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Description
Too Many Bones: Unbreakable is the standalone conclusion to the Too Many Bones franchise.
Join new characters Figment and Gale as they traverse the dangerous caverns beneath the land of Daelore using the game mechanics of Too Many Bones.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment:
pos 1 ·
mix 4 ·
neu 0 ·
neg 0
Showing 1–5 of 5
Video ieaTmQ8V2mg
Neon Gorilla Review at 21:28 sentiment: positive
video_pk 88696 · mention_pk 234443
Click to watch at 21:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Abundant premium components and weighty packaging
- Innovative salvage/recipes mechanic
- Deep, varied gear locks with high replayability
- Excellent art and quality materials
Cons
- Extremely complex and heavy learning curve
- Large footprint and cost may deter casual players
Thematic elements
- survival and loot through baddies and recipes
- Fantasy dungeon adventure with boss battles
- fantasy high-concept
Comparison games
none
Mechanics (from transcript analysis)
- Baddie salvage and recipes — Defeated foes become salvage used to craft buffs via recipes
- Delve dice and delve mechanic — Recovery phases unlock delve dice and multi-step dice resolution
- Gear Locks — Character-specific modifiers and abilities unlocked via gear lock kits
- Terrain chips and terrain mechanics — New terrain map with flip-able chip spaces that affect encounters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm a chip Theory Fanboy
- there's just so much content here
- the premium chips are an absolute must
- this is the base game this is a standalone version of Too Many Bones
- Too Many Bones is a fantastic, dense, premium experience
- this is unbreakable it's the base game
References (from this video)
No references stored for this video.
Video rulAqJiPHds
UndeadVikingVideos Discussion at 32:45:16 sentiment: mixed
video_pk 88101 · mention_pk 231390
Click to watch at 32:45:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Fun
- Has a lot of game
- Cool components
Cons
- So much game
- Need to relearn it every time
Thematic elements
- Players are adventurers fighting monsters and developing their characters.
Comparison games
none
Mechanics (from transcript analysis)
- Character progression — Players develop their characters' abilities and skills.
- Dice Placement — Players use dice to perform actions and fight monsters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's one of those games where you are freaking out about the game ending
- You got your special little tiles to build the map with and then you got your different colored tokens that go on the board
- They all have special abilities that are different
- The end game scoring can be brutal, but it's so good
- You can spend like an hour trying to figure out the rules and then you still don't understand some of the rulings
- It's really satisfying placing your little tiles and seeing how the map grows and develops
References (from this video)
No references stored for this video.
Video n7VydR0ibT4
Review at 0:15 sentiment: mixed
video_pk 79939 · mention_pk 193592
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Awesome gameplay inherited from base game/Undertow
- Figment is a blast and an amazing gearlock
- Item design is fun, tightly designed, interesting, and distinct
- Encounter and enemy designs are interesting and challenging
- New mechanics (lava, darkness, shaking ground) add interesting twists with low rules overhead
- Rock and Roll tyrant is interesting, not complicated, fun, and unique
Cons
- Gale is not a strong selling point
- Tyrant designs for Cinder and Domina are unfun and overly complex
- Cinder's encounter can be a problem if you draw too many ranged baddies and can't lure them to flip lava tokens
- Domina adds too much to remember, especially in solo three-handed
- Domina's scout mechanic invalidates Carcass's mechanic
- Lava mechanic chip design makes it difficult to track gear locks on lava tiles
- Tyrant designs are mechanically obtuse and difficult to keep track of
- Carcass's cooking deck and gross food card mechanic is confusing
Thematic elements
- RPG
Comparison games
- Too Many Bones
- Too Many Bones Undertow
- Too Many Bones: Rage of Tyranny
Mechanics (from transcript analysis)
- Collecting defeated bodies — Carcass's mechanic of collecting defeated bodies from the discard pile is mentioned.
- Darkness — An additional mechanic or effect some encounters have.
- Dice builder — The game is described as a "dice builder RPG".
- Lava — A new mechanic introduced in this set, used in conjunction with encounters.
- Shaking ground — An additional mechanic or effect some encounters have.
- Time manipulation — Figment's mechanic of manipulating time is highlighted as a positive aspect.
- tyrant encounters — Specific boss-like encounters that are a major part of the endgame.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is good old Too Many Bones and that means that it's all the awesome gameplay that you know from playing the base game or Undertow.
- Figment was a blast and definitely a gear lock that if they sold it individually, I would buy a Figment. Figment is amazing.
- my biggest complaint, folks, is the tyrant uh designs.
- I would not recommend this as your entry point to Too Many Bones.
- Just go with the base game if you're considering which entry you should get into just go with the base game.
- I prefer Undertow over this much more
References (from this video)
No references stored for this video.
Video 1UumySXJsTY
Meeple University Preview at 0:03 sentiment: mixed
video_pk 64041 · mention_pk 157538
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Rich customization and strategic depth
- New map and mechanics add variety
Cons
- Complex rules and setup can be daunting
- Lava/environment adds pressure that can quickly snowball
Thematic elements
Comparison games
- Frostbok
- Frost punk
Mechanics (from transcript analysis)
- dexterity scaling — Spending inner peace increases dexterity to roll more dice or move farther.
- inner peace — Two stacks accumulate when no attack or skill dice are rolled, increasing later capabilities.
- lava-tied terrain — Terrain rules where lava spaces deal damage and influence positioning.
- perseverance — Blocks attacks to gain points that can be spent to boost attack power per turn.
- shock/knuckle zappers — Place debuffs on enemies to reduce their attacks or damage nearby enemies.
- Transcendence — Resource to recover dice or remove status effects; escalation via spending.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- today we'll have the new too many bones
- Standalone expansion unbreakable and new
- it's not easy it's not an easy game
- the floor is lava
- Static was one that appealed to me the most
- this is a pretty tough fight
- it's hard to beat
References (from this video)
No references stored for this video.
Video 58YXU96o7yc
Neon Gorilla Playthrough at 0:00 sentiment: mixed
video_pk 59542 · mention_pk 152107
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Deep, crunchy dice-drafting combat
- High-risk, high-reward loot system
- Clutch turns and dramatic saves create memorable moments
Cons
- Merciless enemy scaling and potential for harsh negative loot
- Heavy downtime and rule complexity in solo play
- Instance-specific dice allocation can feel punishing
Thematic elements
- Dungeon crawl with dice-driven combat and persistent consequences
- Daylor's Labyrinth underground caverns
- Dark fantasy with humorous narration
Comparison games
none
Mechanics (from transcript analysis)
- Be Kind Rewind (backup plan) — A back-up mechanic allowing rerolls or reclaiming dice under certain conditions.
- D6 true-damage events — Per-round dice rolls determine unit-specific true-damage events (e.g., stalactites, lava).
- dice pool combat — Combat relies on rolling multiple dice to generate attack and defense values.
- Lava and terrain effects — Lava spreading and terrain hazards modify positioning and health mechanics.
- Lock picking — Attempts to unlock doors for access to loot or progression.
- Loot with positive/negative consequences — Loot cards grant buffs or negative effects that change risk/reward decisions.
- Phase Ghosts — Phase-like copies can soak damage, swap positions, and affect the board state.
- Phase Wrath — A power line that amplifies phase-related effects, often increasing damage potential.
- Re-Rolling and Locking — Attempts to unlock doors for access to loot or progression.
- Schism — Deal damage to all baddies above you in the any meter.
- Time Jump — Move a die that is directly before/after you to the top of the any meter and deal damage.
- Time Track — Move a die that is directly before/after you to the top of the any meter and deal damage.
- Trove Loot / Loot choices — Choose between two Loot options and a Trove Loot option with varying rewards and risks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a big boy turn here
- clutch this turned in my favor
- wow that was clutch
- it's brutal I swear
- I did clutch it
- that is what I liked it
- this was clutch absolutely clutch
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–5 of 5