Friend Computer

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    Friend Computer'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.


    Chance[edit source]

    Button Notation: ©
    BMO Notation: c

    Chance Dice are random versions of Focus Dice. After the starting roll, if you are not going first, you can re-roll your Chance Dice to attempt to go first. Your opponent can respond by re-rolling one of their Chance Dice, and so on until a player can't possibly go first by re-rolling one of their Chance Dice (or does not wish to re-roll any of their chance dice).

    Chance Dice were used in the Yoyodyne button series.


    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.


    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.


    Option[edit source]

    Button Notation: Two numbers separated by a horizontal line
    BMO Notation: /

    Option Dice look like fractions. They are represented as two numbers within a circular Dice Frame, separated by a horizontal line. Option Dice function like Swing Dice, and can be changed at any time that a Swing Die could be changed. However, they can only take one of the two values shown.

    For example a 4/12 Option Die could be either a 4 or a 12.


    Plasma[edit source]

    Button Notation: {}
    BMO Notation: {}

    Plasma Dice are similar to Option Dice, except only the abilities of the dice change instead of the size of the dice. Plasma Dice were introduced in the Button Men Online exclusive set Space Girlz.


    Select[edit source]

    Button Notation:
    BMO Notation: S (not implemented)

    Also known as Take-Five Dice in the Fightball set, allow a fluid play style. At the beginning of each match, you pick five of the Select Dice as your character's dice for the round. When a round is lost, you may change the Select Dice chosen. Since those original Fightball recipes, some buttons feature both fixed Dice (used all the time) and Select Dice, where you pick from those Select Dice to make up a total of five Dice in the whole recipe. Only the Select Dice can be altered, and only if you lose a round.


    Friend Computer's Information[edit | edit source]

    Friend Computer Blank Recreation

    Friend Computer is a complex Button Man created around 2000 by ESG Labs and Michael Miller. It is based on the Paranoia Role Playing Game by West End Games. The primary mechanic of Friend Computer is five Option Dice, but one of the two options has a Skill associated with the dice sizes. If this is treated as Plasma or multiple Select pools is unknown. Friend Computer's true recipe is decided one of two ways.

    Friend Computer's Rules[edit | edit source]

    Friend Computer has additional rules associated with it that can optionally be used when playing the button that shapes its recipe. Once the recipe for Friend Computer is determined, it stays as that recipe for the entire match.

    After your opponent has selected a button, but before they select any options for that button (Swing Dice, Option Dice, etc.), you must set and show your opponent what version of Friend Computer you are going to use.

    Friend Computer's team of Troubleshooters start out with no skills and dice numbering 4, 8, 10, 12, 12.

    For each Swing, Option, or Twin die your opponent has, you may change one die into an _/20 option die (where _ is the Troubleshooter's original number). You may only change up to two dice this way.

    For each other Skill Die, you may change one die so it has its printed Skill (Null, Chance, Trip, Shadow, or Speed). You may only change up to two dice this way.

    If a die is both a Skill Die and a Swing, Option, or Twin Die, it may only be used for either converting the base Troubleshooter's die into an option die, or granting the Troubleshooter the associated skill. It cannot do both.

    Choices cannot be changed for the duration of the match.

    FriendComputerIcon.png

    If two Friend Computers go up against each other, either both play at starting dice or both may use the button as it's printed. If there is a disagreement, play the low power level. (Weenies.)

    "More Fun" rules[edit | edit source]

    After your opponent has selected a button, but before they select any options for that button (Swing Dice, Option Dice, etc), roll a d20 and follow the instructions below.

    1: R&D Accident! You lose! Opponent scores as if their dice had not been captured and yours were Nullified. If your opponent wishes to play the game out, treat this as a roll of 2-4.

    2-4: Troubleshooter is a traitor! Play with base dice [ (4) (8) (10) (12) (12) ]. Your initial high roll is automatically captured by your opponent. (Opponent chooses which die to capture if multiple dice are tied for highest.)

    5-6: Commie sabotages mission materials. Play with base dice [ (4) (8) (10) (12) (12) ] and your opponent automatically goes first reguardless of the initial dice rolls.

    7-8: SNAFU. Play with base dice [ (4) (8) (10) (12) (12) ].

    9-10: Mutant Power misfires without much damage. One of your dice becomes an (_/20), where _ is the Troubleshooter's original number.

    11-12: Mission proceeds normally. One of your Troubleshooters of your opponent's choice gains its Skill, and one of your dice becomes an (_/20) Option Die. No die may be both a Skill and Option Die.

    13-14: Mission briefing actually helpful. One of your dice of an opponent's choice gains its special ability. Two of your other dice of your choice become (_/20) Option Dice. No die may be both a Skill and Option Die.

    15-16: Society goals coincide with mission. One of your dice of your opponent's choice becomes an (_/20) Option Die. Two of your dice of your choice gain their Skills. No die may be both a Skill and Option Die.

    17-19: High Programmer helps you from behind the scenes. Three of your dice of your choice become either (_/20) Option Dice or gain their Skills. You may mix and match Option and Skills, but no die may be both a Skill and Option Die. (An example: (4/20) (8) t(10) (12) z(20) ).

    EsgLogo.png

    20: The Perfect Team! You opponent may conceed. If your opponent does, score as if you had kept five d20 and your opponent's dice were Nullified. If the do not, play the button as it is written. If you wish to play the game out, you may treat this as a result of 17-19 before asking your opponent to concede.