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Special Dice
Abbrevation: AR
Armor dice add their value to the rest of your non-armour dice whenever any of those dice are under attack. (This goes into effect before your opponent declares their attack.) Armor dice can also power and skill attack as normal dice. Used in sets: Nodwick
Abbrevation: AU
Auxiliary Dice represent special abilities or assistants of the Buttonlord (Buttonman), and are optional. Before each game, both players decide whether or not to play with their Auxiliary Dice. Usually, either both players use them, or both players don't. Used in sets: Buttonlords
Abbrevation: BE
Berserk dice cannot be used in a Skill Attack, but may make Power Attacks normally. They also have a third attack, called a Berserk Attack, which is the equivalent of a Speed Attack. In a Speed Attack, one die can capture any number of dice which add up exactly to its value. After making a Berserk Attack, the Berserk die is replaced by a non-Berserk die half its size (round fractions up) before rerolling. Used in sets: Bruno!
Abbrevation: CH
You can re-roll your Chance Dice before the game begins, as follows: Used in sets: Yoyodyne
Abbrevation: CO
After the first roll of the round, you don't reroll them until the first roll of the next round. Constant dice keep their value (after all, they are constant). They only attack as part of a Skill Attack; they can not make Power Attacks. When making a Skill Attack you can either add OR subtract the Constant die from the Skill Attack total. The total value of a Skill Attack with a Constant Die can not be less than 1. Used in sets: Button Brains
Abbrevation: DE
Deception Dice are labeled with a "D", and have a scoring value of 4. Used in sets: Gaming Guardians
Abbrevation: EV
Evil Dice are labeled with an "E". Evil Dice can make simultaneous Power Attacks, but can never make Skill attacks. Used in sets: Gaming Guardians
Abbrevation: FI
Fire dice are normal in all respects, except as follows: Fire Dice cannot make Power Attacks. Instead, they can assist other Dice in making Skill and Power Attacks. Used in sets: Origins 2004, Polycon
Abbrevation: FO
Focus Dice: If a player has Focus Dice, he can change his starting roll as follows: Used in sets: Bar Mitzvah, GenCon 2001, Legend of the Five Rings, Origins 2004, Samurai
Abbrevation: GA
Once per game, you may reroll your game dice at any time. Used in sets: Origins 2004
Abbrevation: IN
Insult Dice are labeled with an "I". These dice cannot be captured by Skill attacks. Used in sets: Gaming Guardians
Abbrevation: LO
Loaded dice are labeled with an "L", and always have the maximum value. Used in sets: Gaming Guardians
Abbrevation: MI
UNOFFICIAL: They are represented by a "H" before a die. Mighty Dice are normal in all respects, except that when a Mighty Die rerolls, it becomes larger. a 1 sided die grows to a 2 sided die, then up to a 4, 6, 8, 10, 12, 16, 20, and finally a 30. This happens every time a Mighty Die is rerolled, like from a Trip attack. Used in sets: Bar Mitzvah, Origins 2004, Space Girlz
Abbrevation: MS
The Mood Swing, like the Turbo Swing, changes its value each time it is used--however, the Mood Swing does so randomly. When a player uses a Mood Swing to make a capture (whether in a Skill or Power Attack), she then rolls another die (preferably one not currently in play, so as to avoid confusion) to determine what die size to use next for the Mood Swing. The old Mood Swing is taken out of play, the new one is brought in in its place, rolled to determine its new value, and play continues. For a Mood "V" Swing, use a d4 to determine the new die type: 1=d6, 2=d8, 3=d10, 4=d12; for a Mood "X" Swing, roll a d6, with 1=d4, 2=d6, 3=d8, 4=d10, 5=d12, 6=d20. In tournament play, the winner of a round "resets" her Mood Swing to the die size she'd selected at the start of the round she just won, prior to beginning the next round. (The loser of a round can, of course, select whatever new size she desires going into the next round.) Used in sets: Button Brains, Dork Victory, Origins 2004, Renaissance
Abbrevation: MO
Morph Attack Used in sets: Metamorphers
Abbrevation: NU
Null dice are worth no points and any dice they capture are worth no points. Used in sets: Gaming Guardians, Origins 2000
Abbrevation: OP
Dice represented as "A/B" are Option Dice. You may use a die of either size for an Option Dice. For example, if your character has a "4/6" you may use either a 4-sided die or a 6-sided die in that slot. Used in sets: Balticon 34, Bar Mitzvah, Bridge and Tunnel, Button Brains, Chicagoland Gamers Conclave, Demicon the 13th, Fairies, Fantasy, GenCon 2000, Origins 2004, Renaissance, SFR, Sluggy
Abbrevation: OR
Ornery dice reroll after every turn, whether they took part in an attack or not. Used in sets: Bar Mitzvah, Renaissance, Space Girlz
Abbrevation: PL
Plasma Dice are represented by a "P" and "{}" before a die. Plasma dice is a meta-skill that contains other skills. During the start of a round, and every round lost (and when there are more than 3 ties), the player can select which set of skills are active in the set of the Plasma meta-skill. Used in sets: Space Girlz
Abbrevation: PO
Poison Dice are like normal dice in all respects, except that they are worth negative points. If you keep a Poison Die of your own, subtract its full value from your score. If you capture a Poison Die from someone else, subtract half its value from your score. Used in sets: Bridge and Tunnel, Brom, Cthulhu, Diceland, Everything to Gain, Fairies, Freaks, GenCon 2001, Orc!, Origins 2002, Origins 2004, Renaissance, ShoreCon 2000, Space Girlz, Studio Foglio
Abbrevation: QU
Queer Dice behave like normal dice when they show an even number, and like Shadow Dice when they show an odd number. Abbrevation: RA
Rage Dice are like normal dice in all respects except for the following: Used in sets: SydCon 10
Abbrevation: RB
If a Rebound Die is captured, the Rebound Die is re-rolled. If the die rolls higher than its original value (before the Attack) it captures the largest attacking die. Used in sets: Bridge and Tunnel
Abbrevation: RE
Starting Dice are on the right and the Reserve Dice are on the left of your Button Man. You will always play the game with the Starting Dice, and will only use some of the Reserve Dice if you lose a game round. Used in sets: Sailor Moon, Sailor Moon 2
Abbrevation: SH
Shadow Dice are normal in all respects, except that they cannot make Power Attacks. instead, they make inverted Power Attacks, called Shadow Attacks. Used in sets: Bridge and Tunnel, Brom, Buttonlords, Cthulhu, Demicon the 13th, Everything to Gain, Freaks, Nodwick, Origins 2004, Save The Ogres, Vampires
Abbrevation: SE
UNOFFICIAL: Sleep dice are not used when determining initiative. Used in sets: Origins 2004
Abbrevation: SL
UNOFFICIAL: Slow dice are not counted for the purposes of initative, like Trip dice. They have no other ability. This skill is a weakness and has no compensating strength. Used in sets: Origins 2004
Abbrevation: SC
Specialty Dice are labeled with an "*". Can be one type of dice from the following: Insult, Loaded, Poison, Shadow, Speed or Trip. Used in sets: Gaming Guardians
Abbrevation: SP
Speed Dice are normal in all respects. They also have a third attack, called a Speed Attack, which is the equivalent of an inverted Skill Attack. In a Speed Attack, one Speed Die can capture any number of dice which add up exactly to its value. Used in sets: Bar Mitzvah, Brawl, Dork Victory, Everything to Gain, Freaks, Origins 2001, Origins 2004, Renaissance, The Japanese Beetle!
Abbrevation: ST
Stealth Dice are restricted in two ways: First, a Stealth Die can never make an attack on its own; Stealth Dice can only participate in multi-die Skill Attacks. Second, Stealth Dice are significantly harder to capture than normal dice. They can only be captured by multi-die Skill Attacks, not by Power Attacks or by any other sort of special attack. Used in sets: Howling Wolf
Abbrevation: SI
They are like normal dice in all respects except the following: Used in sets: Diceland, Origins 2002
Abbrevation: TE
Teleport Dice are labeled with a "T". On your turn, instead of making an attack, swap your Teleport Die with any live dice of your opponent's. You must reroll the new Teleport die. Used in sets: Gaming Guardians
Abbrevation: TH
The Thief Die cannot make a Power Attack, but can make Skill Attacks as normal. The Thief Die can perfom a Thief Attack. To make a Thief Attack, pick an opponent’s die with a value less than or equal to the value of the Thief Die. Place the Thief Die in your Score Pile (it is worth half its size in points) and move the opponent’s die to your side of the table. You will use it as your own for the remainder of the round. Re-roll the stolen die. Used in sets: Everything to Gain
Abbrevation: TS
After your starting roll, every time one of the Time And Space Dice rolls an odd number, you get to take another turn. If both Time And Space Dice come up odd you still only get to take one extra turn. Used in sets: Wunderland
Abbrevation: TR
Trip Dice can make a special attack, called a "Trip," and they do not count for determining who goes first. In all other respects, they behave like normal dice. Used in sets: Lunch Money
Abbrevation: TU
After your starting roll, you may change the size of a Turbo swing every time you roll it. Decide on a size first, then roll the new die as usual. Used in sets: Cheapass Games, Freaks, Wunderland
Abbrevation: TW
Twin Dice appear as two numbers in an oblong frame, and are played as two small dice that add together. For example, a twin 8 is represented as (8,8) and treated as a single 16-sided die. The two 8's are rolled as one, captured as one, and scored as one 16-point die. Used in sets: Button Brains, Cthulhu, Dork Victory, Freaks, Gaming Guardians, Save The Ogres, Space Girlz, Studio Foglio
Abbrevation: VA
UNOFFICIAL: Value dice are not scored like normal dice, instead a Value die is scored as if the number of sides that it has is equal to the number that it is currently showing. If a Value die is ever part of an attack, all dice that are captured become Value dice (i.e. They are scored by the current number they are showing when they are captured.) Used in sets: Origins 2004
Abbrevation: WE
UNOFFICIAL: Weak Dice are normal in all respects, except that when a Weak Die rerolls, it becomes smaller. a 21+ sided die shrinks to a 20 sided die, then down to a 16, 12, 10, 8, 6, 4, 2, then a 1 sided die. This happens every time a Weak Die is rerolled, like from a Trip attack. Used in sets: Space Girlz
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