Aysez

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    Aysez's Skills[edit | edit source]

    Null[edit source]

    Button Notation: Black frame, n
    BMO Notation: n

    Null Dice are worth no points at the end of the round.

    If a Null Die is used to capture a die, remove the captured die from the game instead of putting it into your Score Pile.

    Null Dice were introduced by the promotional character Tess, available at GenCon for the Studio Foglio Brawl decks.


    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.


    Shadow[edit source]

    Button Notation: horizontal line above number, s
    BMO Notation: s

    Shadow Dice are normal in all respects, except that they can not make Power Attacks. Instead, they can make inverted Power Attacks, called Shadow Attacks.

    Shadow Attack: Use one of your Shadow Dice to capture one of your opponent’s dice. The target die must show a value equal to or greater than the attacking die, but within its range.

    For example, a Shadow 12 showing 7 can capture any value between 7 and 12.

    Shadow Dice can make Skill Attacks normally.


    Speed[edit source]

    Button Notation: Red frame, lighting bolt
    BMO Notation: z

    Speed Dice are normal in all respects, except that they have an additional attack called a Speed Attack. This is basically an inverted Skill attack.

    Speed Attack: Use one Speed die to capture any number of your opponent’s dice. The dice you capture must add up exactly to the value of the Speed die. Re-roll the Speed Die and take the captured dice out of play.


    Stinger[edit source]

    Button Notation: Blue frame, cube outline background
    BMO Notation: g

    Stinger Dice do not count for going first.

    Stinger Dice may be used as any number from their lowest possible value up to the value they currently show in a skill attack. A Die showing 4 and a Stinger Die showing 6 can make a Skill Attack on any die showing 5-10. Two Stinger dice each showing 10 could Skill Attack any dice showing from 2-20.


    Trip[edit source]

    Button Notation: Strikethrough through the number
    BMO Notation: t

    Trip Dice do not count for going first.

    Trip Attack: Choose any one opposing die as the Target. Roll both the Trip Die and the Target, then compare the numbers they show. If the Trip Die now shows an equal or greater number than the Target, the Target is captured. Otherwise, the attack merely has the effect of re-rolling both dice. Trip Dice cannot make an attack that could not possibly result in a capture (e.g. a t1 attacking a (4,4) Twin Die cannot win, so the attack would be illegal).

    Trip Dice were introduced in the Lunch Money set.


    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.