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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You can also download complete MS Word document covering the rules, special dice, and a roster.
| Players: |
2 |
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| Playing Time: |
10 minutes and up. |
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| Equipment: |
One Button Men fighter for each player, and several polyhedral dice. |
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| Summary of Play: |
Players fight several rounds of combat, rolling dice and capturing
each other's dice. The first player to win three rounds wins the game. |
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| The Dice: |
Each fighter uses several dice of different sizes, as specified by the
numbers on that button. As a general rule, small dice mean speed, and large dice mean
strength. An "X" is a variable die, or "swing die." You may use any die between 4
and 20 sides for this Swing Die, and you can change that die between rounds. If a fighter
has more than one "X," each of those swing dice must be the same.
Clarification: A "die" is assumed to be any random number generator which
produces all the integers between 1 and its rank, inclusive, in an even
distribution. Dice sizes are not restricted to the common platonic solids, so
for example an "X" could be -any- integral size between 4 and 20 sides. A
1-sided die is exactly that: a die with one side, which is worth one point, and
always rolls a 1. |
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| Note: |
In tournament play, each player chooses his swing die at the beginning of
the match, but only the loser of each round may change his swing die. |
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| To Begin: |
Take all of your fighter's dice and roll them. Arrange the dice in a
row so they can be easily read. Whoever rolled the single lowest number will go first.
If the lowest dice are tied, compare the next lowest dice, and so on until a leader is
determined.
Clarification: If all the dice are matched, the game is a draw. If one player
has more dice than the other, and all the dice which can be tied for low are
tied, then the player who has more dice goes first. |
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| On Each Turn: |
You must make either a Power Attack or Skill Attack if you can.
These attacks are defined below:
- Power Attack: Use one of your dice to capture one of
your opponent's dice. The number showing on your die must be greater than or
equal to the number showing on the die you capture. Take the captured die out of
play, then re-roll the capturing die.
- Skill Attack: Use several of your dice to capture one
of your opponent's dice. In this attack, your dice must add up exactly to the
value showing on the die you capture. Remove the captured die from play, and
re-roll all the capturing dice.
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| Passing: |
You may not pass unless you cannot make any legal attack. |
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| Scoring: |
When both players pass, the round is over. Calculate your score as
follows: For each die you captured, you score its size in points. For example,
a captured 8-sided die is worth 8 points. For each die of your own which you kept, you
score half its size. So, keeping your own 8-sided die is worth only 4 points. The
highest score wins the round, and the first player to win three rounds wins the game. |
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| Ties: |
If any round is a draw, re-play it. |
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| Example of Play: |
Shown below are the starting rolls for two Button Men players.
The size of each die is not shown, but the rolls are:
Bill: 2 4 5 13 18
Sarah: 2 2 6 9 13
Sarah goes first because she rolled the lowest single number, not counting the first 2's,
which cancel out. She can't take Bill's 18, because she can't add to it exactly, and she can't
overcome it with a single die. She could take Bill's 13 with her 13, or by adding 9, 2 and 2.
She decides to take Bill's 13. She removes the captured 20 from play,
and re-rolls her 9, 2 and 2. Now it's Bill's turn. |
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