antherem

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    antherem's Skills[edit | edit source]

    Chaos[edit source]

    Button Notation: @
    BMO Notation: @ (not implemented)

    Chaos Dice gain a random skill each time they are rolled. Whenever a Chaotic Die is re-rolled, it loses the previous skill it was granted. They have an @ at the top of their dice oval.

    Chaos Dice were created by JeffBoyardee.

    Circa 2001 on the original Button Men Online site, Chaotic Dice could gain Berserk, Doppelganger, Jolt, Mighty, Null, Ornery, Poison, Queer, Radioactive, Rage, Speed, Standard(no skill), Stealth, Trip, Time and Space, Value, or Weak skills.


    Focus[edit source]

    Button Notation: Black frame, f
    BMO Notation: f

    Focus Dice help characters go first. After the starting roll, if you are not going first, you can reduce the values on your Focus Dice so that you are going first. Your opponent can respond by reducing their Focus Dice, and so on until both players are ready to begin, or can’t reduce their dice any farther.

    If you go first, you can’t make an attack with any of the Focus Dice that you turned down. The second player has no such restriction.

    Focus dice were introduced in the Legend of the Five Rings set.


    Mighty[edit source]

    Button Notation: H
    BMO Notation: H

    Mighty Dice grow one available die size larger every time they are re-rolled. Mighty Dice first officially appeared in the Space Girlz set exclusive to the first Button Men Online site and the Button Men Mobile app. It was originally created on the original Button Men Online site by user Santiago.


    Ornery[edit source]

    Button Notation: o
    BMO Notation: o

    Ornery Dice re-roll at the end of each turn even if they did not attack. They are indicated with an "o" on the bottom of the dice oval.

    Ornery Dice were created for the original Button Men Online site by JeffBoyardee.


    Poison[edit source]

    Button Notation: p
    BMO Notation: p

    Poison Dice are worth negative points. If you keep one of your own Poison Dice, you subtract its full size from your score. If you capture an opponent’s Poison Die, subtract half its size.


    Radioactive[edit source]

    Button Notation: %
    BMO Notation: %

    If a Radioactive Die is either the attacking die or the target die in an attack with a single attacking die and a single target die, replace the attacking die with two dice as equal as available with sides equaling the size of the attacking die. For example, a %d10 would split into two d5s if available. If not, it would split into a d4 and d6; a d5 would split into a d2 and d3.

    Radioactive Dice were invented by Magnus Mårtensson (aka NoopMan) on the original Button Men Online site.


    Reserve[edit source]

    Button Notation: Alternate color text
    BMO Notation: r

    Whenever you lose a round to your opponent, you may move any one of your character’s Reserve Dice into your Starting Dice for the next round (the same rule applies to your opponent after they lose a round). When the next round begins, you will now have one extra die to use during play. This reassignment of Reserve Dice to Starting Dice applies to any round and once a Reserve Die is converted to a Starting Die, it remains in play as a Starting Die for every subsequent round until the match is over. Transforming a Reserve Die into a Starting Die is not a requirement if you lose; it is always optional. Characters who just won the previous round cannot transform their Reserve Dice.

    For any abilities that look for Variable Dice, Reserve Dice count as Variable Dice.

    Reserve Dice first appeared in the Sailor Moon sets.


    Time and Space[edit source]

    Button Notation: Polyhedral frame
    BMO Notation: ^

    Whenever a Time and Space Die re-rolls an odd number, take an extra turn. Only one extra turn may be taken no matter how many Time and Space Dice roll odd.

    Tirade, the Looney Labs mascot, introduced the Time and Space Dice to Button Men.


    U Swing Dice can be any die between 8 and 30. Swing Dice are allowed to be any integral size between their upper and lower limit, including both ends, and including nonstandard die sizes like 17 or 9. Each player chooses his or her Swing Die in secret at the beginning of the match, and thereafter the loser of each round may change their Swing Die between rounds. If a character has any two Swing Dice of the same letter, they must always be the same size.