How to Teach Too Many Bones to New Players: A Step-by-Step Guide
By Chip Theory Games | Published: 2026-09-14
Category: How-to Guides
Teach Too Many Bones without overwhelming new players. Follow this step-by-step TMB teaching guide, from setup to the first encounter, with checkpoints along the way.
Quick answer
Teach Too Many Bones by running a short, guided first game instead of a rules lecture. Set up one Gearloc each, explain only the dice you need for the first encounter, then coach every roll for the first few turns. Add skills, loot, and progression once the table understands the core loop.
Too Many Bones has a reputation for being heavy, but most of that weight comes from teaching it all at once. New players do not need the full ruleset before their first roll. They need one clear goal, a handful of dice, and someone at the table who knows when to stay quiet.
This guide walks through a repeatable teaching session: prep before anyone sits down, a short rules explanation in the right order, and a first encounter that ends with players making their own decisions. Use it whether you are teaching one friend or a full table.
Before you teach: prep the table
Choose a short, low-complexity setup and build it yourself before players arrive. Pick one Gearloc per player, keep the encounter simple, and leave expansion content in the box. If your copy uses premium chips such as cloudspire-double-thick-health-and-source-chips-37654f7d1c2109576e2d9db7-1608954">Cloudspire: Thick Health and Source Chips, keep them for a later session so the table is not handling unfamiliar components while learning rules.
Set each player's mat, stat dice, and starting skill dice in front of their seat. New players read the table before they read the rulebook, so a clean layout does half the teaching for you.
- Common mistake: letting players pick any Gearloc from the full roster. Choice paralysis slows the first hour.
- Checkpoint: every player can point to their mat, their stat dice, and their skill dice without asking.
Explain the goal in two sentences
Start with why the group is here: survive the encounter, then build toward the tyrant. Do not explain every keyword on the mat yet. Players retain rules that hang on a goal, and they forget rules that arrive before the goal does.
Then name the three things they will actually do on a turn: move, attack, and use a skill. Everything else in the box is a detail you can add once those three actions feel familiar.
- Common mistake: opening with lore or faction background. It is fun later, distracting now.
- Checkpoint: a player can repeat the goal back to you in their own words.
Teach the dice, not the whole rulebook
Show one attack roll and one defense roll, then hand the dice over. Explain that dice symbols map to the mat and that locked or spent dice come back through the round structure. Keep your explanation to the dice in front of them, not the full symbol glossary.
If a symbol will not appear in the first encounter, skip it. You can introduce it the moment it shows up, which is the point where players actually care about the answer.
- Common mistake: reading the symbol chart aloud. Let players reference it during play instead.
- Checkpoint: the player rolls their own attack dice and reads the result without help.
Run the first round as a coach, not a referee
Play the enemies honestly but narrate your choices so players see the logic. When a player hesitates, offer two options rather than the correct one. That keeps the decision theirs and keeps the game moving.
Keep the first encounter short. A win or a narrow loss in twenty minutes teaches more than a long grind, and it leaves energy for a second game where players run their own turns.
- Common mistake: taking a player's turn for them to save time. They will hand you every future turn too.
- Checkpoint: by round two, players declare their action before you prompt them.
Add progression after the first encounter
Once the core loop lands, introduce skill upgrades, loot, and the path toward the tyrant. This is also the right moment to bring in expansion content if your group wants more variety. A deck like 20 Strong: Etherfields Deck is a different game line, so keep it out of a Too Many Bones teach unless the table is specifically asking about it.

End the session by naming what comes next: a full encounter chain, a new Gearloc, or a harder tyrant. A clear next step turns a teaching game into a recurring game night.
- Common mistake: stacking every expansion rule into session one. Add one system at a time.
- Checkpoint: players can describe how they will spend upgrade points next game.
Your teaching session, step by step
- Step 1: Build a short, simple game before anyone arrives: Pick one Gearloc per player, choose an easy encounter, and lay out mats, stat dice, and starting skill dice. Keep expansions and premium components in the box. Checkpoint: the table is ready to play the moment players sit down.
- Step 2: State the goal in two sentences: Survive the encounter, then build toward the tyrant. Name the three turn actions: move, attack, skill. Skip lore and keyword lists for now. Checkpoint: a player repeats the goal back to you.
- Step 3: Demonstrate one attack and one defense roll: Hand over the dice immediately after. Explain only the symbols that can appear in this encounter, and point to the mat when a symbol shows up. Checkpoint: the player rolls and reads their own result.
- Step 4: Coach the first round, then step back: Narrate enemy choices, offer two options instead of the right answer, and keep the encounter short. Do not take turns for hesitant players. Checkpoint: by round two, players declare actions unprompted.
- Step 5: Introduce upgrades and expansions after the first win or loss: Add skill upgrades, loot, and the tyrant path once the core loop is clear. Bring in one new system at a time, and name the next session's goal. Checkpoint: players can say how they will spend upgrade points next game.
Components that help (and when to bring them out)
- Cloudspire: Thick Health and Source Chips: These extra-thick chips make for excellent dials when tracking Health and Source in a game of Cloudspire, with four sets of tracker chips. They are a Cloudspire upgrade, not a Too Many Bones component, so save them for a Cloudspire teach rather than mixing them into a TMB session.
- 20 Strong: Etherfields Deck: In 20 Strong: Etherfields, your hero moves through an ever-shifting dreamscape map, and cards flip during gameplay and remain that way through future sessions. It is a standalone 20 Strong expansion with persistent card states, so it is a poor fit for a first Too Many Bones lesson and a good follow-up once your group knows the teaching format.
A good Too Many Bones teach is a short game with a patient coach, not a complete rules explanation. Prep the table, explain only what the first encounter needs, and let players make real decisions early. The full ruleset will still be there next session, and your group will actually want to come back to it.



