Too Many Bones: Undertow

Too Many Bones: Undertow

Guide Duster and Stanza downriver, budgeting Dexterity, skill dice, and Backup Plans across land and raft battles before the chosen Tyrant's day limit expires.

Too Many Bones: Undertow supports 1–2 players; community best: 2 players; playing time: 60–180 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Too Many Bones: Undertow stands alone, with two heroes offering distinct skill systems. Daily Encounters present choices that may resolve peacefully or lead to battle. Success can earn Progress, Training, and Loot: Progress makes a Tyrant challenge available, while Training shapes the tools you bring to it.

In battle, the same Dexterity budget pays for movement and limits dice rolled. Positioning must work with ordinary attacks, defense, and learned skills, many usable only once per battle. Bones can fuel a character-specific Backup Plan, connecting immediate results with preparation for a later turn.

The river changes the tactical arena. Krelln act around the raft and may wreck its spaces, making movement more expensive; land-based Mechs have special positions and immunities. A standard adventure pursues one Tyrant, while a separate included campaign links three. Their day and Progress requirements are different.

Core rules & scoring

  1. The stand-alone box supports one or two players with the characters supplied. Three or four players require additional compatible Gearlocs.

  2. Select a Tyrant and use its days, Progress requirement, and enemy types. One Gearloc uses Solo Encounters; multiple Gearlocs use General Encounters, adding Undertow's opening and Tyrant cards as instructed.

  3. Each day has New Day, Encounter, Reward, and Recovery phases. Failure skips rewards but still permits Recovery. With enough Progress, challenge the Tyrant instead of drawing an Encounter.

  4. Spend Training on stats or eligible skills. Health, Dexterity, and skill training succeed automatically; Attack and Defense have their own training rolls.

  5. Battle follows initiative. Resolve start-of-turn effects, move, declare a target, and choose available Attack, Defense, and skill dice, with remaining Dexterity limiting the roll.

  6. Dexterity spent moving is unavailable for dice. Attacks require a valid target under the character's attack form; do not roll Attack dice without one merely to collect Bones.

  7. Store Bones in Backup Plan, normally up to five. Pay the listed cost to use at most one Backup Plan skill per turn. Used skill dice normally exhaust until battle ends, subject to character-specific exceptions.

  8. Water battles use the raft and Krelln rules. Entering a wrecked space costs party members one extra Dexterity; needing a fifth Wreckage chip ends the battle unsuccessfully.

  9. If every Gearloc is knocked out, the battle fails and its Encounter grants no rewards, but the adventure does not automatically end. Recover normally; the lost day still matters.

  10. In Recovery, trade Loot, attempt lockpicking, and choose one individual recovery option per Gearloc. Win the standard adventure by defeating its Tyrant within the allotted days; use separate setup for the three-Tyrant campaign.

Rules & gameplay questions

Do I need the original Too Many Bones?

No. Undertow is stand-alone for one or two players. Three or four require additional compatible Gearlocs.

Must a solo player control two characters?

No. One Gearloc is sufficient for a solo adventure and uses Solo Encounters. General Encounters are used for parties containing two or more Gearlocs.

Can I move and then roll my full Dexterity in dice?

No. Movement and rolling share the budget. Movement expenditure reduces the Dexterity remaining for dice that turn.

Does a party wipe immediately lose the whole game?

Not necessarily. It loses the battle and its rewards, then leads to Recovery. Victory still depends on completing the Tyrant objective in time.

Can Nightshade deploy at round end after Duster is knocked out?

No. The official FAQ requires Duster to remain in play and below full Health for that deployment condition. Her knockout does not create a deployment opportunity.

Rules & introduction sources
Edition
Physical stand-alone Undertow, using current publisher-linked rulebook v2.1 and official FAQ. Focuses on single-Tyrant adventures with one-Gearloc solo or two-Gearloc cooperation. Included campaign is distinguished only; three or four players need extra characters. Excludes original-game opening setup, Age of Tyranny campaigns, and other expansions.
Introduction source
BoardGameGeek

WANGO editorial

Too Many Bones: Undertow · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#167
Complexity Weight4.03 / 5
Best player count (community)2
Player range1–2
Playing time (minutes)60–180
Core mechanismsCooperative Game · Deck, Bag, and Pool Building · Dice Rolling · Die Icon Resolution · Minimap Resolution · Role Playing · Solo / Solitaire Game · Stat Check Resolution · Tech Trees / Tech Tracks · Turn Order: Role Order · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2018
Suggested age12+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Too Many Bones: Undertow, and can I play online?

Too Many Bones: Undertow supports 1–2 players; community best: 2 players; playing time: 60–180 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Too Many Bones: Undertow, and which mechanisms does it use?

Weight: 4.03 / 5. Mechanisms: Cooperative Game · Deck, Bag, and Pool Building · Dice Rolling · Die Icon Resolution · Minimap Resolution · Role Playing · Solo / Solitaire Game · Stat Check Resolution · Tech Trees / Tech Tracks · Turn Order: Role Order · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn Too Many Bones: Undertow?

No rule guide, strategy article or WANGO trial has been confirmed for this record.