your first solo game so one of the things that i realized is i want to see as much of the game as possible when playing the first game so that's kind of the goal we're getting we're not we're not worried about winning or losing but trying to see as much of the game as possible and get a really good feel while learning the rules so i do suggest two gear locks and out of the base box i would suggest pick it in patches because i think they're one the most straightforward and when you're juggling knowing the rules and learning the rules and all the mental things that come along i think that these are the two easier ones for your first time also they complement each other really well patches is going to be our healer also kind of our damage dealer in terms of straight out attack while pick is going to be more of our defensive character so we have those we have the battle mat that looks like this set up you're going to want to also grab the four lane chips right here along with the four corresponding initiative die we'll also have the loot and trove loot cards all shuffled up ready within easy reach you're going to need the day counter which is just this chip right here this mat does not come in the game this is kind of the adventure mat i think it's called for visual purposes and in terms of keeping track of things it is a little bit easier to see on camera so we are going to use this but it does not come in the base box it is i think an add-on separate and it does come with a little token that's kind of clear and really hard to see in my test film so i just grabbed a red meeple that shows up nice and bright we're going to use that as our progress marker we're going to start them in open dar right here so we want to pick our big bad tyrant and that's going to be drella now adrenaline is who i suggest you play against on the first game it's not that he's easier or harder in terms of defeating him he's pretty difficult but he is a little more straightforward in his shenanigans and his abilities so i think that it's just a little less to keep up with on your first game and two it really comes down to this the game length now i made the mistake of playing against shorter game length characters and tyrants and thinking that would be easier way to introduce myself to the game shorter does not mean easier in fact i argue that it makes it harder because you really have to streamline how you build your characters you really only have one shot and there's really not much in the way of flexibility and room to make mistakes so and there's definitely no room for exploration however a longer game character if you totally do get hosed you don't have two three hours of gameplay where you're just getting beat down beat down beat down if you just totally get hosed and you start to grab it and you want to just start it over this is easy to start over and you haven't lost too much time so i think drilling is a great place to start so one thing we're going to want to look at is these icons down here this determines what batteries we pull out of the box shuffle into their respective stacks we have this icon right here that is 10 days so that's the symbol for days we have 10 days to defeat drellen if we do not defeat him within 10 days then we just outright lose but this number up here in the cog is progress points we cannot even attempt to fight him until we gain six progress points through our adventure so we want to grab also his chip now there's information on the back of his chip it's all common information there's information on the back of the card you're welcome to look at this at any point in time you're actually going to want to probably build towards these tyrants so we take his chip and this is where this map comes into play we need six progress points so following along a path this is six one two three four five six so he's going to go in this circle here we'll just put his chip there now this just shows we cannot even try to attack him until we reach right here there also is with each tyrant a special encounter card or or more there could be more but withdrew and there's only one special tyrant encounter card you're going to want to pull that out as well and we'll just put that at the side he's going to go over here and you'll want to pull out each tyrant has a unique die to them which just gives them more shenanigans for them to do against us next you want to go in and pull out the encounter card deck now it's going to be a pretty big deck compared to this you're going to want to look at the bottom pull out any ones that say solo and since we're playing two we're going to only use the general encounter cards so you'll pull all those separate all of those and then shuffle them up and deal out the number three less than the number here so i went ahead and did that i shuffled them all up and dealt out seven so there's seven in the stack here randomly you'll want to then go in and pull out the special encounter cards numbers one two and three and set them to the side keeping them in order you'll take the tyrant encounter card and you'll notice that it pops out so i just flip it backwards shuffle it in without really looking at it as quickly as possible and then i take whatever my vessel is going to be which is this leaning deck box right here so that it stays nice and neat and i can't see it you take the three in order special encounter cards one two and three put them on top and then they give you this nice little cover card i just placed that on top so i don't accidentally see it and that's building the encounter deck pretty fast pretty simple we make sure our day marker is set to one there's a little dash right here we grab a couple of reference sheets the first one is going to be the gear lock adventuring reference guide these are all nice plasticky cardstock and this is going to be all of your kind of rules reminders in your reference sheet throughout the game you're going to use it a lot so you're going to want to have that nearby and then you'll also want to grab the reference sheet for the gear locks you use so in this case patches and pick it and these have rules on them that are not in the rulebook but has all of the information about all their skills and abilities and all kinds of things on it we're going to be using these a lot so make sure you have those handy the final thing we need is page 23 of the rulebook this is not on the reference sheet but this is where you pick your adventuring level now for your first game i do highly suggest that you pick the adventurer level again it does make things a little easier but it's more about you get to see more stuff you get to build your gear locks up a little bit more and that's a lot of the fun of this game and once you have seen and kind of understand your gear locks then then you can embrace the challenge of it so we're not going to do that though i am i am a little more experienced so to to add a little bit of maybe i can't do this i'm going to go on heroic adventure or i call it normal level so with this we go add one to your gearbox hp stat before starting day one and game one training point before starting day one and that's our accommodations for this level so we know what that is and then you can put this to the side for reference so we make sure that we have our trays that correspond with our gear locks and we're going to start with adding one to our health their health is right here on their mat both start with five and to add one we take one of these dice right here and we just plop it down with an extra one so five plus one equals six same over here right there we also give them one experience point each if any of you ever watched any of my videos before you know i like to use dice to keep track of things these are just good reminders because when playing solo sometimes i'll go back and forth a little bit on picking their skills but right now each one has one experience or one training point each now this is where people get a little lost at the very beginning even is just what do i do now but if you look at the back of their sheets they have this beginner build strategy guide right here and this tells you whenever you get lost or if you just want them to walk you through a game of building a character this is really good even when i learn a new character i'll definitely start using this so let's start with that right now it says stats uh beginner building stats a dex and another attack die are patches first priorities so for patches they suggest getting another dexterity die so let's do that let's add one to his dexterity bringing him up to three picket is going to say bump up pickets decks to three first and foremost so let's do that we'll bump him up to three and that's our training points we are ready to go on our adventure and what we do is all laid out right here on the top of the gear lock adventure reference guide so we start a new day on every other term we're going to turn the time counter but we're starting on day one so we don't need to do that and this is a nice flow chart of what to do so we go down to new encounter and we draw and and resolve an encounter card so we go here we skip the cover and we grab the first one now remember how we built this this is always going to be the same every game now if you add expansions it adds other special encounter number one cards but for the base game it's always going to be this you always know what to expect so leaving obendar only 12 hours till dawn and the send-off ceremony that will no doubt change the lives of every remaining gear lock and likely every life in del oro weapons and supplies are ready to go but the night is young and drilling adrenaline fills the veins it's clear no sleep will be had tonight there's sure to be some shady peddlers and dark alleys ready to deal and loot then again some last minute training could pay a nice dividend by morning so what to do what to do the first thing we do is we flip the card over and we look and see what our choices are so most cards are going to have a couple to three choices and we look at the icons right here that means that it is a non-combat set of choices so we can either squeeze in some last minute self-improvement or shake down a shady peddler now down here under this line is if you succeed these are the rewards you get and then over here in these circles are going to be rewards you receive for that choice so we're going to get one progress point no matter which choice we choose but if we choose this choice it even tells you gain two training points per gear lock here we gain one training point for each gear lock and each party member receives a loot so all good things there's no real wrong choice here both are fantastic i like my training points so we're gonna choose number one we are going to do squeeze in some last minute self-improvement and each gear lock gets two training points so looking back at pickett's strategy i think we want to add one more defense to his now you saw when we added dex and health we just plopped one down no big deal you can always do that when upgrading your health and dexterity however when it comes to attack and defense it works a little differently you actually have to train for this so the way you do that is you look at the current defense which is two and you grab that many either defense or attack die in this case defense let's look at them real quick we have ones and twos of shields here and then this has two bones on it bones are just misses we'll talk a little bit more about how you can use those in special ways later but they're misses for all intensive purposes so when training we want to roll as many success or complete successes actually so we're going to roll these and see if we succeed ah we roll one bone well because the chances are higher with defense die you get to re-roll your bones once so ah we succeed now if we didn't succeed if i'd rolled another bone it doesn't matter what the numbers are we succeed if i rolled another bones on my reroll then we wouldn't lose the training point we would just have to train in something else we could move it to attack or gain a skill or bump up health or dexterity but the case is we did succeed so we're going to use one of our training points and we're going to bump up our defense so we'll just take one of these dice here bump that up to three i think we're going to do the same thing over here with patches it says on his build strat attack so we want him to be our attacker anyway he only has one attack die so let's try to change that now you don't get a reroll with attack die because there is only one bones on the entire die so you're more likely to succeed and we did so we put one he has now two attack dice now we could continue building up their main stats that's very important but also i know it seems a little bit boring with all these colorful other dice here so let's go back and you'll notice that in the beginner build strat there's advice for stats and there's advice for skills so this says for picket choose the captain profession for early game if we turn this over we'll see all of these dice are categorized into different colors you have the red the purple the orange the blue and then the yellow is always consumable dice which doesn't fall into a profession each color is going to be a profession so this is captain hero protector and warden so it said the captain profession first and foremost well there's a number beside the dice that has so one two three and four that correspond with the 16 dice that are individually numbered up here each die has a number on it corresponding so notice that under the captain there's a star besides stand ground and if you look at their sheet there's a star here as well understand ground and there's some arrows this is their skill tree you can see it over here with med kit right here too in order to get fast hands we first have to have meg kit in order to get bone saw we have to have fast hands medkit first in order to get zap pack we have to have med kit fast hands medpack and then we can get zap back so there's a skill tree that's going on here so you have to start with one of the star to start that profession now some professions don't have that on other ones or if down here you can start with any of the four in warden but let's start with captain we're gonna gain our stand ground dice so that is dye number one it has all around the sides it has reusable bones so bones can't be bad if this is one of your skills but it also has what we're trying to gain which is this infinite gain one at the beginning of your turn health so it has that on two sides so we're going to just take that slot that there that's our two skill points for patches we're going to do the same thing skills it's very simple mad kit first yes i would agree with that med kit first so that is his number one die as well it has a healing ability on it it can heal for two or three or one so we always want that three so that goes right there that's his second training point and we go down here and we get one progress point so we're leaving open door and that's it for the encounter so we can put that over here let's go back to our adventure routine new encounter yes did we succeed yes we did we got our training points we logged our progress right there so we go the flowchart up to recovery phase lock picking loot trading and individual options so all of that is down here right below this so we can trade loot within our party well we don't have any loot to trade we can make a lock picking attempt we don't have any locks to pick so now each gear lock gets an in that's a team option gets to choose one of these three individual options so we can rest and recover up to full hp well we're at full hp we can search for better loot but we have to discard a loot again we don't have any so we can't discard any to search for better so then we can roll a d6 and we can scout the area so the game comes with a d6 but i like using in this game the metal one-stop co-op shop d6 if you haven't checked out their channel man they're so good such wonderful wonderful people and since they play a lot of solo games i thought this was a perfect game to put this in so we're gonna start with picket and roll this the icon for one stop is a one not a six i made that mistake the first time makes sense when i think about it so we roll and we got a one so on a one to three he gets to scout a one point batty so we have our baddies all shuffled up over here in this tray we have ones fives and twenties again according to the icons down here on drellen so we're going to set those there and he's going to scout a one point batty so from this one point baddie stack you pull the first one you look at it and you decide what you want to do with this so we know that this dude is coming this is a clay gallon there's a lot of stuff on here we'll go through that when we get to a battle but he's got a lot of health and he has this nasty breakability but you know what i think we're gonna put him in the front so we can either discard him behind everything and he there's a chance he could come back around but we could avoid him but we don't know what's coming next so there's there's worse things in this so we're going to slot him right in front and we do it face up so that we know he's coming so that's the scouting for picket let's do it for patches and he rolls a three either way we're gonna scout a one-point batty so we take the next one behind it and we have oh the goblin bomber well i i'll just tell you that i do not like his mischief and he's ranged so he's a pain he's he's not got a lot of health but still health isn't everything so actually i'm just going to discard him i'm going to put him back here in the back so we know one that's coming we have that one right here and we discarded one we we kind of avoided one and snuck past it so we've done our individual options we go to a new day that's it that's around it's very very simple very straightforward so start off by turning the day marker we're in day two we pull out our second adventure card again this is going to be the same the first three and we have hardly out the gate 15 steps into the journey 15 steps and already a gear lock boot is struck through by an arrow luckily no toes were killed teeth are clenched and a painful tug is made while looking around in embarrassment yeah now sufficiently ticked it's time to return the favor to the ominous figures at the edge of the woods a commotion breaks out atop the city wall interrupting all thoughts guards are now spotted have now spotted the brazen intruders and are notching their arrows their help is at the ready like it or not this adventure is now underway so we have guards gathering here that could assist us and we have an ominous presence here that has shot us through the boot so our options on the back are if you notice this is the symbol for combat options so both are going to be combat options we can held the guards for more help or it's time to show open door what gear locks are made out of now it says under the star here this option is recommended for your first adventure and i highly suggest doing that however since it's not my first adventure and i'm a glutton for punishment i'm going to take a chance on this second because if i lose then i get to show you what that's like but you'll notice the difference is you still get if you succeed in this one or this one you still get all of this down here one progress point one training point per gear lock and one loop per gear lock however if you do the second choice i get a second training point for each gear log so that sounds really good to me and that'll make up for not being on the easier difficulty where i would have gotten two trading points so we will put this here and we are going to take the second option so it says down here our instructions are the bq is made up of battery points so the bq is the body cue so let's grab all of our baddies in this tray right here and we need to make a battle cue out of baddie points now body points are very simple the number of the day you're on so two times the number of gear logs so two is four you always pick the highest chip you can so if we were on day three for instance doing a battle we would have three times two is six so we would grab a five point batty and a one point batty as it stands we're going to grab the first four one point batteries and we need to place them on the mat so we start with the top one we know what that one is it is our clay golem so let's look a little more closely at what is on his chip now you have this beautiful artwork he rolls one attack die there's no defense dice underneath it he has five health his initiative is two he is melee he is of that symbol there and this is going to be his target icon and this is his ability right there break so what we do is we first give him five health let's give him five health chips right there we need to he's the first one we pulled so he's going to go in lane one you draw you grab the blue lane one chip this is lane one here and he'll go on top of it and he has an initiative of two so you set this count up die to two and put it right in the initiative meter so he's melee melee is going to go in this row range is going to go in this row so he goes right there so let's go ahead and draw the next one the next one is going to go in lane two no matter what it is so we have us oh we have our dire wolf pop so this little pup is three health three initiative it is melee rolls one attack die has lash back one as his ability so let's get it three health put lane two on there he's melee he's going right there and he has initiative of three now in this game the higher the number goes first so he's going to go before this clay golem keeping it going we have all griffin yearling with flight he has two health not not terrible but he's very fast five initiative and he's got a decent attack for level one so two attack and he also is melee so he's going to go in lane three over here and he gets two health chips he goes right there and he goes at a speed of five so he's going to go way up here that's really fast really fast so then for lame four we have our mischievous goblin sandbagger now he also has two health let's go ahead and grab that and he has four initiative we've already got that set so it's going to go in here now if ever they tie then let's say he had a three initiative instead he would actually go under the purple because he came out the ties it comes out in order that they come out so uh for initiative he has one attack and one defense a mischief one if he misses that's what that bones means uh he is ranged so we'll put him here he goes in lane four but he's to go way back here now both of our heroes gear locks are at six health so we're going to grab their chips here and stack them like that and then we need to out of their trays grab their initiative dice and we'll just leave those on the map from here so instead of placing their initiative die we actually roll them so let's take a look at patches all around the sides he's a three and then he has a four on one side and a four on the other so he's going to be the three or four most likely three uh picket has i think three threes a two and a five so our four three is a two and a five so he's most likely going to be three as well so we roll these a three and a three go figure now we get to choose what order they go in since they tied and i think we're going to have patches go first and pick it goes second and they can go in between above that three right there so that's our that is our initiative order right there all ready to go the next thing we have to do is figure out where we're going to put these guys we can put them they're both melee characters anywhere we want in these four and i think what i'm going to do is i'm going to put pick it here and patches here now we'll talk about maybe strategy and reasons why later on but let's just get through the mechanics of a battle first now the next thing we want to do before battle starts now there's actually a whole battle sequence listed on the back of the reference sheet we've done the before bat or we're in the before battle now so we want to take picket sheet look right under the beginner build strat and they all have innate abilities his innate ability is at the start of battle so innate he has a shield wall pickett may roll all of his defense die and place roll defense die in active slots bones cannot be placed in the backup plan we'll talk more about that in a second but what it comes down to right now is he has three defense die he gets to put up his shields before we even get into the battle outright so he's gonna roll those now all succeeded if he'd had a bones that just means it would have gone back to the tree however that is a fantastic roll he gets to slot those in his active slot right here so two two and one that's great great way to start all right we are ready to start our battle so this is the round counter we're on round one fight so we look and the first one to go is our griffin yearling here in yellow and you're it's easier to see not from straight down you can see his yellow so he is my melee so he wants to get adjacent to one of the characters now adjacent is only orthogonal it is not diagonal at all so he wants to get here so that he can well on pickets now each batty has two movement points so he can move up to two spaces and he always prioritizes getting to the closest one if he can so he's gonna go there he did it now he rolls to attack dice which is not good attack guys have a one or two or a miss on them so we're going to roll those against picket and he rolls a one and a one so we're just going to take it out of this two it's shield blocks it and we just take one of the ones out of our active otherwise we'd have to take the damage he's gone next is going to be our mischievous goblin sandbagger now he's ranged so he doesn't have to move next to anybody in fact he can sit right there and shoot anywhere on the map so he's going to do that he's going to roll one attack and one defense now he does have a target and the target is in this target area there's either going to be if you look at the clay golem there's a strong man there and a regular person there so it's going to be the weakest the weakest character both of them are at full health and equal so six neither one is the weakest the one with the less health would be equal so we get to pick and we're gonna pick picket right here because he has shields so he rolls one and a bones so we're gonna take the one here and the bones activates his mischief one which means he knocks a die out so actually let's take that back we're going to take one here knock that down to one and he's going to knock a die out so that leaves us with one there so mischief just takes a die or takes whatever the number is that many die out of your active slot so that's his turn he has done his mischief and now patches gets to go now patches does have an innate ability as well but it starts at the beginning of each turn during battle at the start of his term patches heals himself for one hp so if he had lost any this would be a place where he could grab it back it doesn't have that yet but i'm sure we're going to get to use it so when it's a gear locks turn they kind of have for lack of better turn actions the number of actions they have is determined by their dexterity actions are rolling dice and movement so the best way i've learned to show this is to gather up all of his possibilities so he has two attack die he has one defense he has this med kit so those are his options at the moment plus movement well he's a melee character he can't hit anybody right now so he's going to have to at least use one for movement so we're going to move straight up right here that means that we only have two dexterity left so he's only gonna get to roll two nobody needs to be healed yet so we can just leave that behind and i'm not really worried about him on defense yet so we're not gonna roll that we're just gonna straight up attack and try to take out this mischievous goblin sandbagger now you do have to pick your before you roll your dice you do have to pick your target i am able to pick both and speaking of targets this dude had a key word of flight so once he attacked he takes flight you use one of the status dies that has that on it put that on top he is now flying out of our reach next turn he's going to swoop down and this will come off so he's only able to be attacked every other turn so he's untargetable but we're going to target instead of the flashback pup we're going to target the mischievous goblin sandbagger roll two dice against that and oh two hits he has two health so he is out of here put him in our pile here put that back up here and we get to take that out of the initiative track great turn happy for that and during your first couple games i just keep all of his potential dice over here on his ready area so now that's patch's turn for pickett he does not get to gain any health but he has dexterity of three so all of his options are going to be he he has a defensive three well there's one two and this one up here is three so this does count towards your total he does have an attack of one and he has this lovely stand ground die so we're going to attack we can't attack this he's untargetable so we're going to attack this flashback pup right there and what do i want to do i don't think we're going to actually use an attack die instead i think we're going to roll these three dice right here so this will go back to his ready area and we'll roll all three of these and we rolled really well we have two that we can slot in his active slot so this one has a heart on it with that infinite symbol now at the end of a battle everything comes out of any slots they're still in and goes back to these will go back to the defense and attack tray and our skills usually go back down to our skill slots so they have to be rerolled every battle but with that infinite symbol we can lock this in so let's lock it in our locked area and that is until we remove it or something forces it to remove it stays there from battle to battle so this means at the beginning of his turn he gets to heal one health which is great it's basically patches innate ability usually it takes several times to roll that because there's only two of those on the whole day so i i didn't get any bones i i got really well actually rolled really well but i didn't get to attack so that is pick his turn now our lash back pup gets to go he rolls one attack die he's going to go uh the weakest they're both the same strength uh he doesn't have to move he can attack either one legally so he's going to attack right here on picket we get to choose since they are of equal health otherwise he would go for whichever one is the weakest so he rolls he gets a bone nothing happens it's just a straight up miss fantastic okay then we have this clay golem so he has to figure out where he's going to go because he can't get here or here so he gets two movement points so he's going to move one two because the only legal space he can get to to hit us is right here he can only move two so that's the best he can do no attack i'm okay with that so that is one whole round we flip this to round two now it's a six sided dice so when we get to round five after round five we flip it and there's round six so every starting round six every round everyone takes one true damage true damage is just a damage that can't be blocked by defense everybody has to take it so that can actually play into your strategy it's a keeps this from going on forever but also it can be a strategy because a lot of times especially in these early ones you can just try to outlast the opponents okay we start back again with the yearling griffin he's gonna scoop uh swoop down and he's gonna hit for two this will come off because he's kind of landed to hit us and he attacks for two attack dice he's going after picket and he gets two hits so two of these are gonna be used up to defend that then patches gets to go he doesn't have any lost health he is going he has three that he can work with he's going after this flashback pup so he's going to do his two attack and one defense pretty straightforward oh he rolls a nice defense two two defense we're gonna slot there and he gets to attack right here now you can resolve these in any order that you want i'm gonna do the defense first so he's gonna do this dude has three health he's gonna take two away he's down to one but he's still alive at the end of the round that means that he lashes back for whatever the number is one point now all of these are keywords are on the back of your adventure guide so you don't have to memorize these but you will after you play it several times so he's gonna lash back for one which means that he can block that lash back for one health okay pickett gets to go he heals one he doesn't need two he has three and we're going to take out this guy before or try to take out this guy before he can take flight again because that's what he'll do on the next turn so we're going to roll those three dice right here that's going to be our dexterity of three two attack or one attack two defense and fantastic we rolled all bones so as far as that's concerned it's a whiff we we totally whiffed on that he jumped up jumped back whatever and we can't do anything about that however bones are not bad things we have this thing at the bottom called a backup plan and every time you roll a bones you can choose to slot it into that area now what's cool is several things are cool this doesn't take away so the next turn i still can roll two attack or one attack and two defense because this doesn't take away from what's available to me these are just extra out of play but they're the more you build them up the more you are able to do so the backup plan is when things go long we can do an extra action so shield bash with two we have to spend two we don't have an ability for one on either gear lock but at two we can do a shield bash for picket remove all defensive die including the newly rolled active slots and lock slots and do total number of removed defense in damage to the target so we can hit them slam our shield into them and do damage right now i only have one that i can do so i'm not too keen on that right now well i could do it because my target is him if i target him i i would do it in a heartbeat because he only needs one to kill him off but one there is not enough i'd like to build it up a little bit more so we do have three do-over may immediately reroll any number of rolled dice well i can't do that because i have no dice left over from putting those there so let's just live with that right now i'm okay with it and we'll go on to the lash back pup who's going to attack now both have the same he still has a defense but so does he so i think we're going to let him attack patches so he rolls one against patches and he totally whiffs he's a pup just give him a break and finally we have the clay golem he's gonna move two one two he still can't reach us so we get another turn that is great for us so on to round three these move really fast once you get going uh we have our swoopty dude he's going to attack for two and take flight we'll go ahead and put that on there so we don't forget uh he's attacking picket of course he hits for three so we'll miss we'll take one out and we'll have to take two damage oh it's the first blood we've taken okay then we have patches he doesn't need to heal he wants to attack that pup again i mean that pup's really not doing us any harm yet but why give him the chance right so he can roll three [Music] i'm thinking let's go ahead and roll these two action dice let's leave the defense there and let's roll his med kit so this med kit we're gonna aim to try to heal him up a little bit so we roll those he gets two hits against the lash back pup that's the first thing we're gonna do that takes him out he's gone cool beans and that is the purple dye and so he spent those and he could he'll pick it for one heart now you can always choose not to use a die once you've rolled it you can roll it see the results and then decide not to use it that's really cool i like that but you know what let's go ahead and use it why not i mean three's a better option but when he uses his die it's this is immediate and when you look on their sheets there is beside each one there is when it can be used so hill is immediate eye so we're gonna heal pick it up for one and that actually gets exhausted so we're going to put it over here it usually goes here but i've got it kind of backwards let's put it over here can't be used again in this combat okay that's patches and then we go to pick it pick it gets the heel for one and that die just stays there that's just ability he has from now on now he can't target here whoops he can't target here so i think what he's going to do i think so i think he's going to move down one and we're going to start going after this clay golem so remember we don't have any defense or attack dice locked up here and you can't lock attack but defense die we don't have any there so we get our full regiment of three defense one attack we can roll three of them so i think what i'm going to do is i'm going to roll well since i've already got shield bash i may as well go ahead and roll just the fence so let's do that let's roll defense and we get a two a one and we get another bone so let's look at benevolence for pickett benevolence says he'll pick it for two hp also add a two defense die to his active slot well he doesn't need any healing and i don't want to lose that many dice yet so we're just going to because you can do i can do shield bash right now and i think i will actually i'm going to do show bash so i will use those two and these just kind of track down uh fall if you will so now i still have two for shield bash so all of these come out and we do that much damage that we removed and if we had had any that we hadn't locked let's say we had gotten to roll another one that would have gone in there as well we don't have to lock them so we're gonna do three damage against this dude right here one two three now his special ability is break and what break means is that if you use any attack on him so if i'd rolled an attack die and gotten a one and used it on him then my equipment would break and this die would be exhausted out of play but with a shield bash that's a skill that's not going to come into play i don't break anything with that so that's a way to get around his break which is one of the reasons i kept him yes he's he's high on health but this show bash can get through a lot of things okay so now the clay golem decides he wants to hit back with one he's attacking picket i don't have any defense so i'm going to lose one health from picket all right round four we go with this dude he wants to attack the weakest which is picket so he's going to move there swoop down attack with two attack die and he hits for two again i have no defense one two so that is that patches gets to go there's nothing to heal he's going to move one he has two dexterity left he's going to roll two attack dice against this griffin he has two health and we do four damage fantastic you never roll that when you actually need that much damage so he's gone and his die is removed patches gets to go he heals one and we're gonna try for the same thing except we're gonna roll we're gonna roll all three defense dice and we're gonna do a show bash on him again and i get two and i believe he has two health i don't have to lock that in i will lock that one in he has two health exactly so chill bash of two means that this clay golem is gone [Music] i'm sure i'm gonna get nintendo copywriting me on that so that's a battle we are victorious we succeed so let's clean all of this up and we'll go to our rewards alrighty the first thing you'll notice is we've returned all of the attack and defense dice we have returned our initiative dice we're going to pop this back to one for the next time we have to battle and patches came back at full health however you do not heal after a battle there's no automatic killing so picket is still down to health we'll have to do something about that soon but first the spoils so we did this choice so we're going to get one training point one progress another training point and one loot so two training points per now notice that this die did not go back here but this one came from exhausted back ready for next time so each one gains a loot and so we'll draw this one here and this one here and they can hold up to four loot now some loop can be heavy and restrict that but each gear lock can hold up to four loot i like looking at the loop first to see what that may change what i do with my um training points so we have for picket mechanical assistance increase your decks by three for this turn okay well that can give us some extra actions that's not bad and then we have stone hammer add four to an action die result during your lock pick attempt okay that's not bad not bad so both are single use items it says it up here some are ongoing some may have up here a little arc that has different uses um but this is a single-use item and so is the stone hammer so i think we're going to go back to stats and use the first point to up his dexterity so that we can start rolling maybe defense and attack and we will up that to four and here for picket i think we're going to actually up his attack but we have to train for it so he's going to roll two attack dice and hope not to fail up he succeeded so this goes up to three or up to two three and all so i think we're going to grab another skill for each and it said remember choose the captain profession we may not stick through it but it's a good profession go from stand ground because we have that die to i think we're gonna go we can go to shield form or sword advance i think we're gonna go for shield form so we're going to need to get die number two and it shows you all the faces has three reusable bones a movement free movement and two shield sides so we're going to grab die number two here and that's going to go in our shield form slot and like this one it can be locked permanently up there except our backup plan will pull it out for patches i think we're going to look at a different profession and we have i think two really good options right now fast hands would be the next in the combat medic profession it's going to add a multiplier to that health role but another route we could go is we could get nutrients and just have another healing dye and what that does is it can allow us it can either heal us for two or three that's great it can give us one loot that's also great it can give him a double bones which can get him to heal a gear lock as is or it can get these little symbols right here so if we look nutrients is number five so we're going into a different category so he's got a loot a heel three and then it has this little re-roll symbol right there which means that we can re-roll if we roll these together we can roll re-roll this as many times as that number is so we can re-roll it i believe up to two times yeah so we can re-roll it up to two times trying to get a higher number so this is not a bad die at all so i think we're gonna go with that both nutrients and toxins has the star we can choose either one we chose nutrients so that's their last training point for each of them now we can't forget our progress so we move up to there so now we finish with our next step we've gone we've done new day new encounter we succeeded so we did dividing training log progress so we get a recovery and this says lock picking we have no pic locks to pick loot trading i think we're going to leave them with what they have we have individual options so now we're going to do for picket he's going to choose rest and recover this allows him to heal to full hp for the next battle don't like going into a battle with half hp even with the healer in the party for pickett well he hasn't he can search for better loot uh his loot's not bad so uh and you roll us roll six attack dice for each bone you roll reveal a loot card you may keep one so there's always a slim chance that you you don't reveal a new loot that you actually lose it i'm okay right now i think we're gonna scout ahead because if we can i'd like to scout that five point baddie so these guys they were all one points they're just going to get discarded back here with what was it the goblin bomber that we scouted so remember i said on day three if we have to do a battle we're gonna start pulling a five point batty so we're going to scout one two three as one four and five is five and six is twenty so fifty fifty chance and we got a three so we get scout a one point batting and we have oh another griffin yearling there's two of these in the stack we know he's not terrible let's keep him up front his flight's annoying but not not that bad okay and that is our second day so we're moving on to day three doll draw the last of the known encounter cards everything after that is randomly shuffled in we have crossing the ceburon the cibron river a glistening vein of trade running the length of the door playfully beckons as it shimmers in the daylight up ahead but with so few bridges in these parts this crossing is an obvious spot for enemy scouts and traps a journey of this importance leaves only two options tucking the ears and trying to blend in is risky but effective efficient a boat at dusk carries less chance of discovery but requires business with the molenor a trading syndicate with their own set of drawbacks so we're going to make a choice tuck your ears and walk like a commoner would give us one progress one training point each and then whatever's down here if we succeed so two training two progress points oh that's fantastic we would be making we would be up to four progress that's fantastic but you know what i'm really not in that much of a hurry so in that case you roll a d6 for each party member so twice on a one two your potty is sparred spotted find the first tyrant encounter in your deck and place it on top shuffle the remaining cards to keep them underneath now right now we have a chance that we may never see that tyrant encounter card so i'd like to keep it that way so our second choice is hire the monor and if we do that these are both peaceful if we do that we get to grab a trove loot for each one and the symbols are down here if you ever need a reference so each gear lock for the purple each gear lock draws one trove loot so that sounds very good like there's no drawbacks except down here shuffle the special encounter mono traders into your encounter deck so this brings the tyrant card up to the next card we have to deal with that's not good we're drawing attention to ourselves i don't like that here we can shuffle another special encounter card a specific one called one monarch traders into our deck but we get a true loot out of it so i think we're gonna do that so we take the encounter deck it doesn't matter where things are now because we're going to shuffle them and the tower encounter is coming up pretty soon anyway maybe we can get it further back just shuffle them up real quick so we don't know where that monitors and the tyrant and all of that is all right put that in front and i didn't look at that so now we get one progress point and we can grab a trove loot for each so true loot to you and a trovloot to you now unlike the regular loot these stay face down until we unlock them and you'll notice that there are different numbers on each one actually there's different even pictures on each one so we have to get three lever four trip and five fourths to unlock this one and three three and six for that one oh six is hard to get so that's it we've done that phase now we go to the recovery phase and now as a group we can do some lock picking so lock picking means that we grab these extra dice here that are the bronze gold and silver dice and then the one with different faces on it pick it's going to start trying to unlock this so he needs you have to go in order we're going to have to get three lever so the l is lever and we roll all of these and we're looking for three l we have it right here i'm just going to grab a d6 and put that for one progress on that now when you succeed we have to lose a die now the reason if you look these are bronze bronze gold and silver so the dice that are the same colors have a better chance of hitting that requirement so ale is more common and higher on this die than it is the other one so we're going to lose that one because the next one we want to have a better chance at more trip on the goal die so we succeeded we keep going now if we didn't like our first roll the first roll each time we try to lock pick we get to reroll if we don't like it but i like that one four trip all right we have one lever and one force no trip and we have this which is a circle with a plus one on it now all of these symbols are right here in the art of lock picking so this one is save plus one given action die plus one and do not exhaust it if it is used on the lock so that would have been great for the last one because then we wouldn't have to exhaust it but plus one to force and plus one deliver doesn't really do anything for us so we failed at that our one success stays here and on the next time we get this die back so patches wants to do the same thing we'll put a die out here he needs three lever as well he did not get any levers so we're going to use our re-roll and you have to re-roll them all so he did get three lever here and he did get this plus one so we're going to use this to give him four levers so that he doesn't have to exhaust that die love it when that works out he's looking for three trip as well and he got no trip but he got this symbol right here which is reroll real one action die also uh the intuition die which is what that's called uh so re-roll that die so we're going to pick he's on gold so we're going to pick this gold one and we reel the intuition die which can be beneficial to us he gets three trip which is enough we're gonna add one to it again and this doesn't get exhausted oh that's so great so he has two out of his three successes however the next one is six force that is really hard to get even with all the dice so we have no force we could add one but there's no f's so he just fails at that one and who can try again next time that's it that's lock picking uh loot trading if we want to do any of that i think we're still good uh oh he could add a four to an action die result during a lock picking attempt well he still didn't get the t so we'll sing onto that well hang on that we got to remember that though let's let's put that like this so i remember use that okay so we have loot trading and then individual options i think we're going to go with scout we're definitely not going to search for a better loot here that's going to come in handy okay so we're going to scout so pick it i'm still looking for that five-point enemy and he rolls a five so we get to look at the five point enemy and it is wow griffin howler five health five initiatives so he's fast three attacks see these jump up big time he is melee but he has dive he has flight we've seen flight dive means that he looks for the weakest character and can just kind of jump across the board to him and then signal one means he can bring in more enemies oh that's not good i think i think i've got to put him in the back i think i've got to discard him so he goes back there patch is going to scout as well and he rolls a five that's fantastic he can look at another five point buddy oh my goodness are you kidding me another one well we know what we're going to do with him put him in the back all right so we don't know what's coming but we know it's not going to be a griffin howler we know it's not going to be those because there's two of those in the stack so we have done everything and ready to go on to a new day but i think we're going to stop there you've seen how to use training points how to get skills how to get new stats how to train attack and defense you've seen how battle works how baddies work and battique there's there's a little bit more to see but that is the main gist of the game now it's just how far can we get and can we actually win that's always the question with this game so next time we'll move even closer to drilling and maybe see if we can take him on and see more of the game if you want to be notified of that hit that subscribe button hit that bell icon so that you're notified when the next video goes live if you enjoyed this content think about hitting that like button i really enjoy this game and i really am so excited to continue to share this with you so i hope you'll tune in next time and see if we can defeat drilling this has been the first episode of our first game of too many bones and until next time thanks for watching and happy gaming [Music]
Info
Channel: Me Myself & Dice
Views: 9,320
Rating: undefined out of 5
Keywords: Boardgames, Solo, Solo boardgames, Solo playthrough, Board Game, Cooperative, Solatare, Social Distancing, Boardgamegeek, Strategy, Tips, Gaming, Games, Tabletop, Tabletop Game, Board Games, Adventure, Dungeon Crawl, Campaign, Fantasy, Combo, Card play, How to play, Instruction, RPG, Role Playing, Role Playing Game, Too many bones, Chip theory, chip theory games, tmb, tmb solo, too many bones solo, Too many bones tutorial, how to play too many bones, solo plathroughs, solo play through
Id: 9imsdZLR3Yw
Channel Id: undefined
Length: 65min 1sec (3901 seconds)
Published: Sat Apr 17 2021
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