News
2004-07-20 When I added all the Origins 2004 buttons, they wrecked havoc with my database. I will soon start to code a new frontend. Ideas and suggestions are welcome.
2004-04-16 Added the 6 Bridge and Tunnel button men from the Bridge and Tunnel's Mobile Phone Button Men Game.
2004-04-15 Added the Fightball set from Cheapass.
2004-04-14 Added the Green Apples button man from Chicagoland Gamers Conclave.
2003-07-11 Added two new buttons, MothMan and Harry Pudding, to the Renaissance set.
2003-05-01 Added the Space Girlz set from the Button Men Online Game.
2002-08-20 Added the Button Brain set with the new Constant Dice.
2002-08-20 Added the MAX button from Anime Expo 2002.
2002-08-03 Got the stats for Micro, the button from Origins 2002.
2002-07-08 Power Trip Dice became Stinger Dice instead.
2002-06-26 Added two new buttons (Dr. Speculo and Lascivia) to the Renaissance set with the new Ornery Dice.
2002-06-11 Info on the upcoming the Diceland set with the new Power Trip Dice.
2002-06-11 Added the Micro button from Origins 2002. No stats yet though.
2001-12-04 Added the Apples button man from Chicagoland Gamers Conclave.
2001-11-26 Added the two SFR button men from SFR, the producer of Dragon Dice.
2001-10-16 Added stats for the Samurai button men set.
2001-10-16 Added stats for the Demicon the 13th button men set.
2001-08-12 BattleMats are ready. Click on any ButtonMen name on the Roster page or the Printer Friendly Roster page to get a BattleMat.
2001-08-08 Added stats for the GenCon 2001 buttons Jorgi and Tsusuko.
2001-08-08 Added the Gaming Guardians buttons and all their special dice. Deception Dice, Evil Dice, Insult Dice, Loaded Dice and Teleport Dice.
2001-07-31 Added the Gripen Button from SydCon 10 and the new special dice type, Rage Dice. Both invented by (I have to say this) me.
2001-07-09 Added the 2 new Yoyodone Buttons Pikathulhu and Ulthar from Fuzzface.
2001-07-09 Added the 3 new Brawl Buttons from Origins 2001.
2001-06-26 Added The Metamorphers set from the now defunct IMGames Button Men game.
2001-06-22 Added flavortext for the Sluggy set.
2001-04-19 Added a word document with all the rules, special dice and a roster. Also available from the rules section.
2001-04-19 A new link pointing to James Ernest Double Secret is now on the link page.
2001-04-16 The six Sluggy Button Men are finally available for sale.
2000-12-29 Added The Howling Wolf set. Added stats for the Sailor Moon 2 set. Updated the Tournament Legal stats.
2000-12-27 Dana's Button Men Web Game is online again.
2000-11-29 New printer friendly roster created.
2000-11-15 Added The Japanese Beetle set.
2000-11-06 Added a link to The authorized online Button Men game.
2000-10-13 Added the Faeries set.
2000-10-08 Added the ShorCon Button Man ConMan.
2000-10-01 Added the Bruno! set and its new Berserker Dice type
2000-09-22 Added stats the for the Dork Victory set.
2000-09-09 Added stats the for the Sluggy set. (It is... kind of released, but not for sale yet.)
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Click on the name to get a BattleMat
| Emerald |
6 | 8 | 12 | 20 | 4 [re] | 6 [re] | 10 [re] | 20 [re] |
| | Dark Crystal: 1
If Emerald loses a round, she can use the power of the Dark Crystal to remove one of her opponent's current Starting Dice from the game. Using this ability means that Emerald cannot transform her own Reserve Die into a Starting Die at this time. This ability can be used once (as indicated by the "1" between the crystal shards) in a match.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | Emerald is the most sinister, mean-spirited, and nasty member of the dark Moon family. Emerald likes being close to those with great power, mocking Rubeus's constant failures, and trying to destroy the universe. |
| King Endymion |
6 | 10 | 10 | 20 | 6 [re] | 10 [re] | 12 [re] | 20 [re] |
| | King Endymion's Crown: 1
King Endymion can make a hologram of himself once in a match (as indicated by the "1" inside the Crown icon) to fool his opponent in combat. To represent this icon, you should place a counter of some type in front of you during play; the counter is put aside after you use the hologram once. The hologram can only be used before a Power or Skill attack, and allows King Endymion to take back one die lost in combat from his opponent and return it to the Starting Dice group. The chosen die must be rolled when it is returned, and the opponent does not gain the points associated with capturing this die first time.
This icon ability is only usuable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | King Endymion is the future version of Prince Darien and Tuxedo Mask, combined into one man. King Endymion likes invading his own dreams, making holographic projections of himself, and saving the universe from destruction. |
| Luna & Artemis |
1 | 4 | 10 | 20 | 2 [re] | 2 [re] | 8 [re] | 8 [re] |
| | Cat Database: 2
Luna & Artemis have the ability to access their computer database during battle twice in each match (as indicated by the "2" inside the Cat icon). To represent this icon, you should place two counters of some type in front of you during play; a counter is put aside after youuse the database. The database can only be used before a Power or Skill attack; the cats learn more about their opponent and can change their strategy. This knowledge allows Luna & Artemis to re-roll any number of dice before making an attack.
This icon ability is only usuable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | Luna and Artemis are feline guardians and companions of the Sailor Scouts. They both like working with computers, guiding the Champions of Justice to do what is right, and saving the universe from destruction. |
| Neo-Queen Serenity |
12 | 20 | 20 | 4 [re] | 6 [re] | 8 [re] | 10 [re] | 12 [re] |
| | Silver Millenium Moon: 2
Neo-Queen Serenity's connection to the Imperium Silver Crystal allows here to grow in strength tremendously should she lose a round of combat. To represent this icon, you should place two counters of some type in front of you during play; a counter is put aside after you lose a round. When Neo-Queen Serenity loses a round, she can transform 1 or 2 Reserve Dice into Starting Dice (your choice).
This ability can be used against any Button Men button. |
| | Neo-Queen Serenity is the powerful ruler of Crystal Tokyo and the adult form of Sailor Moon. Neo-Queen Serenity likes playing with her daughter, going on walks with her husband, and saving the universe from destruction. |
| Prince Diamond |
4 | 6 | 12 | 20 | 8 [re] | 10 [re] | 10 [re] | 20 [re] |
| | Dark Crystal: 2
If Prince Diamond loses a round, he can use the power of the Dark Crystal to remove one of his opponent's current Starting Dice from the game. Using this ability means that Prince Diamond cannot transform his own Reserve Die into a Starting Die at this time. This ability can be used twice (as indicated by the "2" between the crystal shards) in a match.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | Prince Diamond is a passionate man who is the leader of the royal family from the Dark Moon, Nemesis. Prince Diamond likes kidnapping Sailor Moon, being close to his brother Sapphire, and trying to destroy the universe |
| Princess Serena |
6 | 8 | 12 | 20 | 4 [re] | 10 [re] | 12 [re] | 20 [re] |
| | Imperium Silver Crystal: 1
Princess Serena has the ability to use the Imperium Silver Crystal briefly to gain additional power once during each match (as indicated by the "1" inside the Crystal icon). To represent this icon, you should place a counter of some type in front of you during play; the counter is put aside after you use up the Crystal's help once. The Crystal can only be used before a Power or Skill attack, and allows Princess Serena to transform any single remaining Reserve Die to a new Starting Die until the end of the round. The chosen die must be rolled when it is first brought in, and placed with the remaining Starting Dice. At the end of the round, the die is transformed back into a Reserve Die.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat Game line, and not other Button Men buttons. |
| | Princess Serena is the alter ego of Sailor Moon who was first born on the Moon during the Silver Millenium. Princess Serena likes dancing with Prince Darien, blasting enemies with her wand, and saving the universe from destruction. |
| Queen Serenity |
4 | 6 | 10 | 12 | 6 [re] | 10 [re] | 12 [re] | 20 [re] |
| | Imperium Silver Crystal: 1
Queen Serenity has the ability to use the Imperium Silver Crystal briefly to gain additional power once during each match (as indicated by the "1" inside the Crystal icon). To represent this icon, you should place a counter of some type in front of you during play; the counter is put aside after you use up the Crystal's help once. The Crystal can only be used before a Power or Skill attack, and allows Queen Serenity to transform any single remaining Reserve Die to a new Starting Die until the end of the round. The chosen die must be rolled when it is first brought in, and placed with the remaining Starting Dice. At the end of the round, the die is transformed back into a Reserve Die.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat Game line, and not other Button Men buttons. |
| | Queen Serenity is the kind and gentle ruler that held court during the Silver Milennium one thousand years ago. Queen Serenity likes beautiful dresses, capturing Shadow Warriors and saving the universe from destruction. |
| Rini |
2 | 4 | 6 | 6 | 4 [re] | 10 [re] | 12 [re] | 12 [re] |
| | Imperium Silver Crystal: 1
Rini has the ability to use the Imperium Silver Crystal briefly to gain additional power once during each match (as indicated by the "1" inside the Crystal icon). To represent this icon, you should place a counter of some type in front of you during play; the counter is put aside after you use up the Crystal's help once. The Crystal can only be used before a Power or Skill attack, and allows Rini to transform any single remaining Reserve Die to a new Starting Die until the end of the round. The chosen die must be rolled when it is first brought in, and placed with the remaining Starting Dice. At the end of the round, the die is transformed back into a Reserve Die.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat Game line, and not other Button Men buttons. |
| | Rini is a sucy, young, pink-haired child who will someday be the Queen of the Universe. Rini likes eating ice-cream and other goodies, playing with her mommy's shiny crystals, and saving the universe from destruction. |
| Rubeus |
4 | 4 | 12 | 12 | 6 [re] | 10 [re] | 20 [re] | 20 [re] |
| | Dark Crystal: 1
If Rubeus loses a round, he can use the power of the Dark Crystal to remove one of his opponent's current Starting Dice from the game. Using this ability means that Rubeus cannot transform his own Reserve Die into a Starting Die at this time. This ability can be used once (as indicated by the "1" between the crystal shards) in a match.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | Rubeus travelled one thousand years into the past on his spaceship to present-day Tokyo to capture young Rini. Rubeus likes flirting with the Four Sisters, riding around in his spaceship, and trying to destroy the universe. |
| Sapphire |
6 | 10 | 12 | 12 | 8 [re] | 8 [re] | 10 [re] | 12 [re] |
| | Dark Crystal: 2
If Sapphire loses a round, he can use the power of the Dark Crystal to remove one of his opponent's current Starting Dice from the game. Using this ability means that Sapphire cannot transform his own Reserve Die into a Starting Die at this time. This ability can be used twice (as indicated by the "2" between the crystal shards) in a match.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | Sapphire is Prince Diamond's handsome young brother but he was destroyed by Wiseman. Sapphire likes spying on his enemies, standing up for what he believes is right, and trying to destroy the universe. |
| Wicked Lady |
6 | 6 | 10 | 12 | 4 [re] | 8 [re] | 10 [re] | 20 [re] |
| | Dark Crystal: 2
If Wicked Lady loses a round, she can use the power of the Dark Crystal to remove one of her opponent's current Starting Dice from the game. Using this ability means that Wicked Lady cannot transform her own Reserve Die into a Starting Die at this time. This ability can be used twice (as indicated by the "2" between the crystal shards) in a match.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat game line, and not other Button Men buttons. |
| | Wicked Lady is an artificial adult form of young Rini, who was twisted and manipulated by Wiseman. Wicked lady likes hanging out with Prince Diamond, laughing maniacally, and trying to destroy the universe. |
| Wiseman |
20 | 20 | 20 | 20 |
| | Doom Skull
If Wiseman loses a round, he can use the rejuvenation power of his Crystal orb to steal one of his opponent's current Reserve Dice for the remainder of the match. Thus, while Wiseman does not have any of his own Reserve Dice, he can still add an extra die to his Starting Dice group at the beginning of each round after he loses. Once a reserve Die has been stolen, Wiseman's opponent cannot access that die for the remainder of the match.
This icon ability is only useable against other buttons from the Sailor Moon Collectable Button Men Combat Game line, and not other Button Men buttons. |
| | Wiseman is a cloaked frightening being of pure evil that refers to himself in the third person as the "Doom Phantom". Wiseman likes floating in the air, making cryptic comments, and trying to destroy the universe. |
| Swing Dice |
Value range |
| R |
2-16 |
| S |
6-20 |
| T |
2-12 |
| U |
8-30 |
| V |
6-12 |
| W |
4-12 |
| X |
4-20 |
| Y |
1-20 |
| Z |
4-30 |
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| Abbrevation |
Attribute |
| AR |
Armor |
| AU |
Auxiliary |
| BE |
Berserker |
| CH |
Chance |
| CO |
Constant |
| DE |
Deception |
| EV |
Evil |
| FI |
Fire |
| FO |
Focus |
| GA |
Game |
| IN |
Insult |
| LO |
Loaded |
| MI |
Mighty |
| MS |
Mood Swing |
| MO |
Morphing |
| NU |
Null |
| OP |
Option |
| OR |
Ornery |
| PL |
Plasma |
| PO |
Poison |
| QU |
Queer |
| RA |
Rage |
| RB |
Rebound |
| RE |
Reserve |
| SH |
Shadow |
| SE |
Sleep |
| SL |
Slow |
| SC |
Speciality |
| SP |
Speed |
| ST |
Stealth |
| SI |
Stinger |
| TE |
Teleport |
| TH |
Thief |
| TS |
Time and Space |
| TR |
Trip |
| TU |
Turbo Swing |
| TW |
Twin |
| VA |
Value |
| WE |
Weak |
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