recursal/Fanatic-Fandom huggingface dataset:
Gyomiti

### Summary

Gyomiti is the capital city of Calcova, it is by this extension the center of political power in the country. It acts as the hub for the dense and complex bureaucracy that controls much of Calcovan life. The bureaucracy is incredibly efficient in spite of its huge size though.

The architecture of Gyomiti is well known throughout the land, primarily on account of how it blends the needs of the diminutive gnomes and their gargantuan half-giant compatriots. As such every room is built with a split level floor; with the main floor reaching 10ft below the ceiling, and a secondary, short balcony wrapping around the edge of the room, some 6-7 feet off the floor, such that gnomes standing along the balcony railing can speak face to face with the half-giants standing in the center of the room.

The city itself, unlike most other capitals, is quite new, having been organized and constructed expressly for the purpose of providing an equitable meeting place for the democratic representatives of the gnomes and the giants, without being biased towards either. It is located centrally inside the island of Calcova.
Thyenhil

### Summary

Thyenhil is the capital city of Sylivas, the ancestral homeland of the elves, with a population estimated at about 80,000 elves and some smatterings of other humanoids races as well. It is renowned across the mainlund for its remarkable beauty and splendor, with some of the most marvelous architecture ever seen by mortal eyes. Wonderful public waterworks dominate the city, and its cleanliness and sanitation is not matched elsewhere in the entire world.
Episode 10

**Episode 10** is the 10th episode of *Gokushufudou: The Way of the House Husband* anime series.

## Synopsis

To buy Miku a limited edition Policure DVD, Tatsu has to memorize a confusing discount code catchphrase. Tatsu and Miku dogsit; Gin takes another walk.

## Characters

* Tatsu
* Miku
* Chono
* Masa
* Nagai
* Kotetsu
* Boss
* Elizabeth
* Gin
Select Dice

Select Dice, once known as "Take-Five Dice" when released 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. Other sets, such as Ice Cream Warriors, have used a mixture of "fixed" dice and Select Dice where the Selectable choices are picked to fill a certain amount of Select Dice slots.

The High School Drama set's "Sideboard Dice" are effectively a Reserve Select Die choice on a button with all Select Dice.

(Button Men Online symbol: S)
Engineer

The 5th worker is the Engineer. He works so hard and his money per second is big. He also build stuff and also fixes stuff as well. A upgraded Technician, but with best power to work into the factory, and helps build things using nails and a hammer to fix some factory parts of its best. The Engineer (construction worker), will fix the problem in the factory, but he use tools like nails, mallet, hammer and other tools that he uses to build the factory and sometimes fixes it if it is a problem. And packs boxes as well.

## Worker Information

The Engineer can fix the factory expect tech like the Technician, but can repair the Robot if needed to pack boxes. Even he can repair a factory in some weeks or months, but the factory was built in time around 5 years with the **Engineers** to help.

## Trivia

* He is advanced at building, but not good at packing boxes.

* And he is better to repair the Robot if needed than the Technician.
Grimsby

### Summary

Grimsby is the permanent residence of the king of Garmond Comhall Griogair, his clan, and the royal family. The keep here is one of the most impressive structures in Garmond; it is a monumental fortress with massive stone walls that guard a magnificent palace for the royal family; it inspires the jealousy even of some Parthan nobility in its grandeur. The rest of the town outside of the keep mainly consists of villagers, and of course the rest of the clan family, who act as town watch primarily. Everyone in the town is given license to flee into the keep in the case of an attack.

### Sections

Outer Village- the village and town surrounding Grimsby keep is not particularly impressive in it of itself, it shares most of the sights normally found in a small town; some taverns, shops, inns, etc. What the suburbs lack in their grandeur, they do make up for in their size, for the surrounding communities around Grimsby proper are quiet numerous, and spread out far and wide

Farms- The farms surrounding the keep are property of the royal family; this farms are the best in Garmond by far, as they have historically enjoyed the protection of the guards at the keep for years, so they have grown to be quiet extensive. The farms are attributed to being one of he key reasons why Grimsby has been maintained as the center for the royal family, since whoever controls the keep, will control them.

Keep

The keep itself is both a marvelous and formidable structure. The walls outside of it provide ample protection from siege, and the complex behind it is quiet beautiful. The royal palace itself is modeled like a massive cathedral or basilica; a large hall dominates the interior structure, at its end one can find the king's throne.

The Meeting Hall- This hall serves as the venue for the deliberative body of Garmond known as the house of lords: this body is formed up of the heads of the most powerful clans in the country. The meeting hall is actually a re-purposed guild hall/tavern; the two buildings were initially separated by a wall, which has since then been knocked down by the clan lords, who decided it would be more convenient for them to have the bar in the same room as the guild hall, so that they could regularity enjoy themselves before/ after/ during the meetings.

### Coups

Whenever an enemy clan captures the keep and displaces the royal family, they especially enjoy defacing the familial portraits and busts from the prior family. They will tear them up and force the depicted subjects into humiliating poses with one another, they may decide to draw on the portraits, use them as floor mats, etc. Of course, once this is done, they will immediately begin to order they own portraits to be made, so as to establish their royal line. This has led to a thriving community of artists to being present in the town surrounding the keep.
Bar Mitzvah

**Release Date**: December, 2005

**Set Size**: 2 Buttons

**Publisher**: None

**Designers**: Ted Alper

**Artist**: "Laura."

The Bar Mitzvah set was created by Ted Alper for use at his son's coming of age celebration. There were two buttons in the set, Bar Mitzvah Boy and Judah Maccabee.  While Bar Mitzvah Boy was a straightforward button, using only Option Dice and Focus Dice, Judah required a working knowledge of hebrew in order to play as the symbols for Speed, Mighty, and Ornery were notated with hebrew lettering. The below stats are the translations.

When asked about the designing of the buttons via Button Men Online, Ted Alpert said the following:

>
>
> [The Set] was for my son's bar mitzvah in December 2005 (by coincidence, it was during Chanukkah); He and I both played a lot of button men. We wanted a casual, low-key party and decided to make it focused on board games. We made one button \*sort\* of him (and the text on the torah scroll is the opening line of the torah portion for the date of his bar mitzvah).  We needed a companion button to play against it, and due to the holiday, Judah Maccabee seemed like a natural choice.  (and he's famous as a warrior, which was appropriate for a button man).
>
>

> I LOVE big focus dice (like Crab's) -- there's such a lovely gambit of sacrificing a big die for initiative -- and 30 is such a big number; also the aesthetic pleasure  of lowering a focus die to avoid a skill attack. that said, there is some meaning to the numbers on Bar Mitzvah Boy-- 13, the age of bar mitzvah, 613 commandments of the torah [as 6/13 option] -- the other numbers are just for balance (though there's a slight shoutout to 30 as "the age of strength" in a mishnah passage that had come up in discussion with Morris around that time
>
>

>
>
> The letters on the button actually spell out Maccabee [M - K - B - Y], in keeping with the part of the story that says the word  Maccabee was written on their banners and shields, so I tried to associate each letter with a button skill, and though my own hebrew is pretty minimal, my son was near-fluent then (and is totally fluent now) -- so the "K" became koach -- strength, the "M" became mahir -- fast, and the yud -- "y" -- just became a Y swing. I did sort of do it freestyle for the "B" -- I made it bitachon, which is like security or in some religious contexts it's faith in the protection of God. I used that for "ornery" dice, rather than translate the word literally. They always seemed to me to rely on the same sort of emotion -- having to rely on faith in the random number generator. The only number that might be thematic is the "8," a number with significance for Chanukkah, the 8-day holiday, 'miracle of the oil', etc.-- the rest was balance.
>
>

(8) z(12) H(4) o(12) (Y)
(6/13) (8) (10) f(13) f(30)

1. ↑ https://boardgamegeek.com/thread/393147/button-men-system-educational-activity
2. ↑ http://buttonmen.blogspot.com/2007/07/from-moshe-con-booklet.html
Efficiency Specialist

The great 7th worker is the great Efficiency Specialist. He use plans and ideas in the factory. Upgraded Supervisor, costs more and has more money generated per second. Helps packs boxes, but he may use a static to see the factory's stats and more. He is effective, but he is a staff member of MilkDroplet's factory and will help pack away the boxes. The Factory Line that the Specialist will check, but if it is broken, maybe the Engineer will fix it when the Specialist will need to check the factory. And the Packer will pack boxes if the Specialist needs to pack boxes, but he as all the static in his list.

## Trivia

* He is the best specialist which monitor the factory.

* And he is better at packing boxes.
Turaka

The Grass Flats of Turaka are the name of a peculiar aquatic ecosystem located along the southern border of Sylivas, roughly 5 miles or so off shore. The sea floor rises to a shallow depth of just 5-10 feet in spots, depending on the tide, with depths of 20-30 feet being average. In this shallow region, large swaths of sea grass grow, along with massive expanses of coral. Veritable forests of sea life grows here, including gigantic versions of starfish, anemonies, and jellyfish. But primary, the region is known for a large population of aquatic elves who live beneath the waves among the coral caves and shipwrecks. Sunken ships are quite common in this region, as the weather is treturous and the seas quite shallow.

The aquatic elves here do not really posses much of a national identity, but do refer to their community as a whole as "Turaka". They do not war much inside the territory, rather preferring to avoid conflict with any other large groups by simply swimming away to deeper waters when threatened. Many of these elves are quite gregarious though, and enjoy swimming up to conversate with sailors passing by on ships, occasionally hitchhiking a ride out to deeper waters.

The shallow portions of the land are peopled with the more social elves, but as the terrain slides deeper and deeper into the depths of the ocean, the residents become more and more alien and isolated. Not just water-breathing elves dwell here at these depths. When the seas floor falls to about 100 feet of depth, other stranger races can be seen in the community. The "Th'yss'thlllak" are a race of intelligent cephapods, basically large squid-like beings who can communicate with the aquadic elves to a degree (but with a lot being lost in translation).

The Th'yss'thlllak are a strange bunch, but are friendly enough if not attacked, or misunderstood for attacking themselves, as they have a custom of firmly embracing the head of a friend with all their tentacles as a way of saying "I mean you no harm / I trust you". An excentric and easy-misconstrued custom, for certain. The Th'yss'thlllak themselves have a sub-race that live in some of the deepest known waters in the region, and these eccentric beings have, in recent times, been coming more and more closer to the normal residents of Turaka, bringing ominous warnings about some kind of threat from the deep, wherein the details are unfortunetly lost in transation. Something translating rough as "Old Skin Ones to be Feared" are mentioned with great concern. What exactly this means though, is currently a mystery. The leading theory is that a band of aboleths rule the deepest waters where the Th'yss'thlllak reside, and they are referencing these beings.
Fight City Drawn-In characters

The Drawn-In Fight City characters should be considered Super-Rares, as they were only given to those who took the Drawn-In level of the kickstarter for the Beat People Up boxed set. The people who got the level were allowed to send in a bio in the same format as the Fight City characters, and then Cheapass Games provided the stats for the characters. Eleven of the level were sold, but only five of the eleven have any information found for them. They wer then sent ten cards and five buttons of their drawn-in character. The artists that participated were Cheyenne Wright, Nate Taylor, Ryan Kinnaird (one), and John Kovalic (one).

The known Drawn-In chracters are Ligaya [(10) s(10) (12) (12) (X)], Ray [?], Lance [?], "El Diablo Potato [?]" and Dr. Tilton [(10) (10) (10) (10) #(X)]. Of those, only the image of Dr. Tilton has been found.

1. ↑ https://www.kickstarter.com/projects/cheapassgames/button-men-beat-people-up
2. ↑ https://twitter.com/eldiablopotato/status/856953924389031936
Cosmology

Angels - Lawful Good - Motivated to bring order and peace to the world

Devils - Lawful Evil - Motivated to tempt the world into darkness

Demons - Chaotic Evil - Want to eat the world

Kaiju - Chaotic Good - The force of nature itself, impersonal

The Angelic Host

The army of angels and other celestial beings whom live in the outer realms/planes

The Devils of Hell

Legions of intelligent, conniving beings who gain their power through tempting or tricking mortals.

The Demonic Legion

Hordes of monstrosities, mostly mindless, intent on consuming the sentient beings' world. They gain power through other races fearing them.

The Kaiju

Collective of monstrous and/or natural beings, who do not possess a self identity, and seek to continue the neverending ebb and flow of the natural world.
Notes

towns- meborhoods, taverns/inns, shopping, politicis, national/geographic tag, racial tag, ongoing conflicts, important pcs,

Cities- nigbohroohds everything, (capitals), polticias and nation VERY important

Dungeons- tags with not only geography, but the type of monsters in there, ( undead, aberation, demon, etc.), raids ( big monsters where you can group up with other players to get exp). CR

In general neutral encoutners- bandits, raiding parties, caravans, travelers, quest givers, pirates, monsters,

Global events- wars, battles, runs in the background of campaign.

lets aim for the capital city in each place, then like a coiple of towns/ dungeons
Viggoghog

### Summary

Viggoghog is the capital city of the island nation of Gruthar, located on the main island of Gruthar itself. It is a bustling city, with a population of roughly 100,000, mainly consisting of Ogres, but a scattering of goblins, orc, humanoid slaves, and half giants live there as well. The capital city is the regular end destination for all of the loot raked in by the Grutharian pirates, who pillage and raid all across the seas both around the mainlund, and also the rivers that lead into it on occasion. This is one of the oldest known cities in the world, as it was already here at the time of the ancient era; in all of that time it has never successfully been sacked or pillaged by any any outside force.

### Layout

It is predomianntly a port city ( as practically all are in Gruthar), and huge galleons pass in and out of its ports on the regular; there are a series of canals that lead into the heart of the city as well, this is the main method of transportation for gettign from one side of the capitol to the other. The outskirts are mostly developed to the shipyards, where cargo is unloaded to be shipped on the back of slaves who will carry it on their backs through the capital. As you head towards the center of the city, it slowly becomes more urban, as houses, taverns, shops, and the like begin to spring up. This leads all the way towards the ceremonial palace, where the royal family and high bosses reside.

### Neighborhoods

Common- where most of the ogres live

Slums- where the other races, usually employed as slaves, live

Palace- where the royal family lives
Dwarves

Dwarves in Myradon are divided into clans based on family ancestry with 95% of all individuals belonging to the two largest groups: the conservative Kharzhak, and the worldly Numbhar. Of these two, the Kharzhaks are in the clear majority, having about twice the population of the Numbhar. These two families of dwarves are bitterly divided in a way that no other group is, to the point of on-sight violence between individuals being the norm, and the threat of war between the groups as a whole being constant.

### Kharzhak Dwarves

Stodgy and stiff, even by dwarvin standards, the Kharzhak dwarves cling to their proud history like a drowning man to a piece of driftwood. At their best, they are proud, loyal, noble, and just, but at their worst, they are arrogant, closed-minded, stubborn, and mean. The Kharzhaks are living in declining wealth and influence in a remote mountain stronghold now, having been forcibly expelled from their ancestral home by outside forces, and they blame the Numbhar clan for this humiliating military defeat. Prior to that, their elite always made up the High Thanes and royalty of the combined dwarvin society, and they viewed interaction with the outside world of Men and Elves as a distasteful task best left to petty merchants and spineless diplomats. Theirs was the clan of tradition Dwarvin pursuits, like metallurgy, armoring, blacksmithing, record-keeping, religion, and military leadership.

### Numbhar Dwarves

Historically, the Numbhar clan were the merchants, travelers, bankers, farmers and artists of the ancient dwarvin society. They were worldly, adaptable to change (compared to Kharzhak Dwarves anyway), and knew the ways of the surface world. It was this clan that was sent on trading trips or diplomatic missions to human kingdoms on the surface world. They did not seem to mind playing second fiddle to the ruling Kharzhaks, but after the tragic military lose of the ancestral dwarvin kingdom beneath the Kharos Mountains, they were blamed by the Kharzhaks, and expelled from the dwarvin society. Forced to fend for themselves, this group was scattered for a period, but has now re-grouped in the cold Iron-Sea Desert. At their best, they are an adaptable, agreeable people, but at their worst, they can be cold, aloof, and pessimistic of other races.

### Other Dwarves

Very small clans of other dwarves do exist, but none in numbers large enough to be a force. A few minority clans live among the Kharzhaks still, perhaps accounting for less than 5% of the total population, and a tiny, ancient clan of dwarves called the Bharzhashars live isolated lives in the southern portion of the Shara-Noc Mountain Range.
The Black Well of the Old Ones

### Summary

In Sylivas, there exists a nihlistic death cult that seeks to bring about the destruction of civilization. They seek to accomplish this by the opening of the Black Well of the Old Ones- a supposed portal to the underbelly of the abyss.

### Background

In recent times, Sylivas has taken a backseat on the world stage. No longer do they wiled domincnace of the mainlund, instead they have been isolated into their home coutnry, and have slowly been declinging in population. These decline in their cultural dominacne has led to many elves questioing the very notion of their exiistence.

Some of the elves think, they should go out in the world again, and should try to reconquer the human civilizations ( which they think are morally bnakrupt and rife with corruption). More moderate elves think they should resign themselves to peace and diplomacy. acting as intermediaries between the other civilizations so as to prevent war.

Some take the pacifist way of thinking so far that it actually spills over into madness. meet here the elves that lead the death cult of ny/rakath. They claim that their civilization as a whole should simply die out and that the slow decline in the influece of their culture is actually a good thing. Unfortunately, they apply this thinking to the other civilizations as well.....

### The Event

The death cult has discovered through arcane investigation that there is a way of gaining acess to the abyss via several complex divination rituals. They dont just want to gain acess to the abyss, they actually want to rip a whole between the abyss and our own world; the resultign effect would be free travel between the two planes.

If they are sucessful in this endeavour, then the world as we know it could be overrun with foul demons from the abyss. Some arcane shcolars at the front of their field have indicated that the entire world/universe itself could become corrupted if this occurs, since the planes of existence were never meant to be connected in this manner.

The only way to stop the opening of the portal referred to by the cultists as the Black Well of the Old Ones is to prevent the cultists from gaining all of the material components necessary for he ritual to be performed.

These artifacs include:

The Vice Rod of Mog'drol

The Binding Necklace of V'udra

The Banishing Chalice of Xellmath

Thaazor's Urn of Doom

Rargarn's Skull of Gold
Ogres

The Grutharian breed of ogres are not to be confused with the brutish forest giants found in swamps and marshes across the mainlund. These ogres stand roughly 7 feet tall, weighing on average 300 pounds. Their skin color ranges from green to red usually; most adult males have small horns. They breed slowly, with normal litters only baring one child, very rarely two. The ogres take longer than humans do to mature.
Speed Dice

Speed Dice are marked with a lightning bolt on the frame. Speed Dice are normal in all respects, except that they have an additional attack called a Speed Attack. This is basically an inverted Skill attack.

Speed Attack: Use one Speed die to capture any number of your opponent’s dice. The dice you capture must add up exactly to the value of the Speed die. Re-roll the Speed Die and take the captured dice out of play.

(Button Men Online symbol: "z") (looks like a lightning bolt) [See also Category:Sets\_with\_Speed\_Dice][See also Berserk Dice][See also Rush Dice][See also Hoskin's Dice][See also Evil Dice]
Slow Dice

Slow Dice do not count for going first.

(Button Men Online symbol: "w") [See also Category:Sets\_with\_Slow\_Dice]

Slow Dice were originally used by Dana Huyler for the rare Brom button Giant on the original Button Men Online site. It was later used in the official promotional set at Origins on the Beatnik Turtle button.
Button Men Mobile

Button Men Mobile can refer to:

Bridge and Tunnel Presents Button Men, a program for the Nokia series of phones,

Button Men iOS, mark 1, of which little is known other than being the origin of the Metamorphers set.

Button Men iOS by Thrust Interactive

"Dice Brawl," a mechanical copycat of Button Men featuring only Poison Dice and scored as though each die was a Value Die. Ended February 2019.

The failed kickstarter for Button Men Mobile.
The GrayWoods of Garmond

## The GrayWood of Garmond

The GrayWood of Garmond is the name of the central region of Garmond , where the forests are the deepest and the populations are the most remote and removed from the business of the nation as a whole. This is the region that has been the least tamed by the Garmonders, and boasts a high population of natural and unatural monstrous beasts, as well as roving bands of undead, of a secret source. The Garmonders here are violent, even by Garmond standards, and are suspicious of outsiders. The local clans of this region are constantly embroiled in conflict and fighting, and unlike the rest of Garmond, where its easy enough to avoid inter-clan conflict, visitors here must feign allegiance to a single "host" clan to guarantee their safety, thus leading to accusations of spying if the vistors happen to be caught by rival clans.

Durham's Haven is the local clan village controlled by the powerful Dun'Kirk family, who claim distant relation to the current monarchs of Garmond. The current mayor is Trebian Dun'Kirk, his title being "*Major of Durham's Haven, Cousin to the Lord Reagan Dun'Kirk, ruler of the lands of the GrayWoods before his untimely beheading at the hands of his scallywag half-brother Caleb Longshire 80 years ago*" (this royal title cannot be appreviated in official ceremonies). The Dun'Kirk's sigil is the green stag.

Housing the clan of the Longshire's, the Village of Tulkrite is roughly the same size as Durham's Haven, and is located some 70 miles east. Here, Oberol Longshire is the patriarch, and is referred to as "*Burgomeister of Tulkrite, Great-nephew to Commander Caleb Longshire, rightful lord of the GrayWood before his cowardly poisoning at the hands of his traterous half-brother Reagan Dun'Kirk's widow, Calestria, 75 years ago*" (also not to be abbreviated). A golden jaguar serves as the symbol for this clan.

Tongue's Pie Hamlet is a quaint, pint-sized farming community of halflings. The hamlet is located in an open field of tall grass, that seems hidden from normal view until you are right next to it, and is just a few city blocks in length. Little houses make of thatched sticks, crude mud bricks, and sod are located in the center of the field, and all manner of small farm animals, including chickens, and dog-sized cattle roam underfoot as you walk towards the homes. Apple trees line the eastern edge of the field, and melons, peas, gords, and potatoes grow in between the houses. The residents of the hamlet are short (even by halfling standards) and unusually lean and sad looking for halflings, and will scurry to hide in tunnels, haybails and the like, at the sight of any outsiders. The town does not share is business too quickly with outsiders, but if pressed, will explain that a local band of Bugbears, coming up from Thuul Swamp, plague them by coming once every month or two to collect any meat, alcohol, or dairy crops produced by the halflings, under threat of violence.
Konstant Dice

Konstant Dice may not Power Attack. Konstant Dice may not Skill Attack alone.

Konstant Dice retain their initially rolled value; they are never re-rolled.

Konstant Dice may add or subtract their value when used in a multi-die Skill Attack.

Konstant Dice were introduced in the Button Brains set. They were indicated by a yellow Dice Frame with a "k" below the number.

(Button Men Online symbol: "k") [See also Category:Sets\_with\_Konstant\_Dice]

There is currently some controversy in the Button Men community on whether skills such as Focus or Fire can change the initial value a Konstant Die has rolled. No Official ruling has been made.
Tess

**Release Date**: July 2000
**Source**: Cheapass Games
**Designer**: James Ernest
**Artist**: Phil Foglio
**New Rules**: Null Dice

**Related Sets**: Brawl, Studio Foglio

Tess, like Zeppo in 1999, was printed in the Origins on-site program book. She’s a character from the BRAWL expansion “Club Foglio,” and has two Null Dice to reflect the three Nulls in her BRAWL deck. Tess is by far the best seller in the Foglio BRAWL set. Probably because of her boundless ennui.

Tess [n(4) (8) (12) n(20) (X)] is an interesting case of promotional Button Men; she is distinct from the product line she is placed in, Brawl, due to having no Speed dice. She would fit into Studio Foglio as far as grouping, as it is not as defined by its ability and more by its artist, Phil Foglio. Due to disagreement within the Button Men community, Tess has been split off into her own page.

1. ↑ http://beatpeopleup.cheapass.com/button-men-stats/2000-promos/
Borokhan

The Bhesinans do not have permanent, stationary cities, instead, they move about on large caravans, and place their tents down to make a temporary city of sorts. This is no exception for the capital caravan, Borokhan, where the Bhesinan royal family and their elite cohort of paladin guards travel with. This caravan is pulled by all manner of livestock. including horses, oxen, and for the largest wagons, rhinos and elephants can even be witnessed being used. The capital caravan doesn't just have tents as their structures; they have assembled the largest mobile homes in the known world, with multiple story structures being carried atop wagons by these giant beasts of burden.
Teleport Dice

Teleport Attack: Choose an Active Die you don't control. Remove it from the game and add an identical die to your Active Dice. Add an identical die of the same size and skills as your Teleport Die to the Active Dice Pool you don't control, it loses the Teleport skill. Remove your Teleport Die from the game. Players roll their newly added dice.

(Button Men Online symbol: "T") Currently not implemented. [See also Category:Sets\_with\_Teleport\_Dice]
It Came From The 80's

It Came From The 80's is a set rediscovered on August 9th, 2022. It is believed to still be missing one button, Geddy Lee.

Amadeus (5) d(12) ^(18) (8,6) (X) Er war Superstar, er war populaer, er war so exaltiert, because he beat people up.

Der Komissar (4) f(10) s(10) (8,3) (X)? Don't turn around...Der Komissar's in town...and if you DO turn around, Der Kommisar will beat you up.

Eileen f(4) (6/9) z(12) (8,3) (X) Eileen swears that if you don't get up off of your knees, beatings will commence in about 5 freakin' seconds.

Gloria (4) (8,2) G(10) s(12) (X) If everybody wants you, why isn't anybody calling? Oh! Right! They're beating you up instead. Grand!

Geddy Lee - MISSING. Saaad!

Jessie's Girl t(3) (6/9) (8,1) z(16) (X) You know you feel so dirty when they start talking cute, you want to tell her that you love her but you'd get beaten up.

Jack and Diane (6/9) (8,2) Ho(9) %(20) (X) A little ditty 'bout Jack and Diane...two American kids gettin' beat up in the Heartland...

Jenny B(6) (7,5) (3) o(9) (X) +(30) Jenny does not appreciate the way you got her number. If you continue to call her at that number, Jenny won't bother with a restraining order. Jenny will beat you up.

Mr. Roboto (8,3) (10) %(11) (10,1) (X) "Domo arigato this, pal," says Mister Roboto as he beats you mercilessly.

Sherrie (4) (8,4) G(10) %(9,9) (X) Shoulda been gone, knowin' how you made Sherrie feel...and you shoulda been gone...after she beat you within an inch of you life.

Sister Christian Ho(4) f(6) (8,4) (20) (X) MOTORIN'! What's her price for flight? And finding Mr. Right? She'll beat you up tonight...

Sweet Child (5) (8,8) n(12) (S)! X Now and then when I see her face, she takes me away to that special place, and if I stare to long, I'd probably get beaten up.

Thriller t(2) G(12) (2,6) (8,4) X The foulest stench is in the air - the funk of forty thousand years. And grizzy ghouls from every tomb are closing in to beat you up.
Cross Dice

Cross Dice have a special attack that is a multiplicative version of a two-die Skill Attack.

Cross Attack: Use your Cross Die and any other die you control to capture an opponent's die. The values showing on your dice must multiply to exactly to the value showing on the die you capture. Remove the captured die from play, and re-roll both the capturing dice.

Cross Dice were introduced in the Blademasters 2 set.

(Button Men Online symbol "x") Currently not implemented. [See also Category:Sets\_with\_Cross\_Dice]
Verdant Expanse

### Summary

The Verdant Expanse is a desne, tropical jungle region situated north of the Gray Coast and southeast of the Beastlands. It is completely void of any normal human civilization, excpet for that of the violent Puushtani barbarians.

### Geography

The climate here is abhorantly hot and humid practically all year round. This weather is aided by the dense jungle canopies that prevent sunlight from reaching the forest floor, meaning that at any time of day, the jungle remains somewhat ill lit. Small rivers and streams stretch across the jungle, they are unfortunately too narrow to allow for anything larger than a canoe to go across them, making the area even more difficutl to traverse. Even worse so, these small rivers empty out into large swamps, where they disapate off, meaning that if you take the wrong stream you could end up havingto trek through deep swampland unti lyou find your way to some larger landmass.

The rivers seem to change the direction which they flow in almost once or twice a week, further impeding easy navigation. These bodies of wayer swell up when the heavy rains come down, resulting in the constant submerging of smaller islands ( they will then reapeear once the rains cease).

The forest seems to have this almost other worldly ability to grow ( earning the areas name), as it will engulf roads and any unattended strctures within a mater of weeks, making the development of towns and permenant settlements very diffficult.

### People

This region is mostly inhabited by the xenophobic and hostile race of humans known as the Puushtani. They reside in small semipermenant villages, and travel through the jungle in order to hunt and trap on a subsistence level. Their tribes are usually small in size ( comprising no more than 75 persons on average) though they will organize themselves into larger war-bands from time to time.

These people are incredibly adept at warfare within the jungle, and are known for their ability to hide among the dense canopy, making them great at setting up ambushes on unsuspecting enemies.

They dont speak any language that is recognized by any of the peoples that live near the Verdant Expanse, nor do they seem to possess any sort of written language.

In addition to the Puushtani, there also bands of Lizardmen who carve out a primative living inside the Expanse, migrating through the dangerous area to follow game animals. These lizardfolk are the nearest relatives to the Tyrazyne of the coastal areas, but the two groups do not have much sustained contact now, since the Tyrazyne avoid the Verdant Expanse. Thankfully, the Expanse mostly stays inland, without stretching all the way south to the coast. Tyrazyne scribes and fortune tellers warn of an era when the Expanse will swallow all their land right up to the tip of the shoreline, but there seems to be no real current threat of this.
Special Thanks and Tributes

There are several people who have contributed to this hobby other than the staff of Cheapass Games. Those who have made great contributions to this wiki and Button Men Online are below:

Tributes:

"Fog,"

Fog was one of the people who worked tirelessly to track down images and information on the different buttons for Button Men Online. He passed away in 2015.

Brenda Temple

Brenda was a close friend and inspiration of the initiator of this Wiki project. Early in the wiki's creation in 2019 she passed away suddenly, causing him to throw himself into working on the wiki as a distraction. She loved Cheapass Games, especially Doctor Lucky and Devil Bunny. One of her many nicknames was "Bunny," as she was born in 1985, the year of the rabbit.

Contributors:

The Orgg

Nerd, do-gooder, occasional casual image editor. Digital digger. Digital annoyance. Not a detective.

Kuni

An intense Button Men fan who has provided several digital copies of rare images and items for the wiki.

Jota

Provided context and history for multiple sets. Jota is also the programmer for Nala, the Button Men AI currently operating at buttonweavers.com.

AnnoDomini

Another Button Men Online user who has made several good suggestions for the wiki's direction.
Ice Cream Warriors

**Set Size**: 9 Buttons

Ice Cream was a set available on Button Men Online's original site. A search of the original Button Men Online's remaining source code found a part of the contents of the set. Not all Ice Cream Warriors' flavor texts were preserved.

All characters with Select dice require five total dice in play. Some of the Ice Cream Warriors have non-Select Dice that must be used each game.

S(4) S(6) S(8) S(10)
S(12) S(16) S(20)
(6) (8) (8) Ss(12)
Sq(14) Ss(20) Sq(10)
p(4) s(10) s(14) Sp(12)
 Rocky Road
(5) (10) (13) St(8)
SD(11) Sz(16) SB(20)
S(2) S(5) S(7) S(11)
S(15) S(18) S(21)
(4) (6) S(10) S(10) S(10)
 Neapolitan
t(3) (8) (8) (8) S(8,8)
S(12,12) S(24,24)
(4) (6) (8) (10)
S(T) Ss(T) Sp(T)
S(8) S(4,4) SB(8) Sp(8)
S(1,1,7) SD(8) Sd(8) Ss(8)

The existing flavor texts are

Vanilla: Vanilla is simple, yet complex.

Chocolate\_Chip: One mean mother (shut your mouth!) I was only talking about Chocolate Chip! (we can dig it!)

Mint\_Chip: The meanest Ice Cream of the bunch. Avoid it like the green plague!

Rocky\_Road: Sometimes it's got nuts, some times fudge, sometimes marshmallows!

Swirl: Vanilla's evil cousin.
Button Ponies

**Released:** 2012

**Designer:** Loaded--Dice

Button Ponies is a ten button untested fan set released via Deviant Art. It features seven unique buttons and functional reprints of Changeling, Bunnies and Lab Rats. The set uses characters from the series "My Little Pony." This set is not active on buttonweavers.com, the online button men site, due to it using two unimplemented skills, Rebound Dice and Teleport Dice.

Loaded--Dice tells of the creation of the set:

> I was pretty into the MLP fandom at the time I made them, and I also collect dice and dice games. I thought that Button Men was a cool concept, and wanted to make my own set for something I was interested in. I really enjoyed the concept, but never had the chance to try it. As such the set is, to my knowledge, currently untested. The button's recipes were based on things the characters did in the show, but I would have to go through the list of abilities again to see exactly what I did in the design.
>
>

[p(6) p(10) g(12) (20) (X)]
[(6) G(8) =(10) (X) (X)]
[(8) z(8) z(10) sp(20) (X)]]
(Original version: [(8) z(8) z(10) z(20) (X)])
[(4) G(8)  F(10) T(12) (X)]
[(1) (1) (1) (1) (X)]
Bunnies functional reprint
[(2) (2) (2) (2) (X)]
Lab Rats functional reprint

Drive-Thru Cards blanks

(note, Rainbow Dash has a different recipe than the original button, most likely a misediting, but this version has been adopted over the original one.)

1. ↑ https://www.deviantart.com/loaded--dice/
Swing Dice

Swing Dice have a variable size. There are currently nine official Swing Dice and a few fan-made Swing Dice. A player can choose any size die at the beginning of the game. Only the loser of each round can change Swing Dice between rounds. Different letters of Swing Dice can vary between different boundaries, as follows:

A-Swing\*: The A-Swing may be set from the lowest Swing value your opponents' Swing Dice may take to the highest value they may take. If the opponent has no Swing Dice, A-Swings are d0s.

\*Unofficial

\*\*From Unexploded Cow's Mad Swing which can be from 2-20, as Q looks like an upside down bomb.

Buzzing Weasel swing dice:

"Prestige Die" - A variable die which can be any size between 30 and 100 sides, the Prestige Die cannot make any Attacks and is not worth any points

"Gamer Die" - A variable die which can be any size between 3 and 21, except for the common die sizes of 4, 6, 8, 10, 12, and 20. Not to be confused with the skill Gamer Dice.

Note that any value in the given range is a legal size for Swing dice. Thus, it is possible to have 7-, 9-, 13-, or 29-sided dice as long as those numbers are within a Swing die’s limits.

You can simulate any sized die simply by using a larger die and re-rolling all results that are outside the appropriate range.
Thief Dice

Thief Dice cannot Power Attack.

Thief Attack: Choose an opponent's die with a value less than or equal to the value shown on the Thief Die. Score the Thief Die and place the chosen die into your Active Dice and re-roll it. (The Thief Die scored is worth half of its size in points.)

(Button Men Online Symbol: "$") Currently not implemented. [See also Category:Sets\_with\_Thief\_Dice]. [See also Doppelganger Dice]
Buttonlords

**Release Date**: February, 2000

**Set Size**: 8 Buttons

**Publisher**: Green Knight Publishing

**Designers:** James Ernest

**Artist**: Lissanne Lake

**New Rules**: Auxiliary Dice

Eight characters from Arthurian legend are represented in this medium-sized expansion from Green Knight Publishing. A new die type, Auxiliary Dice, provides for a few more options. Button Lords was nominated for the Origins Award for Best Abstract Board game of 2000.

**Design Notes**

Pendragon insisted on a mechanic to simulate fighting on horseback, and the Auxiliary Die was born. Actually, the concept grew out of the development track that led to the Reserve Dice in the Sailor Moon expansion. Auxiliary Dice are slightly different from Reserve Dice, as they are always available to their owners, as well as any opponent foolish enough to go around without one.

Ironically, the ButtonLords were printed along with the BRAWL Button Men, resulting in two buttons named Morgan being produced at the same time.

With ButtonLords you can fight head-to-head with the two buttons in a pack, or against other ButtonLords in other packs, or any other Butten Men characters! Have Mordred beat up Sailor Moon™! Have Morgan le Fay go up against Legends of the Five Rings™ Crane and Crab clan warriors! Send in Merlin to clean up the vampires!

According to Peter Corless, CEO of Green Knight Publishing,

"I was trying to broaden Pendragon's horizons, and James Ernest, who I had liked for some of his Cheapass Games, came up with the idea of all the gaming companies having their own Button Men games. I \*liked\* the idea, so I went in for a few sets. The idea was that, even if you didn't play, you might collect them for the art. People wear buttons anyway. But the idea didn't take hold, and we ended up with a good few boxes of them. The Pendragon buttonmen were underwhelming in both power and selling power. We hardly sold any. It just didn't sell as well as I hoped and the fad came and went in a year.

I published the game for Green Knight, but James was the brains behind all the designs. The playtesting wasn't all-too-intensive. James had assured me he had crunched the numbers and they looked balanced to him."

Original art provided by https://www.facebook.com/LissanneLakeart/

1. ↑ http://beatpeopleup.cheapass.com/button-men-stats/pendragon-button-lords/
2. ↑ https://web.archive.org/web/20040823211543/http://greenknight.com/products/buttonlords/
Time and Space Dice

Whenever a Time and Space Die re-rolls an odd number, take an extra turn. Only one extra turn may be taken no matter how many Time and Space Dice roll odd. Time and Space dice were indicated by a pyramid tilted to the left as the dice oval.

Tirade introduced the Time and Space Dice to Button Men.

(Button Men Online symbol: "^") [See also Category:Sets\_with\_Time\_&\_Space\_Dice]
Assassin Dice

Assassin Dice may not Attack using their shown value. Instead, they double their shown value when used in any form of attack and cause the defending die to be worth half the points it would normally grant.

Assassin Dice were introduced in the fan set Order of Dolls.

(Button Men Online symbol: "a") Currently not implemented. [See also Category:Sets\_with\_Assassin\_Dice][See also Full Auto Dice]
Full Auto Dice

You may double the value shown on a Full Auto Die to use it in a Power or Skill Attack. This value can exceed the value shown on the Full Auto Die. If you do, skip your next turn. (You have to reload!) You may only use the Full Auto on one die per turn (You have to aim!)

Full Auto Dice were introduced by the Megatokyo fan set.

(Button Men Online symbol "P") Currently not implemented. (Time to reload!) [See also Category:Sets\_with\_Full\_Auto\_Dice] [See also Assassin Dice]

1. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=380
Deception Dice

Deception Dice are worth a different amount of points when captured instead of the size of the Deception Die as normal.

Deception Dice originate from the Gaming Guardians set and originally were always worth four points.

(Button Men Online symbol "~") Currently not implemented. [See also Category:Sets\_with\_Deception\_Dice]
Sleep Dice

Sleep Dice do not count for going first.

Sleep Attack: Choose a die with value higher than the value of the Sleep Die. Re-roll both the Sleep Die and the chosen die. The chosen die cannot be used the next turn. (It's asleep!)

(Button Men Online Symbol: "Z") Currently not implemented. (It's asleep!) [See also Category:Sets\_with\_Sleep\_Dice]
Twin Sword Trading

Twin Sword Training is a six-character introductory set created by BM user Lewis Terry, also known as Pola. The set was published on February 1st of 2015 on Pola's own website. Two of the characters, Gus and Cpt Tasty, are copies of Hammer from Soldiers and Roxy Richter from Scott Pilgrim. According to Instagram, there may be up to six other cards from this set that were released later, including The Knight [(4) (8) s(12) (8,8) (S)!] and Bar-Bear the Barbarian [s(6) (6) (10,10) (12,12) (U)!].

(6) (8) (10) (12) s(X)
(6) (12) (20) (20) (X)
     Renata
(8) (10) p(10) (20) (X)
(4) (6) (6,6) (12) (X)
(6) (8) (10) (20) (X)

1. ↑ https://boardgamegeek.com/user/Pola
2. ↑ http://twinswordtrading.blogspot.com/2015/02/button-men.html
3. ↑ https://www.instagram.com/p/BTwtGhlDKjd/
Button Brains

**Release Date**: 2001

**Set Size**: 8 Buttons

**Publisher**: Linguaplay Games; Access Systems, Inc.

**Designers**: John Kaufeld

**Artist**: Aaron Williams

**New Rules**: Konstant Dice

An eight button set based on famous mathematicians. Intended for use in schools, it came without pins in the button. It used Twin dice and featured a new die called the "Konstant." The constant only rolled once at the beginning of the game, could not be used for Power attacks, and could be added or subtracted from a skill attack.

Al-Khwarizmi
    k(6) (8) (8) (12,12) (20)
Carl Friedrich Gauss
     (4) k(6) (8) (10/20) (X)?
Fan Chung Graham
     (3) k(6) (10) (20) (W)
Leonard Eugene Dickson
     (3) (4) k(6) (12) (U)
Paul Erdos
     k(6) (8) (10) (12) (Z)
Pythagoras
     k(6) (10) (12) (20) (V)?
Ron Graham
     (4) k(6) (8,8) (10) (S)
Theano
Apples to Apples (Chicagoland CONclave)

**Set Size**: 6 Buttons (three sets of two)

**Publisher**: Chicagoland Gamers CONclave

**Designers**: James Ernest

**Artist**: John Kovalic

This set was a promotional set for Chicagoland Gamers CONclave 2.0 and 3.0, as well as a tie-in for *Apples to Apples* from Out of the Box Publishing. As in most convention sets, the buttons were produced via blanks available from the convention booklets. Their stats were designed by James Ernest. The person who brought the set to the Chicagoland convention was David Hanson, the person also responsible for the Abe Caine button appearing at I-Con. There were three different issues of this set; one was smaller than intended and was released in 1999. The next year the properly sized set was released. Both sets were popular enough for Out of the Box Entertainment to officially license and print their own set of the buttons for non-Convention promotional distribution. The size and amount of the Out of the Box produced sets are unknown, as is their method of distribution.

According to David Hanson,

> "Chicagoland Gamers Conclave had Red then Green Apples to Apples by John Kovalic. I told James what the theme of each convention was & he provided stats. James did the Apple recipe with a 24 sided die, which didn't exist at the time. Lou Zocchi from Gamescience was working on them & I was one of the first to get them from him. I bought hundreds when they came out. (Mr. Hanson runs a FLGS) "
>
>

(8) (8) (2/12) (8/16) (20/24)
(8) (10) (1/8) (6/12) (12/20)
Episode 9

**Episode 9** is the 9th episode of *Gokushufudou: The Way of the House Husband* anime series.

## Synopsis

A battle ensues inside Tatsu’s body when he catches a fever. Masa stops by for New Year's. In a baking class, Tatsu drives home the value of heart.

## Characters

* Tatsu
* Gin
* Miku
* Gin
* Masa
* Bob
* Ryouta
* Torajirou
* Torii Hibari
* Hirono
* Yuriko
* Yuzuru