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Button Men is a classic dice game from Cheapass Games, returning in a new starter set!
1,346 backers pledged $69,415 to help bring this project to life.

Meet the "West Side"

Posted by Cheapass Games (Creator)

Button Folks:

Greetings! Today we're introducing the characters from the West Side, a group of twelve lowlifes illustrated by Cheyenne Wright. Cheyenne has worked with Cheapass Games on many projects, including Unexploded Cow and "Before I Kill You, Mister Spy..."

The West Side characters use Poison Dice, represented by a "p" on a green frame. Poison Dice are worth negative points: you subtract their full size if you keep them, but only half if you capture them. That means that capturing an enemy's Poison 6 will cost you 3 points, but keeping your own Poison 6 costs you the full 6.

Playing against Poison Dice makes you rethink your strategy: now there are dice you don't want to take. And that's not always easy, because you can only pass if you have no legal attack.

These characters are still being tested, so just as we mentioned with the Core, you should take nothing here as final. But we thought it was a good time to show off the preliminary recipes and Cheyenne's amazing art!

Characters from the "West Side" block
Characters from the "West Side" block

Background: The "West Side" of Fight City extends from Corton City, a suburb in the north, down along the Lawaree to the Railyards and LaTour. It is a mix of warehouses, farmland, stockyards, and some high-priced neighborhoods, controlled predominantly by the Reed family. The Docks and Railyard districts contain breweries, paper mills, and lumber yards, and that area was once a major ship building region.

Like we've said before, none of this back story is relevant. But we can't resist.

A Map of Fight City's West Side
A Map of Fight City's West Side

A Note on the Game Design: 

We had a great time playtesting Button Men at International Tabletop Day, this past Saturday. But one thing we kept noticing was that Rush Dice just weren't holding our attention like Poison and Shadow Dice.

Rush Dice are designed for one thing: going first. If your starting roll isn't low enough to go first, you can reduce the numbers on your Rush Dice until you are going first. After that, they behave just like normal dice, except that they aren't worth points if you keep them.

Here's the thing we noticed: Poison and Shadow dice stay relevant throughout the game, but Rush Dice spend most of the game acting like normal dice. This means that even though we're marking them with a different color, we have to remember that they are normal. This is more than a little annoying.

So we've decided to think about creating a new die type for the Uptown faction, one that has more relevance throughout the game. We have some options to test, we're calling in some expert help, and we'll let you know when we settle on something good. 

As you can tell, we're always working to make our games as good as they can be. And there's nothing like a Kickstarter campaign to get us focused on improving the product for every hour of every day. 

Thanks as always for your support, and please keep sharing this project with your friends! Along with the new mystery dice type for the Uptown block, we have some very cool new things to show off in the next few days. Including, shortly, a preview of the poker chip design!

Cassidy sorts Button Men on TableTop Day
Cassidy sorts Button Men on TableTop Day


Red L, Shane Mondry, and 11 more people like this update.


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    1. John Fiala

      Trip's not a bad idea, I'll second that one as well.

      Stealth might not be bad either - basically, it's a die that can't make power attacks, only multi-die skill attacks, but on the other hand it can't be captured as part of a multi-die skill attack.

    2. Missing avatar

      The Rosenthal Family on

      I'd like to point out that stinger dice that turn down and don't reroll are almost exactly like Fire dice, except they can't help with power attacks. Personally, I don't really like Fire, but it might be a useful skill, since it -will- reroll if it makes a power attack or participates in a skill attack.

      In the original 1999 sets, poison, shadow and Focus are all represented. I like Focus dice because I think controlling the first move move is a pretty potent power.

    3. Missing avatar

      Eric Eslinger on

      Personally, I like trip, although it does introduce a whole new attack mechanic (so might be too much, not sure how much complexity you want overall).

      I also like stinger - it could be tweaked a bit to fit the rush mechanic of turning things down: RushPrime dice can be turned to show any face less than their current value, but only while participating in a multi-die skill attack. If they do this, they are not rerolled after the attack. This keeps them from being quite as powerful as stingers, which means that maybe they don't need the "don't count for initiative" mechanic.

      Just don't bring back boom dice. ;)

    4. John Fiala

      Well, I'm fond of Speed dice, myself.