Button Masher II - Extremely Hyped Edition
Button Masher II - Extremely Hyped Edition
Button Masher II - Extremely Hyped Edition
Components:
10d6 per player
Player sheets
Opponent sheet(s)
Writing utensils
Game Concept:
Button Masher II (the sequel to the acclaimed Button Masher, though widely unavailable and
unplayed) is a game that plays like an old school arcade fighter game where the player fights
their way through a list of opponents. Each opponent has a special ability (except the Peace
Lily, because it’s a houseplant) and will enact the opponent’s ability after the player’s turn. The
player must mitigate as much damage as they can and remain outside of the red square on
each damage track of their character’s body.
SOLO GAME:
Set up:
The player takes the dice, a writing utensil, an opponent sheet, and player sheet of their choice.
The player takes a number of dice equal to the number of values needed to defeat the
opponent. Peace Lily requires 1 die to be rolled at the start of the round while Iron Michelle
requires 6 dice to be rolled.
After rolling, the player chooses a single die value to place in each box of the opponent’s space.
To defeat an opponent the player must meet the amount of a die value, for example, the Low
Rent Ninja requires four of a kind. The player would be required to roll four dice. They may keep
any amount of one value, then add a die from the supply to the dice they would reroll. The
player continues in this fashion until they have met the requirement to defeat the opponent.
In the event the player has rolled all of the dice from the supply and not defeated the opponent,
they write a 0 in the box or boxes of the opponent space.
Opponent action:
The opponent generates their action of the space, these are printed below the picture, some do
not generate effects. The player notes the effect of that action on their player sheet, filling in
damage in the left most open space of the damage track(s) on the player sheet. Additionally, the
player receives 1 damage each, distributed as they choose, for the largest amount of unused
dice of a single die value. For example, the player rolled 6 dice to defeat their opponent
requiring 3 dice. They left two “3’s” and one “5”, the player now suffers 2 damage distributed as
they choose across their player sheet beginning at the left most open space of a damage track.
Game end:
- If the player has reached the Red box on any damage track on the player sheet, or
- If the player has KO’d all of their opponents, or
- If the player has KO’d the last opponent but also suffered a KO themselves, in this case
the player is considered to still have 1 point of damage available and is not out of the
game.
Score:
The player now scores 1 point for each open box on the damage tracks of their player sheet.
The player also scores 3 points for each KO’d opponent (maximum of 36). The player adds up
all of their points and puts that score into the score box. The player now enters 3 initials at the
top of the player sheet. Please share pictures on Social Media with the hashtag ButtonMasherII
#ButtonMasherII
MULTIPLAYER GAME:
Set up:
Provide each player with 10 dice, a writing utensil, an opponent sheet, and a player sheet. The
players may use the same or different characters. When playing with more than 4 players,
players will have characters that are the same as other players. When playing with multiple
players, each player should have their own set of dice as the game is played in real time.
For each successive opponent, the players are playing at the same time. Each player attempts
to defeat the next opponent. The players roll a number of dice equal to the open box(es) on that
opponent. After rolling, the player chooses a number to place in the box(es). The number used
may not have been used previously on any of the opponents in the first 6 rounds. In these
rounds, the player has to specifically use a different number for each opponent. After the player
has chosen a number from those dice and kept all of that number (if possible), they reroll all
remaining dice (if any). The players continue until a player has defeated their Opponent, they
must shout “KO” or “Stop” so that the other players know someone has won the match first. The
player who won the match fills in the value of their die, respecting the rule for the first 6
Opponents that the same die may not be used. The other players mark an X in the box(es) for
that Opponent’s space.
Opponent action:
The Opponent generates their action on the space below the picture. The players notes the
effect of that action on their player sheet. Additionally, the players receive 1 damage distributed
as they choose for the largest amount of unused dice of a single value. The player who KO’d
the opponent does not generate this effect. For example, the player rolled 3 dice to defeat their
opponent. They had chosen to keep the “1” which left a “3’s” and a “5”, the player now suffers 1
damage distributed as they choose across their player sheet beginning at the left most open
space of a damage track.