Sailor Moon Set I

Release Date: March 2000
Set Size: 12 Buttons
Publisher: Guardians of Order
Designers: James Ernest, Mark McKinnon
Artists: Various
New Rules: Reserve Dice, Warrior Dice, and iconic special abilities

One of the longest-awaited expansions to Button Men, the Sailor Moon set went through miles of red tape and took more than a year to complete. The set was one of the most inventive sets of Button Men, with enough original mechanics to be the foundation of a whole new series of characters. Which was kind of the point. One more Sailor Moon set was released in November 2000, again from Guardians of Order.

Design Notes

Instead of relying on special die types, the Sailor Moon set uses two new inventions, both of which take advantage of the full 3-out-of-5 structure of Button Men. The first innovation is a sideboard of “Reserve” dice which the character can only bring on board once she has lost a round of combat. Thus, both characters might begin with 4 dice, then grow throughout the game until both are as large as six dice. The second new rule is a provision for special abilities, represented by icons on the buttons, which are limited to a certain number of uses per match. These iconic abilities are only play-balanced against the other abilities within the Sailor Moon set, but they explicitly deactivate when the Sailor Moon characters encounter Button Men from other publishers.

While the strategies of using Reserve Dice are actually quite complex, they do not weigh on the gameplay. This was an essential design element, since these Button Men are intended for players younger than the usual Button Men fans.

Name Die 1 Die 2 Die 3 Die 4 Res.1 Res.2 Res.3 Res.4 Res.5 Icon
Sailor Moon 8 8 10 20 6 10 20 20 T (1)
Queen Beryl 4 8 12 20 4 12 20 20 C (2)
Sailor Mercury 4 8 8 12 4 4 8 10 T (1)
Zoycite 4 10 10 10 6 6 8 8 N (4)
Sailor Mars 4 6 10 20 6 10 10 20 T (1)
Jedite 6 6 12 12 4 6 6 8 N (4)
Sailor Jupiter 6 10 12 20 6 12 12 20 T (1)
Nephlite 4 6 12 12 8 10 10 12 N (3)
Sailor Venus 4 6 10 12 4 8 8 12 T (1)
Malachite 8 12 20 20 10 12 12 20 N (2)
Tuxedo Mask 6 6 10 20 4 8 10 12 20 M
Shadow Warriors 1 2 w4 w6 w8 w10 w12

Definitions of Symbols:

T: This is the Tuxedo Mask Icon, which allows Sailor Scouts an extra turn.

C: This is Queen Beryl’s Crystal Ball, which allows her two re-rolls for her starting roll.

N: This is the Negaverse Icon, which allows the Generals to re-roll attack dice.

M: This is Tuxedo Mask’s continuous ability, which nullifies all other iconic abilities.

wD: Warrior Dice are the Shadow Warrior’s special weapon: These are reserve dice which can be brought into play in the middle of a game as part of a Skill Attack. They are not nullified by Tuxedo Mask’s special ability.