Button Men Rules
Button Men Rules
The Basics:
Players: 2
Playing Time:10 minutes and up.
Equipment: One Button Men character for each player, and
several polyhedral dice.
Summary of Play:Players fight several rounds, rolling dice and
capturing each others dice.The first player to win three rounds
wins the game.
The Dice:
Each fighter uses several dice of different sizes and types, as
specified by the numbers on the artwork. As a rule, smaller dice
mean speed, and large dice mean strength.
X is a variable die, or Swing Die. You may use any die
between 4 and 20 sides for an X. If a character has more than
one X, each of those dice must be the same size.
In casual play, you can always change your Swing Dice
between rounds. In a tournament, each player chooses his starting dice in secret, and only the loser of each round may change.
The Game:
To Begin: Roll all of your fighters dice, and arrange your dice so
they can be easily read. Players will now take turns.
Whoever rolled the single lowest number will go first. If the
lowest dice are tied, compare the next lowest dice, and so on
until a starting player is determined. If all numbers are tied, the
game is a draw.
On Your Turn: You must make an attack if you can. The basic
attacks are Power and Skill. Other attacks are permitted by other
dice, described on page 3.
Power Attack: Use one of your dice to capture one of your
opponents dice. The value showing on your die must be greater
than or equal to the value showing on the die you capture. Take
the captured die out of play, and re-roll the capturing die.
Skill Attack: Use one or more of your dice to capture one of
your opponents dice. In this case, the values showing on your
dice must add up exactly to the value showing on the die you
capture. Remove the captured die from play, and re-roll all the
capturing dice.
Passing: Passing means skipping your turn. You may not pass
unless you cannot make any legal attack. When both players
pass, the round is over.
Scoring: Calculate your score as follows:
For each die you captured, you score its size in points. For
example, a captured 8-sided die is worth 8 points. For each die of
your own which you kept, you score half its size. So, keeping your
8-sided die is worth only 4 points. The highest score wins the
round, and the first player to win three rounds wins the game.
If any round is a draw, re-play it.
Button Men was designed by James Ernest. Character art
in this rulebook is by Brian Snoddy. Button Men Logo
designed by E. Jordan Bojar. Button Men is 1999, 2011
Cheapass Games Seattle WA: www.cheapass.com. Visit
the official fan site at www.beatpeopleup.com.
This Cheapass Game is free. Thats right, free. You can print it, copy it, and share it with
your friends. Obviously, if you like it, wed appreciate a dollar or two in return. We think
this is the best way to get great games into your hands, so please help us make it work.
Example of Play:
Character List:
Here is an example game between Bill and Sarah. Their dice are
as follows, based on two characters from the Soldiers set:
This list contains the basic recipes for the Soldiers, Vampyres,
and Brom sets. You can play the game just by using this list, or
you can acquire the printed characters by several methods.
All these characters are free for download in trading card
form (rectangular JPGs) from www.cheapass.com. Some of
them can be purchased as individual buttons from the cheapass
store at cafepress.com/cheapass. And of course some of the
original retail buttons are still floating around out there.
Rules for all the special dice listed below are on the next page.
Bill: 4 4 6 20 20 (Shore)
Sarah: 6 10 10 12 16 (Niles)
Below are their starting rolls. From this point on, only the values
of the dice will be shown.
Bill: 2 4 5 13 18
Sarah: 2 2 6 9 13
Sarah will go first because she rolled the lowest number, not
counting the first pair of 2s, which cancel out.
Sarah would like to take Bills 18, but she cant add up to 18
exactly, and she cant overpower it with a single die. She could
take Bills 13 in two ways: a power attack with her 13, or a skill
attack using her 9, 2, and 2.
Sarah decides to take Bills 13 with a skill attack. She removes
the captured 13 from play, and re-rolls her 9, 2, and 2. After the
re-roll, they become a 1, 5, and 10.
Now its Bills turn.
Bill: 2 4 5 18
Sarah: 1 5 6 10 13
Looking ahead, Bill notices that if he lets Sarah keep her 13
and her 5, she will be able to take his 18 on her next turn.
Bill cant take Sarahs 13 without re-rolling the 18, which is a
dangerous move. His best play is to protect his 18 by taking
Sarahs 5 in a power attack with his own 5.
Bill: 2 4 7 18
Sarah: 1 6 10 13
Sarahs goal is to call out Bills 18, which means forcing him
to attack with it. This means making her own dice values as large
as possible while reducing Bills options. She makes a Skill attack,
taking Bills 7 with her 1 and 6.
Bill: 2 4 18
Sarah: 5 6 10 13
This is a bad situation for Bill. Sarah can now make 18 by
adding 13 and 5. Bill cant take the 5 or the 13 without rolling the
18. His best move is to take the 13 with the 18, and hope that his
large die is still safe. And so it continues.
In the end, Sarah captures all of Bills dice and keeps her own
6-sided die. Her score is (4 + 4 + 6 + 20 + 20 + 3 = 57) where
the 3 is half of her own 6-sided die. Bills score is (10 + 10 + 12
+ 16 = 48), for the four of Sarahs dice that he captured. Before
they play again, Bill can change his Swing (the 6) to another size.
Soldiers:
The original Button Men set was called Soldiers and contained
twelve characters and one rare drawn by Brian Snoddy.
CAG 301
CAG 302
CAG 303
CAG 304
CAG 305
CAG 306
Rare:
Avis: 4 4 10 12 X
Bauer: 8 10 12 20 X
Kith: 6 8 12 12 X
Karl: 4 6 6 20 X
Niles: 6 10 10 12 X
Hannah: 8 10 10 10 X
Changeling: X X X X X
Hammer: 6 12 20 20 X
Stark: 4 6 8 X X
Clare: 6 8 8 20 X
Iago: 20 20 20 X
Shore: 4 4 20 20 X
Kublai: 4 8 12 20 X
Vampyres:
Another set with art by Brian Snoddy, Vampyres was a six-character set that introduced the first special dice, Shadow Dice (s).
CAG 307 Angel: 4s 6 12s 12 X Buddy: 6s 10 20s 20 X
CAG 308 Tiffany: 4 8s 8 10 Xs McGinty: 4 10s 12 12 X
CAG 309 Dunkirk: 6 6 10 20 Xs Starchylde: 6s 8 10s 12 X
Brom:
As the title implies, this set was illustrated by Gerald Brom. This
is a 12-character set with two rares, designed by Nik Sauer and
James Ernest.
The Brom set introduced Poison Dice (p) and the V Swing.
CAG 310 Coil: 4p 12 20p 20 V
Bane: 2p 4p 12 12 V
CAG 311 Lucky: 6 10 12p 20 X
Shepherd: 8 8 16p 20 X
CAG 312 Peace: 10s 12s 20s Xs Xs
Crusher: 10 20p 20 20 X
CAG 313 Grist: 4p 8 10 12 X
Wastenott: 4s 8s 10s 20s Xs
CAG 314 Reaver: 4 10 10 12 Xp
Jellybean: 20p 20s V X
CAG 315 Bluff: 6sp 12sp 16 20 X
Strik: 8 10p 16s 16 X
Rare 1: Echo: ? ? ? ? ?
Echos basic recipe matches that of her opponent.
Rare 2: Giant: 20 20 20 20 20 20
Giant never goes first.
Free?
Seriously?
Tell me a little more about that.
Okay, heres the deal. If I made a great game and sold
it to you for ten bucks, Id probably keep about a dollar.
If I sold it to a big game company, theyd probably
make a nicer version for thirty bucks, and Id still get
about a dollar.
The rest of your money would go to printers, distributors, retail stores, and freight companies. And most of
those guys dont know anything about what makes a
great game.
Mass-producing entertainment is a gamble. Its a convoluted way for creators to protect their intellectual
property, by selling it in a way that is prohibitively
expensive to counterfeit. And its getting a little old.
Why do you pay $30 for a board game? The story goes
like this: the retail price of a game covers the cost of
manufacturing it, and there is no way you could make
your own copy for that price, to say nothing of the
hassle of finding little wooden men in six colors. So,
its worth $30 because it costs $30, QED.
But the value in a board game isnt the manufacturing
cost. Its the play value. Unfortunately, this means that
some games are priced way out of whack with what
they are worth. And because the big gamble doesnt
always work out, some of your money helps pay for the
stuff that goes straight to the dump.
Ive decided to try a different gamble. Im giving my
games away for free. This way, you can read the rules,
make a copy, and even play the thing, before you
decide what its worth.
If you do like my games, I hope you will send me some
money. But Im also hoping you will share this experiment with your friends. You are my sales force, my
marketing department, my demo team.
Youre also my testers, so if you can think of ways to
improve my games, please share them with me. Im
easy to find at big gaming conventions, and even easier online. Look for Cheapass Games on Facebook, or
drop me a line at [email protected].
If we do this right, we will get famous and do shaving
ads. But more importantly, we will prove that there is
a better way for a creator to profit from his work.
And nothing has to go to the dump.
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