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Buttonmen: Sailor Moon | ||
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Buttonmen: Sailor Moon
Playtest Review by Cedric Chin on 20/07/01
Style: 4 (Classy and well done) Substance: 3 (Average) A Buttonmen introductory set regular players will enjoy. Features Reserve Dice and special powers. Product: Buttonmen: Sailor Moon Author: Guardians of Order / Cheapass Games Category: Board/Tactical Game Company/Publisher: Guardians of Order / Cheapass Games Line: Buttonmen Cost: $5.95 Page count: Two buttons Year published: 2000 ISBN: 1-894525-06-X SKU: #06-006 Comp copy?: yes Playtest Review by Cedric Chin on 20/07/01 Genre tags: Anime |
It's pretty easy to snub Sailor Moon, but Buttonmen: Sailor Moon is not only an introductory set, but adds fun game mechanics unavailable in other Buttonmen.
This set's new mechanic are Reserve Dice and Icons. In tournament Button Men, the round is won by the most wins over five games. Reserve Dice work in that if a player loses a game, s/he adds a die from his/her supply of Reserve Dice. This allows a losing player to "catch up" with more dice, although this does mean the player has potentially more points to lose to his/her opponent. The possible dice used in reserve encourages experimentation for new players (not to mention dim Buttonmen players who still don't quite get the strategy!). Icons are simple, yet important, abilities: The Sailor Scouts (the girls) have the Tuxedo Mask Icon which allows them to take another turn, once per game. The Negaverse Villains have the Negaverse Icon, which allows rerolls of one or more dice after an attack, as often as four times in a game. This dramatically affects the power of large dice (d20's and d12's), changing the strategy of the opponent. The latter should especially provide an interesting challenge to Buttonmen players. Officially, these icons are only usable against buttons from the Sailor Moon set; I don't think anyone's going to force you not to use them against regular Buttonmen. The introductory aspect are both the entertainingly written rules, and the starting dice. The rules even explain the difference between small dice ("speed or special magical attacks that do not deliver much damage") and large dice ("great strength or special magical attacks that deliver lots of damage") -- certaily more than regular Buttonmen rules do! The starting dice are none of the variant dice, just the standard d4, d6, d8, d12, and d20, and players do not have a swing die. The Reserve Dice and icons are plenty to play with. If there's any drawback, it may be collecting the buttons. The set has been out for over a year now, and it may be difficult to find the Sailor Moon button. Still, it's a very enjoyable Button Men set, and perhaps a way to get a new audience into hobby games.
For Sailor Moon Buttonmen dice stats, see the Cheapass Buttonmen site: | |
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