Dice
A fighter in Button Men is represented by a list of dice, sometimes referred to as a "recipe". Some dice in a fighter's recipe will include dice with special characteristics, which may include a type of Variable Die or a die with a specific Skill. Unless noted otherwise, all Dice may use both Power and Skill Attacks. For a quick reference to the notations used on Button Men Online , see this chart.
Variable Dice[edit | edit source]
Most Button Men have at least one type of Variable Die, the most common being a Swing Die. In match play, the variable dice of a button can be changed by the loser of the previous round.
Swing Dice[edit | edit source]
Swing Dice have a variable size. A player can choose any size at the beginning of the game. Only the loser of each round can change Swing Dice between rounds. Note that any value in the given range is a legal size for Swing dice. Thus, it is possible to have 7-, 9-, 13-, or 29-sided dice as long as those numbers are within a Swing die’s limits. You can simulate any sized die simply by using a larger die and re-rolling all results that are outside the appropriate range.
Different letters of Swing Dice can vary between different boundaries, as follows:
1 | 2 | 4 | 6 | 8 | |
---|---|---|---|---|---|
12 | T | W | V | ||
16 | R | ||||
20 | Y | Q | X | S | |
30 | P* | Z | U | ||
* unofficial |
Variants on Swing Dice[edit | edit source]
Mad Swing Dice[edit | edit source]
Button Notation: | ¿ |
BMO Notation: | & |
At the very start of the game (and again after any round they lose, just as with normal Swing dice) the player sets the initial size of Mad Swing dice (from 2-20 for the Unexploded Cow set), but from then on whenever they are rolled their size is set randomly to any even-numbered legal size for that Swing type. The initial size of a Mad Swing die may be set to an odd number.
Mad Swing Dice were introduced in the Unexploded Cow set, where they were denoted by a "Q" for the size range as a Q resembles an upside down bomb.)
Mood Swing Dice[edit | edit source]
Button Notation: | ? |
BMO Notation: | ? |
Before the round, a Mood Swing can be any size in the allowable range. During the game, whenever you re-roll a Mood Swing it will randomly change size. Mood Swings always choose from among all common die sizes (not all integers) with equal probability. The definition of “common” die sizes is 4, 6, 8, 10, 12, and 20. For a "Y?," add 1, 2, and optionally 16 as selections, for a "Z?" add an optional d16 and d30, and for a "P?" add a 1, 2, 16, 24, and 30.
Button Men Online omits the d16 from the Y? and Z? swing dice based upon precedent set by the original BMO site. Using a d16 in live play is thus optional as long as all players agree. A Moody P-Swing did not exist until after the current Button Men Online site and thus uses the d16 and d24.
Turbo Swing Dice[edit | 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.
Kubla Swing Die[edit | edit source]
Button Notation: | K |
BMO Notation: | (X)K, not implemented |
A swing die with the same range as an X-Swing Die (4-20), but whenever it is used in a game, the player must yell "KUBLA!"[1]
Has only been used in the KublaCon set.
Other Variable Dice[edit | edit source]
Batch Dice (Dice Batches)[edit | edit source]
Button Notation: | < Batch 1 > | < Batch 2 > |
BMO Notation: |
Batch Dice are separate starting dice pools on one button that are picked at the beginning of the match before Swing Dice are chosen. Whenever a Swing Die would be changed, you may change which Dice Batch you are using.
Batch Dice premiered in Monstrous Musicians and Moody Dice Batches premiered in the Bridge and Tunnel set.
Option Dice[edit | 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 Dice[edit | 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 Dice[edit | 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.
Sideboard Dice[edit | edit source]
Button Notation: | Left hand side with darker frame |
BMO Notation: | rS (not implemented) |
Sideboard dice are dice set aside at the beginning of a match. A Sideboard Die may be swapped for an Active Die whenever a round is lost. The Sideboard Die becomes an Active Die, and the Active Die becomes a Sideboard die.
The Sideboard Die was used in the High School Drama set.
On the Button Men Online site, Sideboard Dice are to be implemented as Reserve Select Dice, with all High School Drama characters having five Select Dice at the beginning of the match.
Specialty Dice[edit | edit source]
Button Notation: | |
BMO Notation: | Not implemented |
Specialty Dice, from the Gaming Guardians set, is a variation of Plasma Dice. The abilities that can be chosen are Insult, Loaded (i.e. Maximum), Poison, Shadow, Speed and Trip. Specialty Dice are linked, so multiple Specialty Dice on a character will all have the same chosen ability.
Skill Dice[edit | edit source]
Aggressive Dice[edit | edit source]
Button Notation: | |
BMO Notation: | Not implemented |
During your turn, add one to the value of each Aggressive Dice in your Active Dice Pool.
When it is not your turn, subtract one from the value of the Aggressive Dice in your Active Dice Pool.
Known as "Attacker Dice" in the Blademasters 2 set.
Armor Dice[edit | edit source]
Button Notation: | Shield-shaped frame |
BMO Notation: | A (not implemented) |
When not attacking, add the value shown on your Armor Dice to all of your non-Armor Dice. Armor Dice were introduced in the Nodwick set.
Assassin Dice[edit | edit source]
Button Notation: | Purple frame, A |
BMO Notation: | Not implemented |
Assassin Dice may not Attack using their shown value. Instead, they double their shown value when used in any form of attack and cause the defending die to be worth half the points it would normally grant.
Assassin Dice were introduced in the fan set Order of Dolls.
Auxiliary Dice[edit | edit source]
Button Notation: | + |
BMO Notation: | + |
Before each round, both players decide whether or not to play with one of their Auxiliary Dice. Usually, either both players use one, or both players don’t.
If you fight against a player who has no Auxiliary Dice, and you wish to use your own, chivalry dictates that you offer your opponent the option to use an Auxiliary equivalent to your own. “Equivalent” means a die of the same size and type. In the case of an Auxiliary variable die, such as a Swing Die, each player’s die can vary independently.
Auxiliary Dice appear in the Pendragon Button Lords set of Button Men, published by Green Knight publishing.
Berserk Dice[edit | edit source]
Button Notation: | B |
BMO Notation: | B |
Berserk Dice cannot be used in Skill Attacks, but may make Power Attacks normally.
Berserk Attack: Berserk Dice also have a second attack, called a Berserk Attack, which is the equivalent of a Speed Attack. In this attack, one die can capture any number of dice which add up exactly to its value. However, unlike in a Speed Attack, after making a Berserk Attack the Berserk Die is replaced by a normal die half its size (rounding fractions up) before it is rerolled.
Berserk Dice were first published in the Bruno set.
Boom Dice[edit | edit source]
Button Notation: | Bomb-shaped frame |
BMO Notation: | b |
Boom Attack: Remove one of your Boom Dice from play (neither player will score it). Choose one of your opponent's dice, and reroll it. (Note that the targeted die is never captured, just re-rolled.)
Boom Dice were introduced by the Unexploded Cow set.
Chance Dice[edit | 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.
Chaos Dice[edit | edit source]
Button Notation: | @ |
BMO Notation: | @ (not implemented) |
Chaos Dice gain a random skill each time they are rolled. Whenever a Chaotic Die is re-rolled, it loses the previous skill it was granted. They have an @ at the top of their dice oval.
Chaos Dice were created by JeffBoyardee.
Circa 2001 on the original Button Men Online site, Chaotic Dice could gain Berserk, Doppelganger, Jolt, Mighty, Null, Ornery, Poison, Queer, Radioactive, Rage, Speed, Standard(no skill), Stealth, Trip, Time and Space, Value, or Weak skills.
Chase's Giant Sized Die[edit | edit source]
Button Notation: | Light purple frame, Cg |
BMO Notation: | O (not implemented) |
Once per game add 3 to the value of the die at beginning or end of the turn.
Chase's Giant Sized Die is used in the KublaCon convention set.
Cross Dice[edit | edit source]
Button Notation: | |
BMO Notation: | x (not implemented) |
Cross Attack: Use your Cross Die and any other die you control to capture an opponent's die. The values showing on your dice must multiply to exactly to the value showing on the die you capture. Remove the captured die from play, and re-roll both the capturing dice.
Cross Dice were introduced in the Blademasters 2 set.
Deception Dice[edit | edit source]
Button Notation: | |
BMO Notation: | - (not implemented) |
Deception Dice are worth a different amount of points when captured instead of the size of the Deception Die as normal.
Deception Dice originate from the Gaming Guardians set and originally were always worth four points.
Defensive Dice[edit | edit source]
Button Notation: | |
BMO Notation: | | (not implemented) |
During your turn, subtract one from the value of each Defensive Dice in your Active Dice Pool.
When it is not your turn, add one to the value of the Defensive Dice in your Active Dice Pool.
Defensive Dice were introduced in the Blademasters 2 fan set.
Dodge Dice[edit | edit source]
Button Notation: | |
BMO Notation: | _ (not implemented) |
Whenever a Dodge Die would be captured, re-roll it. If the new value is less than the original value, place the Dodge Die into its original Active Dice pool instead of the capturing player's Score Pad.
Dodge Dice are worth twice their size in points if captured.
Dodge Dice were introduced in the Unlicensed Japanese Beetle fan set.
Doppelganger Dice[edit | edit source]
Button Notation: | D |
BMO Notation: | D |
After a Doppelganger Die Power Attacks, replace it with an exact copy of the die it attacked, then re-roll it.
Doppelganger Dice were created by Dana Huyler for the original Button Men Online site and introduced them in the Free Radicals set; they predate Morph Dice.
Dual Dice[edit | edit source]
Button Notation: | |
BMO Notation: | : (not implemented) |
Dual Dice were originally named Pai-Gow Dice and are used on the character Pai-Gow from the Las Vegas fan set. The : used to denote the skill represents a pai-gow tile, the original name of the skill.
Dual-Weapon Attack: Each Dual Die simultaneously Power Attacks different dice they could power attack.
Evil Dice[edit | edit source]
Button Notation: | E |
BMO Notation: | E (not implemented) |
Evil Dice do not count for going first. Evil Dice may not Power Attack or Skill Attack.
Evil Attack: Each Evil Die in play simultaneously Power Attacks different dice they could power attack.
Evil Dice originally appeared in the Gaming Guardians set.
Fire Dice[edit | 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.
Focus Dice[edit | edit source]
Button Notation: | Black frame, f |
BMO Notation: | f |
Focus Dice help characters go first. After the starting roll, if you are not going first, you can reduce the values on your Focus Dice so that you are going first. Your opponent can respond by reducing their Focus Dice, and so on until both players are ready to begin, or can’t reduce their dice any farther.
If you go first, you can’t make an attack with any of the Focus Dice that you turned down. The second player has no such restriction.
Focus dice were introduced in the Legend of the Five Rings set.
Full Auto Dice[edit | edit source]
Button Notation: | |
BMO Notation: | P (not implemented) |
You may double the value shown on a Full Auto Die to use it in a Power or Skill Attack. This value can exceed the value shown on the Full Auto Die. If you do, skip your next turn. (You have to reload!) You may only use the Full Auto on one die per turn (You have to aim!)
Full Auto Dice were introduced by the MegaTokyo fan set.
Gamer Dice[edit | edit source]
Button Notation: | |
BMO Notation: | R (not implemented) |
Once per round per die, you may re-roll any of your Gamer Dice. You may use this ability at any time. If this causes an attack to be invalid, the attack fails and no dice are captured.
For reasons lost to time, Rage Dice were assigned the letter G on the original Button Weavers site. This caused the buttons with Gamer Dice to be mistakenly implemented with a different ability. This gave rise to the alternate "Rage" characters in the Origins 2004 set.
Hoskin's Die[edit | edit source]
Button Notation: | H |
BMO Notation: | Y (not implemented) |
Capture two dice that add up to the Hoskin's value, opponent scores the Hoskin's Die at half of its size.
Hoskin's Die is used in the KublaCon convention set.
Insult Dice[edit | edit source]
Button Notation: | I |
BMO Notation: | I |
Insult Dice cannot be captured with a Skill Attack.
Insult Dice first appeared in the Gaming Guardians set.
Jolt Dice[edit | edit source]
Button Notation: | J |
BMO Notation: | J |
Whenever a Jolt Die is used in an attack, replace it with an identical die without the Jolt ability at the end of the turn and take an additional turn.
If a player captures a Jolt Die, they may take an additional turn.
Jolt Dice were created by Randy Chertkow (aka Famous) for the original Button Men Online site.
Konstant Dice[edit | edit source]
Button Notation: | Yellow frame, k |
BMO Notation: | k |
Konstant Dice may not Power Attack. Konstant Dice may not Skill Attack alone.
Konstant Dice retain their initially rolled value; they are never re-rolled.
Konstant Dice may add or subtract their value when used in a multi-die Skill Attack.
Konstant Dice were introduced in the Button Brains set.
Kubla's Treasure Die[edit | edit source]
Button Notation: | Light purple frame, Kt |
BMO Notation: | X (not implemented) |
Kubla's Treasure Die cannot be attacked if there are other options. Worth full points if kept.
Kubla's Treasure Die is used in the KublaCon convention set.
Lucky Dice[edit | edit source]
Button Notation: | Purple frame, L |
BMO Notation: | Not implemented |
Whenever you attack with a Lucky Die, you may re-roll it a second time. If you do, you must keep the second value rolled.
Whenever a die attacks a Lucky Die, that die gains the Lucky ability until the end of the turn.
Lucky Dice were introduced in the Murderers set.
Maximum Dice[edit | edit source]
Button Notation: | L on Loaded, || in GWAR set |
BMO Notation: | M |
Maximum dice only roll their highest possible value. A Maximum d4 can only roll a 4. By their very nature, d1's are Maximum dice even if not marked as such. Maximum Dice appeared in the Gaming Guardians set as "Loaded Dice." Maximum dice also appeared in the GWAR set, using an absolute value notation ( "|#|" ).
Mighty Dice[edit | 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.
Morphing Dice[edit | edit source]
Button Notation: | m |
BMO Notation: | m |
Morphing Dice copy the size of any die they capture; if multiple Morphing Dice are used in an attack, all Morphing Dice used become the new size. Morphing Dice are scored according to their current size upon capture or their current size at the end of the round if uncaptured.
Null Dice[edit | 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.
Ornery Dice[edit | 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.
Parry Dice[edit | edit source]
Button Notation: | y |
BMO Notation: | Not implemented |
Parry Dice cannot be captured with a Power Attack. Introduced in the Blademasters set. Originally, this ability was identical to "Insult" dice, but later the designer decided they would be better thematically if they were unable to be Power Attacked, making the die distinct from the Insult Die that originated in the Gaming Guardians set.
Poison Dice[edit | 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.
Queer Dice[edit | edit source]
Button Notation: | Q |
BMO Notation: | q |
Queer Dice are treated as Standard Dice if showing an even number.
Queer Dice are treated as Shadow Dice if showing an odd number.
Radioactive Dice[edit | 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.
Rage Dice[edit | 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.
Rebound Dice[edit | edit source]
Button Notation: | |
BMO Notation: | = (not implemented) |
Whenever a Rebound Die is captured, before your opponent scores it, re-roll it. If the attack is no longer a legal attack, the player with the Rebound Die places the largest attacking die into their Score Pile. The Rebound Die is still captured.
Reserve Dice[edit | edit source]
Button Notation: | Alternate color text |
BMO Notation: | r |
Whenever you lose a round to your opponent, you may move any one of your character’s Reserve Dice into your Starting Dice for the next round (the same rule applies to your opponent after they lose a round). When the next round begins, you will now have one extra die to use during play. This reassignment of Reserve Dice to Starting Dice applies to any round and once a Reserve Die is converted to a Starting Die, it remains in play as a Starting Die for every subsequent round until the match is over. Transforming a Reserve Die into a Starting Die is not a requirement if you lose; it is always optional. Characters who just won the previous round cannot transform their Reserve Dice.
For any abilities that look for Variable Dice, Reserve Dice count as Variable Dice.
Reserve Dice first appeared in the Sailor Moon sets.
Rush Dice[edit | edit source]
Button Notation: | Red frame, r |
BMO Notation: | # |
Rush Dice have an extra attack as well as an extra vulnerability.
Rush Attack: Use one of your Rush Dice to capture two of your opponent’s dice. The numbers on the target dice must add up exactly to the number on the attacking die.
For example, one Rush Die showing 9 can capture two dice showing 4 and 5.
Rush Dice also have a weakness: They can be captured in a Rush Attack by any type of die! Specifically, a Rush Die can be captured, along with one other die of any type (including another Rush Die) by an enemy die, following the same basic rules as a Rush Attack: the two captured dice must add up exactly to the number on the attacking die.
Screw Dice[edit | edit source]
Button Notation: | S |
BMO Notation: | Not implemented |
The Screw skill is only found on the Buzzing Weasel button. The Screw die is a 7-sided die. If the Screw die makes an attack and rolls odd, its owner gets another turn. If it rolls even, its owner loses.
Shadow Dice[edit | 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.
Shamrock Dice[edit | edit source]
Button Notation: | § |
BMO Notation: | Not implemented |
Shamrock Dice are a variant of the Fudged Die. They are d12's that have the value 13 in the place of the 7. They are worth 13 points when captured. Shamrock Dice have only appeared in the Las Vegas fan expansion.
Sleep Dice[edit | edit source]
Button Notation: | |
BMO Notation: | Z (not implemented) |
Sleep Dice do not count for going first.
Sleep Attack: Choose a die with value higher than the value of the Sleep Die. Re-roll both the Sleep Die and the chosen die. The chosen die cannot be used the next turn. (It's asleep!)
Slow Dice[edit | edit source]
Button Notation: | w |
BMO Notation: | w |
Slow Dice do not count for going first.
Slow Dice were originally used by Dana Huyler for the rare BROM button Giant on the original Button Men Online site. It was later used in the official promotional set at Origins on the Beatnik Turtle button.
Speed Dice[edit | 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.
Stealth Dice[edit | edit source]
Button Notation: | downward-pointing triangle |
BMO Notation: | d |
Stealth Dice can only make Multi-Die Skill attacks.
Stealth Dice may only be captured by multi-die Skill Attacks.
Stealth Dice were introduced in the Howling Wolf/White Tiger set.
Stinger Dice[edit | 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.
Sustained Fire Dice[edit | edit source]
Button Notation: | |
BMO Notation: | Not implemented |
Sustained Fire Dice use a uniquely numbered d6. (0, 1, 1, 2, 2, 3). If a zero is rolled, Power Attacks cannot be used that turn or the player may skip attacking to re-roll the Sustained Die. Value Scored is 3.
Teleport Dice[edit | edit source]
Button Notation: | |
BMO Notation: | T (not implemented) |
Teleport Attack: Choose an Active Die you don't control. Remove it from the game and add an identical die to your Active Dice. Add an identical die of the same size and skills as your Teleport Die to the Active Dice Pool you don't control, it loses the Teleport skill. Remove your Teleport Die from the game. Players roll their newly added dice.
Thief Dice[edit | edit source]
Button Notation: | T |
BMO Notation: | $ |
Thief Dice cannot Power Attack.
Thief Attack: Choose an opponent's die with a value less than or equal to the value shown on the Thief Die. Score the Thief Die and place the chosen die into your Active Dice and re-roll it. (The Thief Die scored is worth half of its size in points.)
Time and Space Dice[edit | edit source]
Button Notation: | Polyhedral frame |
BMO Notation: | ^ |
Whenever a Time and Space Die re-rolls an odd number, take an extra turn. Only one extra turn may be taken no matter how many Time and Space Dice roll odd.
Tirade, the Looney Labs mascot, introduced the Time and Space Dice to Button Men.
Trip Dice[edit | 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.
Triplet Dice[edit | edit source]
Button Notation: | Three numbers in a frame |
BMO Notation: | Not implemented |
Triplet dice are played as three dice that are rolled together and added together.
For example, a Triplet (10,10,1) is treated as a single die that can roll values between 3 and 21, are captured as one, and scored as one die worth 21 points.
Twin Dice[edit | 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.
Unique Dice[edit | edit source]
Button Notation: | |
BMO Notation: | Not implemented |
A no-longer used ability that modified the dice that could be chosen for a character with multiple different swing dice variables, such as Gordo and Guillermo. This is now handled as a Special Ability.
Value Dice[edit | edit source]
Button Notation: | v |
BMO Notation: | v |
Value Dice when captured are worth the value currently rolled on the die instead of the size of the Value Die as normal.
If a Value Die is part of an attack, the dice captured gain the Value ability.
Value Dice were created by Zomulgustar on the original Button Men Online site.
Warrior Dice[edit | 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.
Weak Dice[edit | 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.
Other Dice Types[edit | edit source]
Some fighters in Button Men use a completely different type of randomizing element altogether. These may be dice that are not numbered in the standard sequential way (Fudged Dice) or they may not be dice at all (Wildcard Dice).
Fudged Dice[edit | edit source]
Button Notation: | |
BMO Notation: | Not implemented |
Fudged Dice, whose name was inspired by the use of the official Fudge Dice (inspired by the d6 numbered [ -, -, 0, 0, +, + ] and interpreted as -1, 0, and +1) on the Buzzing Weasel button and the rare from Blademasters, are dice with a unique set of numbers. Often the dice will have nicknames, such as "Sustained Fire" or "Formula D" that describe the source of the uniquely numbered die. A value is typically assigned as the scoring value of a Fudge die. Most dice that use a Fudge variant are fan made.
Known Fudge dice:
- "Original" Fudge die: Score Value 3. [ -, -, 0, 0, +, + ]. This is one of the dice used in the "Fudge RPG."
- "Sustained Fire" die: Score Value 3. [0, 1, 1, 2, 2, 3] from the Blademasters set rare Bayaki.
- "Shamrock" die: Score Value 13. [1,2,3,4,5,6,13,8,9,10,11,12]
- "Formula D-4" [1,1, 2,2]
- "Formula D-6" [2, 3,3, 4,4,4]
- "Formula D-8" [4, 5, 6,6, 7,7, 8,8]
- "Formula D-12" [7,7,8,8,9,9,10,10,11,11,12,12]
- "Formula D-20" [11,11,12,12,13,13,14,14,15,15,16,16,17,17,18,18,19,19,20,20]
- "Formula D-30" [21-30 appearing equally three times]
Wildcard Dice[edit | edit source]
Button Notation: | |
BMO Notation: | C |
Wildcard Dice appear in the fan set Las Vegas. These dice are really cards drawn from a standard deck of playing cards, including two Jokers. 2-10 count face value, Jacks 11, Queens 12, Kings 13, Aces 1, and Joker=20. When making a Power Attack an Ace can count as 14. The deck is shuffled once at the start of the match. When a card is 'rerolled' (after an attack, as a result of an opponent's Trip Attack, etc.) the current card is discarded face-down. Neither player may review discarded cards. Cards count as d16's for scoring. If a recipe uses more than one Wildcard Die, they all share the same deck.