Button Men Locations

Button Men Locations is a fan variant for the first few Button Men sets released. It was created by Felix Page and posted on cheapass.com in 2004.

> **Button Men Locations**
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> by Felix Page
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> Fellow Cheapasses,
> So here I am, playing my friend Derek yet another game of Button Men when I started to think. (I know. Bad habit.) "So I wonder," says I, "just exactly \*where\* are they fighting at?" Derek ignored me, but I still wondered. Do you suppose some fighters would prefer fighting somewhere? Bauer would prefer fighting or a reservation as opposed to, say, a church? Or deep in the jungle? Same with Iago. He \*knows\* the jungle, I bet. He'd have the upper hand. And that's when it hit me...
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> *Locations*.
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> Yeah! Make up a bunch of locations! Some fighters might benefit, some may get rocked in such places. Come up with twenty or so and roll a d20 to decide just where these brawlers will kick ass next. Or, you could have it as a progression of one fighter. Lay out five or six locations and pair a fighter with each. Then see how far one fighter can get. Kinda like Street Fighter, ya know?
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> **Our Lady of Perpetual Agony cathedral**
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> Effect - Fighters with less than 40 points may add one to their dice when
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> making a strength attack. Shore gets +1 to all dice, for better or worse.
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> **Chi Vortex**
> Effect - All dice are considered Focus dice. Samurai may raise one of their two focus dice before the right before the start of the game.
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> **Prostetics Outlet**
> Each fighter may start with an additional swing dice.
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> **Saddam's Anthrax Factory**
> After every attack, lower each dice one point. Any dice lowered to zero are removed and \*not\* considered captured.
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> **Alley Behind A Bar**
> Each non-armed fighter (an unarmed fighter isn't holding a weapon. No, Shore's bible is \*not\* a weapon.) may add +1 to a dice to make a strength attack because of all the improvisional weapons lying around.
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> **Elementary School**
> If a fighter does not already have a trip dice, he or she may treat one of their four or six sided dice (if he or she has one) as a trip dice. These new trip dice, just as regular trip dice, do not count in initiative. Lunch Money fighters may add 4 to their trip attacks. (I figure those little girls need all the help they can get on their home turf.)
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> **Madam Zola's Tarot Shack**
> Each fighter, once per round, may disregard one attack by his or her opponent. The attacking dice get rerolled, but the dice is not captured, just because they just \*knew\* what was going to happen.
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> **Tijuana Flea Market**
> Guns! Guns! Guns! Any fighter with a gun that fires regular ammuntion (sorry, Stark) gets +1 to all strength and skill attacks, for better or worse.
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> **Bellvue Asylum**
> After every attack, reroll all dice. Stark gets +1 to all dice, for better or worse.
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> **Hall of Mirrors**
> Non-unique dice may not be used to attack. (If there's more than one five on the board, they can't be used until something gets rid of the other fives.) Zeppo gets +1 to all dice, for better or worse.
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> **Ace Jewelry and Loan**
> At the end of the round, the fighter who lost all his or her dice doubles his or her score, and the winner adds double the amount of points he kept (instead of one-half) to his score.
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> **Scottish Highlands**
> Whenever a Vampyre makes an attack, he, she or it may choose to also turn one of his, her or its opponents dice into a shadow dice. Do not reroll the new shadow dice.
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> by Unknown
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> **The Mine Field**
> (these rules assume a two player game) After determining initiative and every other turn thereafter, have each player roll 1d6 for The Mine Field. Each player may then make a power attack with The Mine Field die against the opponent to the right. Captured dice are removed from play, not scored.
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1. ↑ https://web.archive.org/web/20040804034511/http://www.cheapass.com/free/variants/bm\_locations.html