Tennessee
Tennessee's Skills[edit | edit source]
Chaos[edit source]
Button Notation: | @ |
BMO Notation: | @ (not implemented) |
Chaos Dice gain a random skill each time they are rolled. Whenever a Chaotic Die is re-rolled, it loses the previous skill it was granted. They have an @ at the top of their dice oval.
Chaos Dice were created by JeffBoyardee.
Circa 2001 on the original Button Men Online site, Chaotic Dice could gain Berserk, Doppelganger, Jolt, Mighty, Null, Ornery, Poison, Queer, Radioactive, Rage, Speed, Standard(no skill), Stealth, Trip, Time and Space, Value, or Weak skills.
Fire[edit source]
Button Notation: | Glowing frame, F |
BMO Notation: | F |
Fire Dice cannot make Power Attacks.
Before making a Skill or Power Attack, you may increase the value showing on any of the attacking dice, and decrease the values showing on one or more of your Fire Dice by the same amount. For example, if you wish to increase the value of an attacking die by 5 points, you can take 5 points away from one or more of your Fire Dice. Turn the Fire Dice to show the adjusted values, and then make the attack as normal. Dice can never be increased or decreased outside their normal range, i.e., a 10-side die can never show a number lower than 1 or higher than 10. Fire Dice cannot assist attacks other than normal Power or Skill Attacks. They are indicated by a flaming appearance to their dice ovals.
Fire Dice were designed for the PolyCon button set.
To use Fire Dice on Buttonmen Online, pick the dice other than the fire dice needed for the attack, then click the [Beat People Up!] button to go to the Fire Die screen.
Fire Dice/Queer Dice FAQ: You cannot use a Fire die to adjust a Queer die so it can swap from a power to skill attack. James Ernest ruled that to use Fire with a Power attack you'd need to add two to the die, as otherwise it would make the attack illegal. Button Men Online does not require this, however, as the attack type is 'locked in' before changing the Fire dice.
Morphing[edit source]
Button Notation: | m |
BMO Notation: | m |
Morphing Dice copy the size of any die they capture; if multiple Morphing Dice are used in an attack, all Morphing Dice used become the new size. Morphing Dice are scored according to their current size upon capture or their current size at the end of the round if uncaptured.
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.
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.
Reserve[edit source]
Button Notation: | Alternate color text |
BMO Notation: | r |
Whenever you lose a round to your opponent, you may move any one of your character’s Reserve Dice into your Starting Dice for the next round (the same rule applies to your opponent after they lose a round). When the next round begins, you will now have one extra die to use during play. This reassignment of Reserve Dice to Starting Dice applies to any round and once a Reserve Die is converted to a Starting Die, it remains in play as a Starting Die for every subsequent round until the match is over. Transforming a Reserve Die into a Starting Die is not a requirement if you lose; it is always optional. Characters who just won the previous round cannot transform their Reserve Dice.
For any abilities that look for Variable Dice, Reserve Dice count as Variable Dice.
Reserve Dice first appeared in the Sailor Moon sets.
Twin[edit source]
Button Notation: | Two numbers in a figure-eight frame |
BMO Notation: | ( , ) |
Twin dice are played as two dice that are rolled together and added together.
For example, a Twin 8 is represented as (8,8) and is treated as a single die that can roll values between 2 and 16. The two 8s are rolled as one, captured as one, and scored as one die worth 16 points. When they first appeared, Twin Dice always had the same number repeated twice. Twin Dice with unequal numbers also appeared in later expansions.