Jet

    From Buttonmen Wiki


    Jet's Skills[edit | edit source]

    Auxiliary[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.


    Null[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.


    Shadow[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.


    Stealth[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.


    X Swing Dice can be any die between 4 and 20. 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.