Proposed Button Skills

This is a list of proposed but untested button skills and the individual who proposed each skill.

Aggregate Dice - When capturing another die via a Power Attack, becomes a Twin (or Triplet, etc). Based either on initial size of the Aggregate Die or the size of the captured die, or simply adding the captured die to the capturing die. Idea by AnnoDomini, Nonce, and Jota. A similar idea was proposed by Cycozar, the Vampire Dice, in which the capturing die increases its size to its original size plus the size of the die captured.

Antidote Dice (/Neutralizer Dice/Strip Dice) - When you make an attack using an Antidote die, all defending dice that are targeted in the attack are treated as if they had no skills on them. For example, if you had an a(10):8 and a (6):4, you could use them to capture an I(20):12, despite the fact that the Insult skill normally prevents a die from being targeted by skill attacks. When you make a successful attack using an Antidote die, all skills are stripped from the dice that were captured. For instance, if you use an a(10):8 to capture a p(20):6, then the captured p(20) becomes a (20) and is scored as a normal non-poison die. Suggested by Jota. Strip Dice are similar, except the effect is optional. Suggested by Nonce.

Antimatter Dice - Antimatter Dice are worth negative points. Either side can initiate an Antimatter attack where exactly one die is Antimatter. The larger die is reduced in size by the size of the smaller die. The surviving die is then rerolled. Equal sized dice are snuffed out. If you keep an Antimatter Die of your own at the end of a round, subtract its half its value from your score. If you capture an Antimatter Die from someone else, subtract its full value from your score. Suggested by Nonce.

Backline Dice - Cannot be captured on the first turn. Idea by Nonce.

Bland Dice - Any die capturing a Bland Die loses all of its skills. Idea by Nonce.

Bully Dice - When a Bully Die captures a die, all other dice in that Active Dice Pool reroll. Suggested by Cycozar.

Coinflip Dice - Once per round, it can be set randomly as either the highest value of an opponent's dice values or the lowest. Suggested by Vysion.

Delayed Dice - Delayed Dice are not rolled as part of determining initiative. Instead they are first rolled at the beginning of a player's second turn. Suggested by Daefaroth. A suggested Delayed-related skill was suggested by Nonce, the Bureaucratic Die. Every time it is rolled, Delay a die.

Ditto Dice - When attacking with a Ditto Die, note its current value. You may change the value on an opponent's die to that value after the Ditto Die captures one of an opponent's dice. Suggested by Cycozar.

Dizzied Dice - Cannot be used on the first turn of a round. (the dice start out as Dizzy). Suggested by Cycozar.

Elven Dice - When Skill Attacking, you may add +1 to the skill attack for each Elven Die currently in an Active Dice Pool. Suggested by AnnoDomini.

Et Cetera Dice - An Et Cetera Die grows depending on how many dice are involved in attacks it participates in. (If it attacks alone, it gains +1 to its size. If it attacks with two other dice, it would get +3 to its size, and so on.) Suggested by Cycozar.

Errant Dice - If you win a round, the Errant Die becomes a Reserve Die. Suggested by Nonce.

Exchange Dice - If a single die is captured from your active dice, you may instead substitute the Exchange Die. If an Exchange Die captures an opponent's die, the opponent may instead choose a different die for you to capture instead.

Explosive Dice - Cannot be rerolled, cannot attack. Each turn reduce the value shown by one. If it would be reduced to below zero, remove it from play and it "explodes," causing opponent to lose ten points. Idea by AnnoDomini.

Exploding Dice - Whenever an exploding die's value is equal to it's maximum value, the owner may add another die of the same size, turning the die into pair dice. It's value is now the sum of the two dice. If it is again at its maximum value, another die may be added, ad infinitum. When exploding pair dice, only add one additional die. If the pair have different sizes, a single die of either size may be added. (could also be Amoeba Dice). Idea by Joe's Button Men Page.

Freeze Dice - When a Freeze Die is used to capture an opponent's die, it's size is reduced by half (rounded up) and the opponents dice is frozen instead of being captured - it does not re-roll until the end of the round (similar to a konstant die). Suggested by AnnoDomini.

Fuzzy Dice - Fuzzy Dice can be used as either their shown value, one more than their shown value, or one less than their shown value. Suggested abbreviation "u". Created by Jota and Jimmosk.

Gang Dice - Any number of Gang Dice may combine to capture dice that equal exactly the amount shown on the Gang Dice. (So three Gang Dice showing a 1, 1, and 6 could attack any number of opposing dice that add up to exactly 8). Suggested by Kermit the Bear and Scipio (as LightSpeed Dice).

Goblin Dice - When Power Attacking, you may add +1 to an attacking Goblin Die for each Goblin Die currently in an Active Dice Pool. Suggested by AnnoDomini.

Healing Dice - At the end of the round, if any healing dice remain uncaptured, opponent must return any captured healing dice he has. The restored healing dice are considered uncaptured for scoring purposes. Restored healing dice are not re-rolled on their return. If the round ended because both players had to pass, returned healing dice cannot cause the round to resume. Proposed by Joe's Button Men Page.

Hero Dice - Cannot Skill Attack. May make a Hero Attack. Re-roll the Hero Die, then make a Power Attack with the die if able. May only be used if there is a possibility of making a Power Attack on one or more of an Opponent's dice. If a Power Attack cannot be made after the re-roll, pass the turn. Suggested by Anno Domini.

Infect Dice - If a die with Infect is captured, any die or dice participating in the capture become a copy of the Infected die. If multiple instances of Infect are captured at once, ignore the Infect Skill. Suggested by Nonce.

Injury Dice - When Power Attacking, if your attacking die's value is higher than the attacked die, you may reduce the value of the other dice in that opponent's dice pool by the difference in the attacking and defending dice. Suggested by Posh Frost.

Invisible Dice - (Online Only) A swing die whose size isn't shown, only its value. Suggested by Nonce.

Irony Dice - This die can be used with an opponent's die for a two-die skill attack. Inspired by Fantasy rare Socrates. Was formerly a type of die on the original Button Men Online site.

Keep Dice - A set of dice that discards a number of unwanted rolls. A (10, 10, 10, K2) would roll three d10s and only keep the best two rolls. This skill would only work before determining initiative. Suggeste dby Jota.

Lazarus Dice - If there are any Lazarus Dice in your opponent's captured dice, then you can optionally choose to perform a Lazarus Attack (even if you have no active dice remaining). A Lazarus Attack does not involve any of your or your opponent's active dice. Instead, it moves a Lazarus Die from your opponent's captured dice back into your active dice, losing the Lazarus skill and rerolling it as if it were newly introduced into play. Suggested by Jota.

Linked Dice - All Linked Dice are connected. Might match each others' values when re-rolled, might all roll if one rolls. Incomplete. Suggested by Atwitmeyer.

Lowball Dice - Always roll their lowest possible value (or is set to the lowest rolled number). Suggested by Vysion.

Mean Dice - These dice do not roll, their value is set as the mathematic mean of all the dice in play, ignoring other Mean Dice. Suggested by Kermit the Bear.

Mind dice can only attack or be attacked by other mind dice. If your opponent does not have mind dice, your Mind dice only contribute to your initiative. In such a match, Mind dice do not contribute to scoring. Against a fighter with mind dice, mind dice may make Power Attacks, Skill Attacks or Speed Attacks against other mind dice in lieu of a physical attack. Idea by Joe's Button Men Page.

Minimum Dice - Always show the lowest possible value for the die. Suggested by Jota.

Minion Dice - Minion Dice must be captured if possible. Suggested by Nonce.

Misère skill (symbol È).  After a die with this power has been captured, swap captured die pools. If there is just one Misère die, the player would always be able to score it, but the opponent has some ability to control when the capture pools got swapped. With multiple Misère dice the game gets more chaotic.  If an even number of Misère dice get captured in a single attack (like a speed or Berserk attack), no swap occurs. Suggested by Nonce.

Noble Dice / Inert Dice/ Handicap Dice - Handicap dice cannot take part in attacks and cannot be captured. Provided they are not removed from play in some other way, they are scored normally as un-captured dice at the end of the round. Suggested by Jota and Oaktree.

Patience Dice - A Patience Die can capture all Speed Dice that could capture it next turn. If a Patience Die is captured by a Speed attack, remove it from the game instead of capturing it. Suggested by Nonce.

Pinata Die - When you capture a Pinata Die, take an additional turn. Idea by Nonce.

Range dice have a size and a range value. They may change value by between 0 and their range value, at the player's option. Use of the range feature removes the die from play. This is intended as a desperation move. Give a range dice with a value of 4 and a range value of 2, the range may have a value of 4, 5, or 6 at the player's whim. Using the raw value of the die does not remove the die from play.  Example: Suppose you have 3/6 4/8+2 and your opponent has 7/10 8/20. You can make a skill attack on the 7/10 die without penalty, or you can use the range die's ability to capture the 8/20 die. Note: There is no reason why the range value cannot be negative. Idea by Joe's Buttonmen Page

Regeneration Dice - At the end of a player's turn any captured regeneration dice that were not captured on the previous turn may be rerolled. Any regeneration dice rolling high & even are reclaimed and become active dice again. Regen dice captured by a Poison attack gain an inert Poison skill that activates if they are reclaimed. Boom and Fire attacks remove Regen until the end of the round. Captured Turbo Regen dice can be resized before rolling. Rage Regen dice can lead to extra active dice (like the Hydra). Value Regen dice are worth their end game value. Mighty Regen dice grow when rerolled. Weak Regen dice shrink when rerolled. Captured Regen Time&Space dice give the opponent an extra turn if they roll odd. Maximum Regen dice are not tournament legal. Idea by Nonce.

Sacrificial Dice - Whenever one of your dice is captured, you may substitute a sacrificial die in its place. Idea by Joe's Button Men Page.

Silence Dice - Silence Attack: choose any one opposing die as the Target Die. Roll both the Silence Die and the Target Die, then compare the numbers they show. If the Silence Die now shows an equal or greater number than the Target Die, the Target Die has all its skills removed. Otherwise, the attack merely has the effect of re-rolling both dice. The skill removal lasts until the end of the current round. Suggested by Bagels.

Strip Dice - When a Strip Die would be captured, instead it loses all its skills and remains in play. If a Strip Die captures a die, it instead may remove all skills from that die instead of capturing it. Idea by Irilyth, Devious, and Jimmosk.

"Striped" skills - The die's skills are only active when showing an odd number. If showing an even number, treat it as a Standard Die only.

Stun Dice - Do not count for initiative. If you are not going first, you can reduce your Stun Die to increase the values of your opponent's dice in order to gain initiative. Dice added to in this way cannot use their initiative-gaining skills (such as Focus or Chance). Idea by Jota.

Token Dice - When a Token Die is captured, add a d1 to the Active Dice. If a Token Die captures an opponent's die, they put a d1 into their Active Dice. Idea by AnnoDomini.

Unique Dice - If able, increase the value shown when rolled until it does not match a value shown on your opponent's dice. Idea bvy Vysion.

Unlucky Dice - Is set to a value matching one of your opponent's dice at random instead of rolling. Idea by Vysion

Venom Dice - When a Venom die is used in an attack that captures an opponent's die or dice, each captured die is replaced with a Poison die of the same size as the captured die. When a Venom die is captured it is replaced with a Poison die of the same size of the captured die. Idea by Daefaroth.

Zombie Dice (Failed BM App Kickstarter) - Instead of putting captured dice into your score pad, when a die is captured with a Zombie Die, add it to your Active Dice Pool and it gains the Zombie skill.

Zombie Dice (2) - Subtract one from the value of your Shadow Dice for each Zombie Die currently in Active Dice Pools when attacking. Suggested by AnnoDomini.

1. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=946
2. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=950
3. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=617
4. ↑ 4.0 4.1 4.2 4.3 https://web.archive.org/web/20021214011527/http://uweb.superlink.net/~why/button.html
5. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=821
6. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=402
7. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=730
8. ↑ http://www.buttonweavers.com/ui/forum.html#!threadId=82