Too Many Bones: Polaris
Too Many Bones: Polaris Rulebook
Table of Contents
Table of Contents
Gearloc Reference
- Starts on Gearloc Mat (marked ◯ on the sheet)
- Not reliant on other Skills to train (marked ★ on the sheet)
- Initiative Die Numbers: 3, 3, 4, 4, 4, 6
Orb Sage – Use your mastery of magnetism to hurl powerful orbs at the enemy.
Wellness Guru – Your cloistered methods can ward off ill effects or visit them upon others.
Movement Coach – Propelled by magnets, you move through life with ease and grace.
Consumables – Consult your orbs for more insight and firepower. See back for details.
Profession and Skill Dice
Orb Sage
- Iron Orb (slot 1)
- Nickel Orb (slot 2)
- Cobalt Orb (slot 3)
Wellness Guru
- Healing Aura (slot 10)
- Negative Vibes (slot 12)
- Natural Empath (slot 14)
- Orbital Strike (slot 15)
- Orb Apothecary (slot 16)
Movement Coach
- Magnetizer (slot 5)
- Polarity Switch (slot 9)
- Scrambler (slot 13)
Consumables
- Extra Orb (slot 4)
- Seeking Stones (slot 8)
Dice Icon Key
Symbols used on the Polaris dice. Each result is listed with its activation or timing marker.
- Bones (BP) – May use this in your Backup Plan.
- Recycle (A) – After an Orb Recall, exhaust to deploy an Orb.
- Magnetic Pull (A) – Exhaust to move any unit that is adjacent to an available Orb position onto that Orb position.
- Magnetic Push (A) – Exhaust to move any unit that is on an Orb position by 1 position.
- Heavy Orbs (L) – During Orb Recalls, you may move each unit touched by an Orb 1 position (lasts entire Adventure).
- Floating Orbs (L) – During your Movement Phase, you may move an Orb on an occupied position to an adjacent occupied position as many times as you wish (lasts entire Adventure).
- Orb Support (L) – At the start of your turn, gain +1 Dex and +1 Atk that turn for each Orb position you are adjacent to (lasts entire Adventure).
- Supplement (I) – Each Gearloc on an Orb position gains # Buff HP.
- Fortify (I) – Each unit on an Orb position gains a Def 2 Die.
- Focus (L) – You may target non-adjacent units on Orb positions (lasts entire Adventure).
- Radiation (I) – Place a Poison 2 Effect Die on each unit on an Orb position.
- Trepanation (I) – Deal # Dmg to each unit on an Orb position.
Legend
- A – Place in Active Slot.
- I – Use instantly.
- BP – Place in Backup Plan.
- L – Place in a Locked Slot.
- Ctr – Use as a counter.
Backup Plan Breakdown
The stones and minerals of Daelore are speaking to us, if we only stop to listen.
The sheet lists six Backup Plan entries, each marked with a Bones icon and numbered as printed.
- Gather Stones – Either increase Seeking Stones by 1 or unexhaust the Iron Orb Die.
- Minor Recall – Recall all Orbs to your position. Orbs deal 2 Dmg to each Baddie and 1 Dmg to each Party Member they touch.
- Mag Therapy – Heal for 3 HP.
- Major Recall – Recall all Orbs to your position. Orbs deal 4 Dmg to each Baddie and 2 Dmg to each Party Member they touch.
- Orb Restore – Unexhaust all dice in the Orb Sage Profession and immediately roll any # of them (does not cost Dex).
- Upgrade to Innate +1!
Critical Polaris Details
Trajectory Board – Polaris has a Trajectory Board in her Prep Area which represents equivalent positions on the Battle Mat. Its orientation matches the orientation of the Battle Mat from your perspective (if playing a game with mech and krelln, sit so that the positioning of the mech/krelln positions match). When Polaris places Orbs, they are placed on the Trajectory Board. Battle Mat positions that correspond to positions on the Trajectory Board with Orbs on them are called Orb positions. Orbs cannot share positions with each other but can be moved through positions with other Orbs. Orbs can move onto and through Battle Mat positions that are occupied, and even unoccupiable positions such as holes. When Orbs move, they can only move orthogonally, not diagonally. At the end of each battle, all Orbs are removed from the Trajectory Board.
Orb Sage Profession – Polaris starts the game with a supply of 4 Orbs represented by purple metallic beads, as well as an Extra Orb represented by a yellow metallic bead. When she places a die from her Orb Sage Profession (or the Extra Orb consumable) in an Active Slot, Locked Slot, or the Backup Plan (if a Bones result is rolled), she may also deploy an Orb on the Trajectory Board on her position or an adjacent position. Orbs removed from the Trajectory Board are returned to the supply. Polaris can only deploy an Orb if there is one available to be deployed. The Extra Orb Die may only deploy the yellow Orb, which cannot be deployed in any other way.
Recalling Orbs – Polaris can recall Orbs using her Minor Recall and Major Recall Backup Plans, as well as several of her Skills. The Skill text will tell you which position they are recalled to and how many Orbs are recalled. Resolve each recalled Orb one at a time. Each Orb must take the shortest route possible to its destination, but if there are multiple shortest route options, Polaris chooses which it takes. The Skill text may allow the Orb to affect units it touches. The Orb touches a unit if it starts on, moves through, or ends on the unit's position, but the Orb's effect is never applied to Polaris. Additionally, Polaris may exhaust Active dice or use Locked dice effects that relate to recalling at this time. When a recalled Orb reaches its destination, it is returned to her supply. During a recall, a unit may only be damaged once per Orb.
Movement Coach Profession – Some of Polaris's Movement Coach dice allow her to move during the Resolve Your Roll Phase. After resolving one of these dice, she may choose a new target so long as she has not yet applied any dice to her target, as she still may only have one target per turn. Polaris may use these dice to move through other units, but she must end the movement on an available position.
Seeking Stones – Seeking Stones starts on Polaris's mat (in slot #8) set to 0. This die may be increased using Polaris's first Backup Plan. Polaris can use a Fortunate Discovery Loot card to set Seeking Stones to max. Seeking Stones may be used multiple times in the same turn and/or Delve.
Innate and Innate +1
Innate – Attraction Specialist: Polaris starts the game with Seeking Stones on her Gearloc Mat, set to 0. Polaris's Orb Sage Profession consists of Orbs that she places on her Trajectory Board, and she may manipulate them for various effects using her Skills and Backup Plan. See Critical Polaris Details for more information.
Innate +1 – Matchmaker: When using either the Minor Recall or Major Recall Backup Plans, Polaris can choose which Orbs are recalled instead of recalling all of them.
Effect Dice Definitions
Poison Effect – This unit takes True Dmg equal to Effect Die # at the start of its turn. After applying Dmg, reduce Effect Die by 1.
Weaken Effect – This unit's Atk Stat is reduced by # on its next turn.
Beginner Build Strat
Stats: Polaris especially shines through aggressive use of her Skills and Backup Plan, but upping HP to 5 is important for her survivability. An additional Atk is important if she isn't getting consistent Dmg from Orbs and Skills.
Skills: Polarity Switch is key for either Recall set-ups or getting out of a jam. Additional Orbs will up her maximum Dmg output but will cause more friendly fire at higher player counts. If she needs more Bones, the Mineralist Profession is her best bet, but watch out for potential downsides!