Kansas

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    Kansas's Skills[edit | edit source]

    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.


    Fire[edit source]

    Button Notation: Glowing frame, F
    BMO Notation: F

    Fire Dice cannot make Power Attacks.

    Before making a Skill or Power Attack, you may increase the value showing on any of the attacking dice, and decrease the values showing on one or more of your Fire Dice by the same amount. For example, if you wish to increase the value of an attacking die by 5 points, you can take 5 points away from one or more of your Fire Dice. Turn the Fire Dice to show the adjusted values, and then make the attack as normal. Dice can never be increased or decreased outside their normal range, i.e., a 10-side die can never show a number lower than 1 or higher than 10. Fire Dice cannot assist attacks other than normal Power or Skill Attacks. They are indicated by a flaming appearance to their dice ovals.

    Fire Dice were designed for the PolyCon button set.

    To use Fire Dice on Buttonmen Online, pick the dice other than the fire dice needed for the attack, then click the [Beat People Up!] button to go to the Fire Die screen.

    Fire Dice/Queer Dice FAQ: You cannot use a Fire die to adjust a Queer die so it can swap from a power to skill attack. James Ernest ruled that to use Fire with a Power attack you'd need to add two to the die, as otherwise it would make the attack illegal. Button Men Online does not require this, however, as the attack type is 'locked in' before changing the Fire dice.


    Rage[edit source]

    Button Notation: R
    BMO Notation: G

    Rage Dice do not count for going first.

    If a Rage Die attacks, it loses the Rage skill.

    If a Rage Die is captured, add a copy of it to your Active Dice Pool and roll it. It loses the Rage skill.


    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.


    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.