North Carolina

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    North Carolina's Skills[edit | edit source]

    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.


    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.


    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.


    Turbo Swing[edit source]

    Button Notation: !
    BMO Notation: !

    Before the round, a Turbo Swing can be any size in the allowable range. During the game, whenever you re-roll a Turbo Swing you may choose a new size for it.

    In a tournament, if you are not allowed to change Swing Dice, your Turbo must start the next round with the same value that it started the last round.


    Weak[edit source]

    Button Notation: h
    BMO Notation: h

    Weak Dice shrink one available die size smaller every time they are re-rolled. Weak Dice first officially appeared in the Space Girlz set exclusive to the first Button Men Online site and the Button Men Mobile app. Weak Dice were originally created for the Button Men Online site by Dana Huyler.


    V Swing Dice can be any die between 6 and 12. 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.