Mercer's Corner One guy, a shelf of games, and a stack of books I actually finished.

Board Game

Too Many Bones

★★★★☆

May 30, 2026 · by Nolan Mercer

Cover art for Too Many Bones

Took my group two full sessions just to get through the rules before we rolled a single die in anger. That’s not an exaggeration, we sat around a table reading iconography off reference cards for the better part of two hours the first night, and I remember thinking, ok, this had better be worth it. It mostly is.

The Gearlocs, that’s what they call the characters, each build out a totally different skill tree from dice you literally physically build, training new die faces onto blank dice as you level up. That’s the hook that got me, honestly, it reminds me a little of Heroes of Might and Magic in how satisfying the unit-building loop feels, except here it’s your own character sheet you’re customizing one die face at a time. I hadn’t played anything quite like it.

Combat runs on a 4x4 grid and is more tactical than I expected going in, positioning actually matters, and the “bones” mechanic where bad rolls generate a resource you can spend later is a nice bit of loss aversion turned into a system instead of just frustration. I’ve had rounds where I was actively hoping for a bad roll because of what it banked me, which is a strange feeling for a dice game to produce.

Where it wears on me is the fiddliness. There’s a lot of tracking, a lot of tokens, a lot of “wait, does this trigger before or after that,” and after about fifteen plays the builds started to feel like there was one obviously correct path for a couple of the characters rather than several good ones. The health chip situation is also a minor gripe, they skimped there while everything else in the box is stellar production.

Still tabling it a few times a year, still enjoy it every time I do, just don’t expect to learn it in an evening.

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