Reilly

    From Buttonmen Wiki


    Reilly's Skills[edit | edit source]

    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.


    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.


    Twin[edit source]

    Button Notation: Two numbers in a figure-eight frame
    BMO Notation: ( , )

    Twin dice are played as two dice that are rolled together and added together.

    For example, a Twin 8 is represented as (8,8) and is treated as a single die that can roll values between 2 and 16. The two 8s are rolled as one, captured as one, and scored as one die worth 16 points. When they first appeared, Twin Dice always had the same number repeated twice. Twin Dice with unequal numbers also appeared in later expansions.


    Warrior[edit source]

    Button Notation: Diamond frame with gray text
    BMO Notation: `

    Warrior Dice, also called Droid Dice in the Sailor Moon Crystal Challenge set, are a special type of Reserve dice. They are not part of the initial Starting Dice and can only brought into play as part of a multi-die Skill Attack. Once in play, the dice remain part of the Active Dice until the end of the round. At the beginning of a new round or match, Warrior Dice start out of play. To bring a Warrior Die into play, you must include it at its maximum value as part of a Skill Attack. Only one Warrior Die may be brought into play each turn. Once used in a Skill Attack, the Warrior Die functions like a Standard Die

    For example, assume your opponent has a 7 showing on a die and your Active Dice show a 1 and a 2. You could make a Skill Attack against the 7 using the d1 and d2 by bringing in a Warrior d4 (1+2+4=7) or using only the d1 by bringing in a Warrior d6 (1+6=7). Once a Warrior Die is brought into play, it functions as a regular Active Die and must be re-rolled after using it in attacks.

    As they are a variant of the Reserve Dice, using a Warrior Die is always optional, even if no other attacks can be made.


    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.