Follow up, Part 1:
I started playing some of Too Many Bones and I have mixed feelings on it.
Initially, I was really positive. It was exactly what I was looking for. It has a briskness and brevity to the combat with small, tight scenarios. They’re designed to be finished within six turns. You’re making relatively quick decisions on who to attack and what character skills to use against a group of 4 enemies on the board at a time. Every character has a mat with a big grid of skills, each represented by a unique dice, and as you level up you can slide in a dice into that skill slot. Each of those skills will vary in effect or strength based on the roll of its dice, so there’s some strategy around the odds of the dice and there’s the whimsical fun of rolling dice there. So it had the fast pace of combat that I was looking for. It’s a smaller scale game that you can finish several battles a full game within a couple of hours.
I also think the whole idea of using poker chips instead of figures and tokens is really neat. Stacking health chips under characters and enemies makes it immediately clear what health stats are like. Every character has 16 unique dice representing their different abilities! And dense, double sided rule sheets explaining how that character functions! A fun neoprene mat to slot those dice into!
But the more I played with it, the scope felt like it was shrinking instead of expanding. Rather than growing in depth it instead felt like the range of meaningful choices was actually really small. Part of that is because It’s a 4x4 grid and enemies can move two spaces every turn. You can move up to a certain number of spaces based on your dexterity stat but there really isn’t that much space to play with positioning when you’ve got 4 enemies on the board at once.
There’s a little bit of room to run away if you’re playing a ranged character, but if you’re a melee character then you’re just kind of staying in the enemy’s face. And then you roll generic attack dice. Your special skill dice are like one time use; you use them and they get exhausted for rest of the battle. So if you’ve used up all your interesting abilities, you’re just left at doing regular attacks with generic attack dice for the rest of the battle.
The idea is you’re supposed to level up the character over the course of the game and growing your pool of skill dice based on how you’re building your character stats. But that feels like it takes way too long to get to a point where you’re playing a vastly different character from who you are at the beginning.
There are different bosses called tyrants. You can choose one at the beginning of the game and each one is designed around a different game length (it tells you you know an estimate of how long each take). So some of them will make you play more battles than other, giving you more time to grow your character before the final boss and the end of the game. And as a beginner, I was playing the shorter ones. And maybe that’s why I just never got my character to a place that felt like they had an interesting variety of skills to use in any particular battle. By the final battle I maybe three or four skills. So I could use those abilities for the first couple of rounds, but then they’r exhausted and all I can really do is regular attack. So it felt like I wasn’t really doing anything particularly intersting outside of those first two turns of combat.
I then tried playing two characters at once, one melee and one ranged, and there was a bit more of an interesting scenario going on there. Planning around the melee guy running into the fray and attacking while the ranged guy stays back and plays support. But you’re still left with the issue of these beginning parts of the game where you really just can’t do much of anything interesting until you’ve leveled up a bit. It just takes you a lot of time to get there.
I really like a lot of the ideas here. The character building the unique dice. The monsters all have different keywords that affect their skills and behaviors, and there’s a good variety there. Everybody has some sort of skill on them. But the standalone expansion I got has a much smaller monster count than the base game, so you really run through the roster of enemies pretty fast, especially if you’re playing a solo. The game also has an enemy auto scaling system where the longer that you play, the higher level enemies you’ll end up putting onto the board. And it also scales based on character count. So I was playing one player and shorter length bosses, so I’m just facing large amounts of the easy enemies rather than drawing stronger enemies onto the board. So that could be aprt of it.
I got the standalone expansion because it was cheaper, but also beacuse the character were supposd to be more complex and interesting than the base game. And there are some cool ideas here are some ideas. This one girl is a cloak and dagger type who has a pet wolf that she can command in battle, and she can run around and attack enemies apply status effects and go undercover so she can’t be targeted. But all of this stuff is one time use. You apply a bleed effect on an enemy once and then that’s it. You can’t do that to anyone else.
The other character is like trap specialist and an archer. She has some options for summon pets too, but she can also set up traps onto the battlefield before enemies spawn. So you can set up traps at the beginning of the battle and then when you place monster, they might go on top of the traps right at the beginning. And then the battle starts she can buff up her arrows to multiple enemies and bypass armor. But again it’s all single use. Your traps aren’t relevant at all anymore.
Conceptually considering how these battles are short, that should be fine on a per battle basis. It’s just with how many battles you end up fighting in a single game, they all kind of end up feeling a little bit too similar despite how different enemies can be just because your actual options to combat those enemies feel limited (unless, I guess, if you’ve committed to a longer length boss run).
And don’t even get me started on the rulebook, made some poor decisions on when it wanted to explain certain types of rules, making it difficult to use as a reference. Here’s the fun, double sided keyword reference sheet though.