Michigan
Michigan'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.
Poison[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.
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.
Turbo Swing[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.
Warrior[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.
Z Swing Dice can be any die between 4 and 30. 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.