Too Many Bones vs Gloomhaven: Which Should You Buy?
If you're shopping for one big cooperative adventure box, these two keep ending up in the same cart. Fair enough. Both came out in 2017, both play 1-4, both are pricey co-op crawls where your hero levels up and gets stronger, and both have rulebooks that will make your first night a little humbling. On paper they're solving the same craving: that video-game feeling of building a character and watching it grow, but on your actual table.
The real difference is commitment. Too Many Bones gives you a full hero arc, from scrappy to scary, in a single 60-120 minute session. Gloomhaven asks you to sign a lease. It's one enormous campaign, 95 scenarios deep, played with the same crew for months. Figure out which of those sounds like your life and you've mostly made the decision already.
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Too Many Bones
2017 · Adam Carlson and Josh J. Carlson
If you want the thrill of leveling up a hero without the homework of a giant campaign, this nails it. Just respect the learning curve and the price tag before you commit.
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Gloomhaven
2017 · Isaac Childres
If your group can actually commit, this is one of the best campaign experiences in the hobby. If they can't, it becomes a very expensive shelf monument.
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Too Many Bones
- You build your dice pool as you go, so every fight makes your Gearloc feel noticeably stronger
- The components are genuinely lovely: weighted poker chips, heat-printed dice, stitched neoprene mats
- Four wildly different Gearlocs plus a big stack of baddies and tyrants give you real replay value
- The rulebook is a mess, and you'll be flipping to reference cards constantly your first few games
- It's pricey, and the character art lands squarely in the uncanny valley for some people
Gloomhaven
- Card-based combat with zero dice, so every turn is a real decision instead of a coin flip
- Absurd value: 17 classes and 95 scenarios mean hundreds of hours in one box
- Character and campaign progression that actually keeps changing how you play
- Brutal setup and organization, plus a learning curve that punishes new players hard
- Demands a committed group for dozens of scenarios, which not every table can sustain
How they actually play
Too Many Bones is a dice-builder wearing an RPG costume, and I mean that as a compliment. You pick one of four oddball little heroes called Gearlocs and fight your way across a map toward a big boss called a tyrant. The hook is that you don't start with powers, you train them. After each scrap you earn new ability dice and roll them into your growing pool, so your Gearloc gets visibly stronger fight by fight. Players keep saying it captures the joy of leveling up in a video game better than almost anything else on cardboard, and it does it all with weighted poker chips, heat-printed dice, and stitched neoprene mats that feel genuinely lovely in hand.
Gloomhaven goes the opposite direction: zero dice, all cards. Each turn you pick two cards from your hand and you only get the top of one and the bottom of the other, which means you're always short on the exact thing you want. Every move, attack, and heal becomes a real choice instead of a coin flip, and that tiny constraint is why people fall so hard for it. Wrap that combat in one long campaign with 17 classes and 95 scenarios, and you've got a box that can honestly live on your table for a year.
Complexity and learning curve
Neither of these is a gentle first date, so let's be honest about it. Too Many Bones has a rulebook that's a genuine mess, with key rules buried on the player aids instead of the book. One reviewer admitted he spent a third of his playtime looking things up, and you will be flipping to reference cards constantly for your first few games. The good news is that once it clicks, it clicks, and it gets better every play.
Gloomhaven is the heavier lift overall. The rulebook is dense, setup and organization are a chore, and the first scenario humbles almost everyone (plenty of players replay mission one a few times before it makes sense). If your group includes rules-shy folks, Gloomhaven punishes them harder. There's even an official soft landing: the lighter prequel, Jaws of the Lion, is the gentlest way to find out if you love the engine before buying the big box.
Replayability and table presence
Here's where the two boxes split personalities. Too Many Bones is built for coming back on your own terms. Four wildly different Gearlocs plus a big stack of baddies and tyrants means you can reset and run a fresh hero anytime, and since a full adventure fits in one evening, it works beautifully as a solo habit or an every-few-weeks game night pick. The catch is value perception: it's expensive, there are no minis for the money, and the character art sits in the uncanny valley for some people.
Gloomhaven's replayability is really longevity. You're not resetting, you're progressing, and the campaign keeps changing how you play the whole way through. The value per hour is absurd if your group actually shows up. If they don't, the box becomes a very expensive shelf monument, and that's not me being dramatic, that's the most common complaint. Both games have a quarterbacking trap at higher player counts too, where one confident player starts running everybody's turns, so solo or duo play is a sweet spot for either.
Both of these earn their shelf space, so this comes down to your table, not the games. Buy Gloomhaven if you have a locked-in group (or you're a happy solo camper) who wants one enormous tactical project for months, because nothing else delivers that much game per dollar. Buy Too Many Bones if you want the thrill of leveling a hero without the homework of a giant campaign, and you'd rather get a complete power-fantasy arc in a single night. If your group's attendance is spotty, Too Many Bones is the safer money. And if you're Gloomhaven-curious but nervous, start with Jaws of the Lion and let it audition for you.
Gloomhaven is a months-long commitment with a massive payoff; Too Many Bones is that same level-up rush served one delicious evening at a time.