Compare/Head to head

Too Many Bones vs Too Many Bones: Undertow: Which Should You Buy?

This is the comparison I get asked about constantly, and honestly, it makes sense. Both boxes come from Chip Theory Games, both are co-op dice-builder RPGs where you pick a quirky little hero called a Gearloc and level them up fight by fight, and both are stuffed with those weighted poker chips, custom dice, and neoprene mats that feel better in hand than almost anything else in the hobby. Undertow is fully standalone too, so you genuinely can start with either one. That's exactly what makes cross-shopping them so confusing.

Here's the difference that actually decides it. The original Too Many Bones supports 1-4 players and gives you four wildly different Gearlocs in the box. Undertow is really a 1-2 player game with two Gearlocs (Duster, an assassin with a wolf, and Stanza, a bard), and it runs a notch heavier on complexity. So this mostly comes down to your player count and how much crunch you want, not which game is secretly better.

Co-op Dice-Builder RPG2017
Too Many Bones board game box art

Too Many Bones

2017 · Adam Carlson and Josh J. Carlson

3.93.9 out of 5

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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Co-op Dice-Builder RPG2018
Too Many Bones: Undertow board game box art

Too Many Bones: Undertow

2018 · Josh Carlson and Adam Carlson

3.73.7 out of 5

If you want a tactical co-op RPG you can finish in an evening and tinker with forever, this is a great way in. Just budget a session or two for the rules to click.

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Head to head
Too Many Bones
Too Many Bones: Undertow
Rating
3.9/5
3.7/5
Players
1-4
1-2
Play time
60-120 min
60-180 min
Complexity
Medium-Heavy
Heavy
Category
Co-op Dice-Builder RPG
Co-op Dice-Builder RPG
Best for
RPG fans in groups of 3-4 who want the classic hero-leveling climb
Solo and two-player min-maxers who want extra crunch
Strengths and trade-offs

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

Too Many Bones: Undertow

  • Premium chips, dice, and neoprene mats that feel fantastic in hand
  • Deep character building you can experiment with in a single sitting
  • The backup plan mechanic means whiffing your dice still does something useful
  • The rulebook is genuinely badly organized, expect to reread it and watch videos
  • Base box is really a 1-2 player game unless you buy more Gearlocs

Too Many Bones and Too Many Bones: Undertow both sit in our Cooperative list. See the full Cooperative ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

In the original Too Many Bones, you pick one of four oddball Gearlocs and fight your way across a map toward a final boss called a tyrant. The clever bit 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 hero 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 I think that's the fairest one-line summary of why people fall for it.

Undertow keeps that same core loop (pick a Gearloc, build them up over a series of encounters by adding and leveling skill dice, battle it out on a chunky mat covered in poker chips) but adds its own signature twist: the backup plan. When your dice whiff, those misses get banked and can trigger useful effects later, so a bad roll still does something instead of just wasting your turn. It's a small change that softens the dice luck in a really satisfying way, and it's the mechanical reason some folks prefer Undertow even though it's the smaller box.

Complexity and learning curve

Let me be upfront with you: neither of these teaches itself. The original's rulebook is famously a mess, with key rules buried on the player aids instead of the book, and one reviewer admitted he spent a third of his playtime looking things up. Undertow somehow doubles down. Players consistently say to read the rulebook, watch a video, then read it again, and they're right. Your first session or two with either box will involve flipping pages mid-fight.

The gap between them is real, though. The original sits at Medium-Heavy, while Undertow is flat-out Heavy, around a 5 out of 6 on complexity, and it can stretch to three hours. If you're newer to big co-op RPGs, the original is the gentler on-ramp (relatively speaking). If you already love crunchy systems and want the deepest version of this dice-building idea, Undertow rewards the climb.

Replayability and table presence

Table presence is a tie, and a glorious one. Both boxes give you weighted poker chips, heat-printed dice, and stitched neoprene mats, the kind of components people call the best you'll handle in this hobby. Fair warning on the original: it's pricey, there are no minis for the money, and the character art lands squarely in the uncanny valley for some people.

Replayability is where player count really matters. The original packs four wildly different Gearlocs plus a big stack of baddies and tyrants, so a group of three or four can rotate heroes for ages (just watch for one player quarterbacking the co-op). Undertow's base box is really a 1-2 player game unless you buy more Gearlocs, but within that lane it's endlessly tinkerable. People who love min-maxing a build replay the same Gearloc over and over, just changing what they level, and you can run a full character arc in a single evening without committing to a sprawling campaign.

The verdict

Both boxes deliver the same wonderful thing: that grindy, satisfying climb of a hero getting tougher, wrapped in components you'll want to pet. Buy the original Too Many Bones if you play with three or four people, want four Gearlocs in the box, and prefer the slightly friendlier Medium-Heavy weight. Buy Undertow if you play solo or with one partner, love min-maxing builds, and want the backup plan mechanic taking the sting out of bad rolls. Euro purists chasing a quick, clean teach should probably skip both, because that rulebook struggle is the price of admission either way. For everyone else, match the box to your table and you'll be happy.

Groups of 3-4 grab the original, solo and duo players grab Undertow, and everybody budgets one rough rules night before it sings.