Pennsylvania
Pennsylvania's Skills[edit | edit source]
Focus[edit source]
Button Notation: | Black frame, f |
BMO Notation: | f |
Focus Dice help characters go first. After the starting roll, if you are not going first, you can reduce the values on your Focus Dice so that you are going first. Your opponent can respond by reducing their Focus Dice, and so on until both players are ready to begin, or can’t reduce their dice any farther.
If you go first, you can’t make an attack with any of the Focus Dice that you turned down. The second player has no such restriction.
Focus dice were introduced in the Legend of the Five Rings set.
Mood Swing[edit source]
Button Notation: | ? |
BMO Notation: | ? |
Before the round, a Mood Swing can be any size in the allowable range. During the game, whenever you re-roll a Mood Swing it will randomly change size. Mood Swings always choose from among all common die sizes (not all integers) with equal probability. The definition of “common” die sizes is 4, 6, 8, 10, 12, and 20. For a "Y?," add 1, 2, and optionally 16 as selections, for a "Z?" add an optional d16 and d30, and for a "P?" add a 1, 2, 16, 24, and 30.
Button Men Online omits the d16 from the Y? and Z? swing dice based upon precedent set by the original BMO site. Using a d16 in live play is thus optional as long as all players agree. A Moody P-Swing did not exist until after the current Button Men Online site and thus uses the d16 and d24.
Radioactive[edit source]
Button Notation: | % |
BMO Notation: | % |
If a Radioactive Die is either the attacking die or the target die in an attack with a single attacking die and a single target die, replace the attacking die with two dice as equal as available with sides equaling the size of the attacking die. For example, a %d10 would split into two d5s if available. If not, it would split into a d4 and d6; a d5 would split into a d2 and d3.
Radioactive Dice were invented by Magnus Mårtensson (aka NoopMan) on the original Button Men Online site.
Select[edit source]
Button Notation: | |
BMO Notation: | S (not implemented) |
Also known as Take-Five Dice in the Fightball set, allow a fluid play style. At the beginning of each match, you pick five of the Select Dice as your character's dice for the round. When a round is lost, you may change the Select Dice chosen. Since those original Fightball recipes, some buttons feature both fixed Dice (used all the time) and Select Dice, where you pick from those Select Dice to make up a total of five Dice in the whole recipe. Only the Select Dice can be altered, and only if you lose a round.
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.
Trip[edit source]
Button Notation: | Strikethrough through the number |
BMO Notation: | t |
Trip Dice do not count for going first.
Trip Attack: Choose any one opposing die as the Target. Roll both the Trip Die and the Target, then compare the numbers they show. If the Trip Die now shows an equal or greater number than the Target, the Target is captured. Otherwise, the attack merely has the effect of re-rolling both dice. Trip Dice cannot make an attack that could not possibly result in a capture (e.g. a t1 attacking a (4,4) Twin Die cannot win, so the attack would be illegal).
Trip Dice were introduced in the Lunch Money set.
Y Swing Dice can be any die between 1 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.