Buttonmen

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You have dice. They are rolled. You may take one of two actions:

  • Power Attack : Use a single one of your dice to capture an opposing die with a roll less than or equal to your die.
  • Skill Attack : Use a set of your dice to capture a single die such that the rolls of your dice sum to the roll of the target.

The person making the lowest unique roll goes first.

Rechoosing die size after every* match generally means only after those matches which you lose.

Events that occur after every* attack generally means only after those attack which that die has participated in.

Notation Die Name Special Ability
12 Soldier Die --
X Swing Die Rechoose size at the beginning of every* match
X! Turbo Swing Die Rechoose size after every* attack, before rerolling
X? Mood Swing Die Reroll size after every* attack, before rerolling
20 Trip Die Does not count toward initiative. Has Trip attack: A Power Attack with this die, rerolling this die and its target before the attack instead of afterward.
12s Shadow Die Power attacks are inverted; Die may capture any roll between its current roll and its maximum roll inclusive.
12v Focus Die On the first attack, if you do not have initiative, you may adjust the rolls of any of your Focus Dice downward as long as you gain initiative by doing so. Your opponent may do the same in response, and this goes back and forth until someone decides to let it slide.
16 Stinger Die Does not count toward initiative. If used in a Skill attack, may act as any value between 1 and current roll inclusive.
-16 or 16p Poison Die Counts for negative points if kept; half-negative points if captured.
20f Fire Die Cannot make Power Attacks. Can "give" points from its roll to other dice. Cannot increase the rolls of other dice above their maximums. Cannot assist with special attacks.
(8,8) Twin Die Behaves like a single die rolling 2d8.
10(c) Chance Die Maybe be rerolled to gain initiative (compare with Focus Die).
12z Speed Die May make a Speed Attack: Capture any number of dice whose rolls sum to the Speed Die's roll.
20+ Auxiliary Die May be optionally used or not used in each game.
10Q Queer Die Behaves like a Normal Die when rolled even, and a Shadow Die when rolled odd.
10/16 Option Die Behaves like a Swing Die that has restricted choices
16N Null Die Worth no points if captured/retained. Dice captured with the help of the Null Die are not worth any points.
20B Berserk Die Cannot participate in Skill Attacks. Has a "Berserk Attack" equivalent to a Speed Attack, but after usage it becomes a Normal Die with half the number of faces (rounded up).

Source