“Each character is so unique, I can’t get enough of these characters. It’s one of the coolest games I’ve played in a long time." Matt Evans - Board Game Replay
"To come back to this week after week would be a lot of fun. There's nothing out there like it." David and Jeremy – Man vs Meeple
"This is a very high recommendation from me. I'm very, very impressed with this game." Tom Vasel - The Dice Tower
"This game is ingenious. Chip Theory Games really has done something very, very special. This right here could easily be my game of the year." Robert Oren - The Dice Tower
Welcome to Too Many Bones: Undertow
Whether you're brand new to the Too Many Bones series or a Gearloc in the flesh, Undertow will fit you perfectly.
Undertow is a standalone sequel and expansion to Chip Theory Games' wildly successful dice-builder RPG, Too Many Bones (TMB). This 1-2 player (4-player capable) cooperative experience is built to challenge and surprise you at every turn through unique encounters, brain-bending battles, endless character customization, clever mini-games, tactical decision making, and of course the industry-best components we're known for.
We've designed Undertow to be an easy entry point into the TMB universe. Fully playable as a 1-2 player game out of the box, Undertow will allow you to see what the hype surrounding TMB is all about without breaking your bank account. The game comes with two playable Gearlocs (Duster and Stanza), 36 completely new Encounters, 30 Baddies (to fight, flummox and fluster you during your journey), and 3 Tyrants (final bosses) to attempt to take down. If we see similar success to the original TMB during this campaign, you can expect these content and component numbers to grow even larger!
Featuring the same heavy duty chips, waterproof PVC cards and reference sheets, and die-cut neoprene mats as the original, Undertow will be the crown jewel of your board game collection, both in gameplay and component excellence!
What's a Dice Builder RPG?
What's the best way to build my character? What's the best course of action during this battle? Which of my unique skills are best in this situation? All of these are tried and true RPG questions. We've taken the answers to all of these questions and enhanced them with dice. Beautiful, custom dice. And lots of them!
In Too Many Bones: Undertow, anytime you're successful in your day's challenge, odds are you'll be unlocking Skill Points. How you use these Skill Points is up to you, but it will always involve dice. These dice are accumulated and used in many different ways (hence the "dice-builder" association), all of which are extremely tactical! Yep, we said "dice" and "tactical" in the same sentence. No joke. You'll have many ways to mitigate and work with or around your rolls. It will take practice to perfect these Gearlocs, as each one is incredibly different from the next! Assign your Skill Points wisely!
Made your decision? Now it's your turn in battle. Within the parameters of your Stats, you'll now build your roll. Make sure to take into account positioning, unique Baddie Skills, and the dice you've unlocked to unleash the optimal combo of Skills, attack and defense. Choose carefully; your dice choices can make or "Break" (ugh...golems...) your battle outcome!
Don't Get Pulled Under! (TMB Lore)
It's been almost six months since the Gearloc Council commissioned a band of their own kind to infiltrate and eliminate seven Tyrants with strongholds in northern Daelore. Our party of Gearlocs has taken multiple journeys into those harsh lands, and many Tyrants have been vanquished by their hands. But something doesn't feel quite right, and slowly, our heroes are realizing the problems in this land run deeper than anyone could have imagined.
Duster, seemingly a traitor mere weeks ago, tried to warn her fellow Gearlocs on multiple occasions of the evil lurking inside the walls of the Gearloc Council Chambers. She was even willing to go rogue to prove it. This has all lead to a climactic battle with her peers, bringing Gearlocs on both sides to knife point!
But there are gaps in this story! What happened next!? Where is the rest of the gearloc party? Why is Duster imprisoned in Obendar? Who is Stanza anyway? And what part does the Sibron River play in all this? All will be revealed soon...
So how does gameplay in the Too Many Bones universe work? We've built a fairly simple framework that allows for an incredible amount of possibilities and combinations when you factor in the day count, the number of Gearlocs you are playing with, and your randomly drawn Baddies and Encounters. A quick explanation might go something like this:
> Choose your Gearloc
>> Choose your Tyrant and set your Encounter deck
>>> Draw an Encounter
>>>> Battle!!!...or don't if it's a peaceful one
>>>>> Collect your spoils and Progress
>>>>>> Build your character and recover
>>>>>>> Advance the Day Counter and draw again
>>>>>>>> (Eventually, should you survive) fight the Tyrant
Keeping the overall system simple allows you to focus on the many unique skills of your characters and the fun and challenge of your battles!
For an overview of the many mechanics of Too Many Bones, check out some of the playthroughs below!
Well...everything! Of course, Undertow is built on the same fantastic engine as the original. However, you'll get more of everything. 100% new Baddies, 100% new Tyrants, 100% new Encounters, and 2 brand new Gearlocs, each with 16 brand new Skills and strategies.
Also, we've incorporated a new two-sided Battle Mat to add additional variety and theme to the game. The Gearlocs are no longer land loc'd...but neither are the Krelln! Encounters will now call for either side of the Battle Mat, requiring new strategies to protect your raft from damage and a variety of other surprises with the new positions along the side of the battlefield.
Another exciting element to Undertow is our built-in campaign mode. This allows you to play one adventure if you like, but instead of resetting everything, you will have some choices to make in order to continue on with the next phase of your adventure (up to three)!
How do I add an Add-on?
If you'd like to purchase ANY of our Add-ons outside of one of the offered bundle tiers, it's easy! Simply add the appropriate amount to your pledge. When the campaign is over, you'll have the chance to assign those extra pledged funds toward the Add-ons of your choice.
Shipping for each Add-on will be minimal but will be collected in the Pledge Manager after the campaign closes. *Most Add-ons will likely be $1-3 to ship.
Adding funds early helps us unlock more Stretch Goals, but you can always add more in the Pledge Manager after the campaign as well.
Too Many Bones: Undertow will quite literally never be cheaper than it is during this campaign. Just like our previous titles, Undertow will only be sold at its MSRP of $85 the day the campaign ends (with no bundles available whatsoever). See our website for further proof.
Chip Theory Games is an online-only company. Selling only via our website (and the occasional con) allows us to be free of any of the restraints of a traditional retail model. We can put hundreds of custom dice in our games. We can do neoprene mats. We can eschew cardboard components entirely. This philosophy is built into our company DNA.
We love our FLGS, and games there often, but you will never see Chip Theory Games in wider retail distribution. You will never see them sold on Amazon. Selling via these outlets would require a markup that would not be practical for us or our customers. This creates a unique reliance on funding from backers like yourself in order for CTG to be successful. We don't mind this; in fact, we wouldn't have it any other way! This reliance is what ensures we remain in touch with our backers and prioritizing our customer support. It also reminds us to listen to what our backers want. Ultimately, our backers help us improve and build on our existing products.
Don't miss your chance join the adventure now!
Beyond our components, ask anyone who's backed a CTG project before, and they'll tell you what you can expect. Frequent updates, free upgrades because we feel like it, honesty (even if it's bad news), quick responses to comments and questions, and prioritizing activity on BGG and other social channels where our customers are hanging out and asking questions.
Above all that, we pride ourselves on cultivating a community of positivity and enthusiasm. Our customer service department is ready and waiting to correct any issues you may have, and you'll receive one of the most beautiful and unique tabletop games you've ever laid eyes or hands on at the end of the campaign. We hope you'll join on us in this endeavor :-)
We've successfully fulfilled five Kickstarter projects, and continue to streamline and improve our process with each one. See below for details on how your game will be shipped and delivered depending on your location. Note that for Undertow, we have tried to use a generous timeline beyond what we believe to be necessary to fulfill the project. However, with games as complex and customized as ours, know that there is always the potential for delays. In such instances we will be quick to update backers with any and all information we have.
USA: We've been working hard to streamline the fulfillment process over the past year and a half. Unhappy with what we were able to find in the US, we brought stateside fulfillment in house and hired an entire fulfillment team to support us in this effort. This means that every US order is packed with care by us in our own warehouse. In the US, we use a combination of UPS and USPS depending on location and package weight/size. While we want you to get your game as fast as we can, know that we prioritize accuracy and packing over speed to make sure your game is as perfect as we can make it when it arrives at your doorstep.
Canada: Starting with this campaign, we are also pulling Canadian shipments in house and using DHL for Canadian deliveries. We found that we could deliver your orders at close to the same cost using DHL. This allows us tighter quality control, and, just like the USA, means all your orders will be personally handled by our warehouse team. We will still be covering all Customs and VAT fees for this method.
EU/World: We're getting better at this with every shipment, but the shipping and fulfillment method for EU/World is still being discussed. We're watching closely as our previous project, Triplock, is delivered, as well as the Second Print Preorders of Too Many Bones, and we will be evaluating after November. This is an extremely important issue to us. We will choose a fulfillment center only once we have a guarantee that games will be shipped in a timely manner, that the shipments will have ample protection and sturdy boxes, and that there is a way we can check order status ourselves (instead of having to leave status and support inquiries fully in their hands). We know this has been a pain point for some of you in the past and we're committed to making sure it's remedied for Undertow.
Risks and challenges
We've successfully run and delivered five different Kickstarters now, so the risk is small. While we learn something with every new campaign, our timelines and ability to meet them has improved with each game we've made.
That said, there's no doubt that CTG games are challenging beasts to manufacture. We print our games in small print runs and limited batches due to the amount of high quality/custom components in every box. The nature of our games and their complexity also means that they can be susceptible to delays, particularly on the shipping/manufacturing side of things. However, we try to factor these into our posted delivery dates as best we can.
Ask anyone who has ever backed one of our games, and the first thing they'll tell you is we always make sure every customer is satisfied. Back with confidence that you'll hear from us often with extensive updates, that we will be active in the comments, and that we will do everything we can to cultivate a community of positivity and anticipation. There's no point in using Kickstarter unless you plan to engage and communicate with your community often - and that's exactly what we do.Learn about accountability on Kickstarter
- (23 days)