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Legend of the Five Rings
BUTTON MAN STRATEGY
By Nick Zube


Table of Contents
[Background]
[Rules]
[Basic Strategy and Focus Dice Theory]
[Formatting Notes and Acknowledgments.]
[Crab Strategy]
[Crane Strategy]
[Dragon Strategy]
[Lion Strategy]
[Mantis Strategy]
[Naga Strategy]
[Phoenix Strategy]
[Ronin Strategy]
[Scorpion Strategy]
[Unicorn Strategy]
[Conclusion]


Background

Button Men is an addictive, fun, and, most importantly, inexpensive game manufactured by Cheapass Games. A fight to the death between mighty (and sometimes silly) warriors, it uses a simple system of dice to represent strength, speed, and stamina.

What would this little diversion have to do with Legend of the Five Rings, you may ask? Cheapass, with its solid reputation for quality and creativity in its products, often gains licensing rights to various hip franchises. Button Men has proven quite popular in this regard, and special promotional buttons with recognizable faces are distributed at various science-fiction conventions for free (why else do you think it's called Cheapass games?).

Intrigued by the cross-pollination possibilities, Five Rings Publishing Group approached Cheapass with a simple proposition: "Let's make L5R Button Men." Before you can say, "Taka's Treasures," a set of ten prominent (and not-so-prominent) Personalities made their way onto cute little buttons, one from each Clan save the Brotherhood and the Shadowlands, ready to introduce L5R players to Button Men, and Button Men lovers to L5R. The hot items hit the public at GenCon '99.

While they remain scarce (only 300 sets or so were cranked out at the convention), the rules and statistics for these unconventional samurai were soon disseminated over the internet, thanks to L5R's thriving player base. They're so popular that FRPG and Cheapass want to do it again, but, in the meantime, spare copies may soon be available for koku in the Imperial Herald.

While we wait, though, we might as well take a look at the various L5R Button Men and see how they fare in mortal combat. That's what this page is here for, so that, by the time you get your Button Men, you'll be ready to kick your friends' asses right off the face of the Empire.

And, while you're still reading...do you have any L5R Button Men? Y'see, I didn't get to go to GenCon...


The Rules

Basics

[NOTE: The original Cheapass rules document can be found here. What you are about to read is, in essence, the same thing, but in Yoritomo Zube's own words. Which may make it more confusing. But what the hell. You're already here and I've got you in my clutches. Let's stay and chat a while. But, if you ever get lost, don't hesitate to go back to the source.]

Button Men, like most Cheapass games, has simple, economical rules with surprising room for strategy. Each player begins the game with their Button Man fighter and a set of polyhedral (a.k.a., roleplayers') dice. The set's composition varies from Man to Man, but most have five dice of varying sizes, indicated by the numbers on the button (e.g., a 4 would mean a four-sided dice). A Button Man's dice size can range from miniscule one-siders to threatening twenties, and they determine its style of play, from lightning-fast Pikachu to lumbering B-movie monster. More on this later.

Setting Up

At the start of the game, each player scoops up his set of dice, rolls them, and arranges them in some sort of orderly, easily-differentiated fashion (this is doubly important for L5R Button Men, as you will soon see). He (or she) with the single lowest number showing goes first. If there is a tie, each player compares the next lowest dice, and so on until a clear leader is determined.

Your Turn

Like everything else fundamental in Button Men, your turn is rather straightforward. You must make either a Power Attack or a Skill Attack, if you can. Just what are Power and Skill Attacks? Glad you asked.

Sadly, you can make but one attack per turn, and you cannot pass, except if you cannot make an attack. So, if you got the goods, buddy, you've got to deliver. No turtling in Button Men.

The Big Score

When both players pass (i.e., when they can no longer make successful attacks), the round is over, and each player calculates his score:

Needless to say, he with the highest score wins the round. Chalk up a point to the victor, and make another run for the koku. If the round is a tie (horror of horrors!), faggeddaboutit and play it again.

Victory Is Mine...er, Thine...

He (or she; let it never be said that Button Men don't allow women!) who wins three rounds wins the game. For longer games, increase the number of rounds. For a loser-eats-all, high-noon showdown, decrease the number of rounds. It's up to you in the comfort of your own dojo, but tournaments will use a three-round system.

Special L5R Button Men Rules

Of course, Button Men don't always have cut-and-dry sets of dice. Most, in fact, have at least one special die lurking in their mix. These secret weapons vary from fighter to fighter. Some have ever-changing Swing Dice (for more information, see the Button Men Rules Page.). The sinister Vampyre Button Men truck with unholy Shadow Dice. Those wacky kids from Lunch Money Land come bearing underhanded Trip Dice. And the certifiably insane Zeppo the Clown is armed to the teeth with a Turbo Swing Die.

But that doesn't matter to you. Those other schmucks are eta. Let's get to the real badasses.

The heroic figures of Rokugan may live in a world where honor is more powerful than steel, but katana can still slice a man in half. Being so keenly aware of their own mortality, the L5R Button Men have learned to strike first or not strike at all. Hence, they have Focus Dice.

Each L5R Button Man has two Focus Dice, no more and no less. They are easily identified as white numbers on black fields, while their regular dice are black on white. They are used as follows:

If you aren't going to go first when the initial dice roll is completed, you may reduce ("drop") the values showing on any of your Focus Dice by turning them to a lower number. You may change only one dice, or you can change both dice, but you may only do so if your revised total after dropping would allow you to take the initiative.

Of course, the wakizashi cuts both bellies. If your opponent has Focus Dice, he may do the same. Each player may take turns focusing dice until any further focusing is impossible (you cannot focus lower than 1), or one player allows the other to go first, forfeiting his "focuser's rights."

But an early start carries a heavy price. A player who successfully Focuses and takes the opening turn cannot use any of his focused dice to attack on that turn, although he may use them on subsequent turns as normal. This restriction does not apply to one who has focused and lost, or to Focus Dice that were not Focused.

[NOTE: Just how low you drop is in dispute. The online rulebook does not specify, but those who used the L5R Button Men at GenCon report that you must focus to 1, regardless. An incremental drop would allow for more suspensful focusing and more versatile focus dice, but a straight drop would cut to the chase, speeding games up while keeping the basic elements of Focus Dice intact. In all likelihood, this is why this variant was used in the huge GenCon '99 Topaz Championship tournament, when time was of the essence.]


Simple Strategy and Focus Dice

Don't worry. We're almost ready to unveil the L5R Button Men. But before you step into the dice-y world of Button Rokugan, it's time to explain the whole "swift or strong" comment I made earlier, and just how it applies to L5R Button Men, and explain the formatting of the images you're going to see.

Looking at the kinds of attacks you can make, and how those attacks are accomplished, it would seem obvious that larger dice are better. After all, if you have five twenty-sided dice, all showing twenties, no one's going to be able to take you down, unless they can manage to either roll a twenty or add up their dice to the twenty threshhold. Why, then, are there Button Men with only one twenty-sider in their mix, or Button Men with (gasp!) no twenty-siders at all? And why do people persist in playing with these weaker-seeming Button Men, like Karl, when there are heavy hitters like triple-twenty Iago (both of these aforementioned fighters are available directly from Cheapass)?

SPEED

The answer lies in maneuverability and speed. The smaller overall size of a Button Man's dice, the smaller their starting numbers are likely to be. While that would seem to make them vulnerable, remember that the turn order is established by who has the lowest number showing, not the highest. So, the primary advantage of those with fewer sides to their dice is a greater tendency to go first. It's simple math: A twenty-sider has a one in twenty chance of rolling a one, while a four-sider has a one in four chance. And, while the worst the four-sider can do is a four, the twenty can go as high as, well, twenty. Pretty big difference, eh?

"So what?" you say. "That doesn't matter as long as as I get a high enough number on my twenties! That way, I am invincible! INVINCIBLE!" Wait a minute, tiger. Having smaller dice also means having smaller increments to add up for a...Skill Attack! That's right, this is the way those sneaky shrimps make their moves. Their tiny dice give them pinpoint accuracy. And, since they're more likely to go first, they get a whole turn to assassinate your most dangerous die. The situation is compounded when you consider that most of the faster fighters have at least one mid- to large-sized die, which is enough to let them make a grab for a less-than-optimized twenty (you'd be surprised at how often a twenty-sided dice hits a ten or less).

To make matters worse, there's the whole matter of points. If a smaller Button Man takes even one twenty, he's just captured himself twenty points and his adversary has already lost ten (kept dice are worth half, remember?). Furthermore, the Big Guys have to work twice as hard to gain as many points. Going back to Iago and Karl, Iago has four dice (he's the only Button Man who does, and Karl has the usual five. Their sides distributed as follows (there are variations for each character's Swing Die; see the rulebook for more details):

So, if Karl can take one of Iago's twenties, he's gained twenty points, reduced Iago's potential score by ten (hence, given himself a 30-point differential), and diminished the threat against him. In such a case, the totals would stand as:

In order for Iago to do the same thing, however, he must either capture Karl's twenty (not likely, since he lacks the small numbers necessary for such a feat), or he must snag all four of Karl's other dice, which may be, shall we say, difficult.

Things look bleak for poor Iago, but he's still got a few tricks up his sleeve.

STRENGTH

All the advantages enjoyed by the nimbler Button Men make the heavy hitters seem pretty weak in comparison. But don't make snap judgements without looking at the flip side of the coin. What the bulkier fighters lack in maneuverability, they make up for in raw muscle.

While a large Button Man may not be able to go first in a game, he makes up for it with better late-game staying power. And, in Button Men, that isn't as useless as it is in Legend of the Five Rings proper. Rounds in Button Men blur by at an astonishing rate, since there is no gradual building of forces as there is in the typical CCG. Both players must attack each turn; if they cannot, they have all but lost. Iago may lose one die to Karl on the first tu rn, but he'll get him back with a larger field of available targets for his remaining dice.

To explain further: the same logic that governs the low early numbers of small dice also governs the higher average of large dice. While a four-sider has only a twenty-five percent chance of scoring a four or higher, a twenty-sider has an eighty-five percent chance. So, the larger a Button Man's dice, the higher his numbers tend to be. This allows the Button Man with the larger dice to make...Power Attacks! In fact, a straightforward Power Attacks is the weapon of choice for a bulky-diced Button Man.

You may not think that's enough justification to use Iago, but then there's the inherent stability of Power Attacks. A Skill Attack often involves several dice working in succession. When you make a Power Attack, you're only re-rolling one die. So, Skill Attacks have greater potential for re-rolling slip-ups. Karl may be able to add three dice together to take Iago's twenty, but if he rolls only ones and twos on those three dice, he won't be able to do much with them. Iago, on the other hand, probably has several high values waiting in the wings, ready to snatch up a vulnerable die. And it only takes one unlucky roll to curse a Skill Attacker. Going back to our match of extremes, the situation is as follows:

Iago: Has lost one of his twenties. Current values showing are 13-10-6

Karl: Has a full complement of dice. Current values showing (after re-rolling) are 2-4-3-12-1

Looking at the situation, Iago's player can take any one of Karl's dice, despite having only three himself. And, looking at Karl's current spread, he cannot take Iago's thirteen without his twelve to back him up; his small dice cannot add up to thirteen on their own. The thirteen, however, allows Iago to make a power attack and capture Karl's twelve. After re-rolling, he may leave that twenty-sider vulnerable to a skill attack, but the skill attacks which Karl will be able to make from now on will be greatly diminished without his lone twenty-sider backing him up. He may be able to take one more die with his diminished resources (his best bet would be the ten, which would then allow him to re-roll all five remaining dice and hopefully get a few higher values), but Iago will still have two more high-value dice ready to pounce on his small fries, which further hurts Karl's previous "pinpoint precision."

That, of course, is only one of the many different attacks Iago could make. He could opt to take the two with his ten, making it impossible to take the six. He could take the four, keeping his ten safe. Or he could even swipe the one, giving his thirteen complete invulnerability for the next turn.

So, while large fighters must work harder to gain the points available to their less meaty cousins, they can still make offensive moves after casualties have been taken on both sides, allowing them to gobble up the points (and lower the opponent's score) while the more less doughty Button Man must watch his options dwindle. Both are balanced against each other, and, in any given game, the tide of battle could go either way.

But these are very simple scenarios, taking the smallest versus the largest. The game is much tighter when you have Button Men of similar weights duking it out. And all sorts of things can happen in a game to screw up these rather gross generalizations. But you have an idea of what the situation is, and why Button Men is more conplex than it looks at first glance. Now, let's take some time out to examine the defining feature of L5R Button Men.

FOCUS DICE THEORY

An L5R Button Man loses the versatility offered by a standard Button Man's Swing Dice in favor of a pair of Focus Dice. Unlike other special dice types, a Focus Die only matters when jockeying for position before the game starts. Against non-L5R Button Men, the odds are in your favor that your Focus Dice will allow you to go first. This means that even the largest L5R Button Men have an opportunity that is logically denied them, the opportunity to get the jump on Karl types with regularity. In this sense, L5R Button Men break the laws of Button Physics by allowing the impossible: a reliable means of going first.

Does this mean you should Focus? Not always. The biggest factor is just what you can gain by Focusing. You are lowering the values on one or more of your dice, and, if you do so, you cannot attack (and, hence, re-roll) with it on your newly-acquired first turn, leaving it to the wolves. In essence, you are sacrificing a die to gain a turn. Do the benefits of the dice you gain outweigh the benefits of the dice you lose? In some cases, this is so, such as when Karl, in a streak of bad luck, is showing a five on his twenty and you have a chance to take it out...but only if you go first. In other games, it may not be worth it: if Karl has a five showing on his six, do you really want to drop your eight? Especially if, on your turn, you can use your eight to capture his ten? Just as a regular Button Man should choose his Swing Dice with care, so too should L5R Button Men avoid Focusing "on general principle," or "only when I'm going up against Iago." Since the game changes with each opening roll, the decision to Focus should be made on a game-by-game basis, and the odds that you will Focus depend as much on your fighter's makeup as your opponent's. Just because L5R Button Men have set numbers on all their dice doesn't mean they're any easier to play. Practice makes perfect.


Formatting Notes and Acknowledgments

Since I do not have the actual Button Men (that's another plea to you lucky GenConners--I did this all for you! *Sob!*), I have made do with my trusty Microsoft Image Composer and presented the spoilers in an aesthetically pleasing format. The Button Men are arranged by Clan, and, with the exception of the Dragon, Naga, and Scorpion (unlike some people, I don't have a full set of cards...), use the artwork which was recycled for the Button Men to present a "false button." The italicized "flavor text" was that presented at the GenCon '99 Topaz Championship tournament to give a bit of background for each Button and to ease newcomers into Rokugani society. Frequenters to Wizards of the Coast's L5r Site will recognize the opening paragraphs; they were cannibalized and used in its Clan introduction pages.

I have taken the liberty of removing the dice side numbers from the buttons and placing them in a row beneath the art. They are superimposed over their respective Clan mons, complete with distinctive coloring, like this one-sided die:

Focus dice, just like on the real deal, are readily identified by having white numbers on black fields, except the fields, in this case, are still Clan mons. Look at this one-sided Focus die (pretty worthless, if you think about it, but still...):

Acknowledgments

Finally, I would like to thank John Fiala and Andrew Getting for supplying me with the necessary statistics and Topaz Championship stories. I couldn't have done it without you, guys.

Now...do you guys have any spares...?


Clan-Specific Strategies for L5R Button Men


One Clan stands between the Jade Empire and the fell demons of the Shadowlands: the Crab. Unlike the other clans, the Crab have never known peace. They have no respite, no rest, no hope for mercy, and no remorse. For a thousand years they have manned the Kaiu Walls, fighting ruthlessly against endless assaults. Without the Crab, Rokugan would be in flames.

You are a young samurai of the Crab Clan, already battle-hardened by fending off massed Shadowlands assaults upon the Kaiu Walls. You have no time for niceties or etiquette; you guzzle water from a bucket and have no interest in sipping tea from a tiny porcelain cup.

Since the self-sacrifice of your heroic daimyo Hida Yakamo, his younger sister, Hida O-Ushi, has become leader of the Crab. She is a worthy samurai, dark and beautiful, and is never seen without her hammer slung casually over her shoulder. Though feared far and wide as "the bully," you know she has a quick (if dark) sense of humor and is a very capable leader and expert fighter.

It is for her sake that you have entered the Test of the Topaz Champion. This annual event pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy.

Total Sides: 70

Chance of starting with a 1 without aid of Focus Dice:: Approximately 8%.

Strengths: The first of the "terrible trio" of the most militant Clans, the Crab is one of only three L5R Button Men with a pair of twenties. But it doesn't stop there: since the Crab philosophy is "bigger means better," this bad girl has fortified her position with an eight, a ten, and a twelve, for the most total sides of any L5R Button Man. The combination is solid and sturdy, just the way the Empire's defenders like things. The eight is strong enough to swipe six- and four-siders with little risk. The twelve and the ten can make skirmishes against mid-range dice while keeping a high twenty out of harm's way. The twenties themselves can either work as a tetsubo, pulverizing high twelves and low twenties, or they can function like the Kaiu Wall, presenting a strong upper-level value to keep the Crab in the game. Of course, like any good member of the Hida family, the Crab has a few tricks. The eight is low enough to allow the occasional skill attack with a vulnerable twenty; the re-roll will more than likely help shore up your defenses. And, since all of her dice are large, O-Ushi can afford to lose her smaller dice and still keep a big chunk of points for herself. Still, she's not so large that a bad roll can spell instant death, as it can with huge Button Men like Iago or Hammer.

Weaknesses: The Crab's biggest problem is the placement of its Focus Dice. Having two twenties is great, but when they're both Focus Dice, it's hard to go first without leaving at least one of your high-pointers vulnerable to capture. Unfortunately for her, O-Ushi will rarely be able to go first, since she lacks any sort of small dice at all (her chances of making a natural 1 are the lowest of any L5R Button Man, by a large margin). This means that, like a true Crab, O-Ushi is a reactive Button Man. While there are instances in which you may want to Focus (see below), to Focus even once is to leave yourself open and vulnerable. It is far better for the Crab to strike for high values on all her dice and capture threats with surgical Power Attacks. If this means she has to lose an eight or a ten, so be it. Crabs are prepared to take casualties if the result is a victory.

When to Focus: If you're playing Crab, you won't want to Focus unless it's absolutely necessary that you go first, such as if you've rolled lower-than-average values on all your dice, or your opponent has left himself wide open with a particularly bad start. In that event, losing a twenty may be worth crippling your opponent; sometimes, it pays to be a Berserker. Just don't start cutting into your own armies if you become one.


Where there is grace, there is the Crane, beautiful, refined, and honorable. To watch a Crane is to watch poetry in motion, be it a courtier delicately turning the eyes of the Empire to look upon you in scorn, or an iaijutsu duelist from the Kakita Academy drawing a blade and slicing your head from your shoulders in a fluid motion so fast that it passes in the blink of an eye.

You are a young Crane samurai, whose honorable clan is called "the left hand of the Emperor." Yours is the grace of the courtier, the elegance of the peacock, the honor of the heavens, and the deadly dueling strike of a bolt of lightning. You uphold the highest ideals of the image of the warrior-poet.

Some think the Crane are soft. You know better. Doji Kuwanan has led your clan since the death of your previous daimyo at the Day of Thunder. Resplendent in his flowing kimono with twin banners on his back, he is a fearsome sight on the battlefield, and the speed with which he wields his spear is the ultimate expression of the Crane dueling motto: "You blink, you die."

This is the Test of the Topaz Champion, an annual event that pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to your clan's dueling academy. As a Crane, you can attend, but you will earn the right to prove yourself truly worthy.

Total Sides: 40

Chance of starting with a 1 without aid of Focus Dice:Chance of starting with a 1 without aid of Focus Dice: Approximately 14%.

Strengths: While the Crab is the largest L5R Button Man, the Crane is the smallest. At only forty sides, the Crane, an iaijutsu duelist if ever there was one, excells at Skill Attacks. Its small dice, increaseing in steady increments from four to twelve, allow for flawless, coordinated captures. The two largest dice serve as stepping stones to reach the higher values with the smaller two; the middle-of-the-road eight is an all-purpose supplement when the ten or the twelve is too high to risk. Of special interest is the four, which gives the Crane a good chance at making a natural one without needing to Focus. The Crane's slim profile also helps against large Button Men: since its highest die is only a twelve, a Crab will have a hard time evening the score after it loses a twenty. The Crane also have an edge in that they have no extreme side discrepancies between their dice; a Crane can lose its four or its twelve and still be able to make accurate skill attacks with dice which are only two sides apart.

Weaknesses: One of the most damning things about the Crane is a lack of a strong, high-value die to keep a grip on in the event of an emergency. Like Kuwanan himself, while they may be able to effect a quick backstab or surprise assault in the beginning, the Crane's low range keeps them on the defensive against Power Attackers. Furthermore, with a pool composed of small- to mid-range dice, the Crane are vulnerable to quick Skill Attacks, and a decisive removal of the six and the eight doesn't leave the Crane too many options when it comes to multiple low values. Once their Skill is removed, the Crane are pitiful at making Power Attacks...which, knowing the infamous limp wrists of the Doji, is as it should be.

When to Focus: Depending on how low your four is, you may or may not have a need to Focus. If you do, you're more likely to drop the eight, since your six has a natural likelihood of scoring low in the first place. Beware of dropping both dice, however, if your ten and twelve aren't optimized to make an early Skill Attack. Furthermore, your six and eight are your best weapons in Skill Attacks, so you may want to save one for later.


Shrouded in mystery for centuries, the Dragon embrace magical secrets the Phoenix do not understand, and use a two-sword technique that flusters even the Crane. But most mysterious of all are the ise zumi, the tattooed monks. Stories abound of ise zumi breathing fire, flying through the air, or withstanding sword blows to their naked chest. No one understands the Dragon.

You are a young Dragon samurai come down from the mysterious Dragon Clan strongholds deep in the mountains. You are aloof, raised in relative isolation with the mysterious tattooed monks and trained in the deadly Mirumoto two-blade technique. You need no friends.

The Dragon thrive on isolation. Consider Hitomi, the daimyo of the Dragon Clan. Her vendetta against a Crab samurai caused her to be ostracized even before her Obsidian Hand began to cover her body in cold, black glass. Now she sits alone upon the Dragon throne, and while others consider her an outcast, you know she is meditating in her solitude, preparing to fight with a god.

It is for her sake that you have entered the Test of the Topaz Champion. This annual event pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy. Even if they only teach the use of one sword.

Total Sides: 52

Chance of starting with a 1 without aid of Focus Dice: Approximately 12%.

Strengths: Back in the days before they started kidnapping people off the street and dragging them to the "Togashi Skin Art Emporium," the Dragon were known as the jacks-of-all-trades of the Clans. That old aphorism still holds true for Hitomi, who is one of the few Button Men who can perform both kinds of attacks with equal ease. Her four gives her a decent chance of going first, and between that and her Hannibal twin eights (extra brownie points to those who recognized the film reference there!), she has enough low- to mid-sided dice to make Skill Attacks with a fair degree of accuracy, without dipping into the realm of multiple fours (always easy to Power Attack) or compromising any higher-end dice. Speaking of higher-end dice, the Dragon isn't afraid to flex its muscles, with a twelve and, most importantly, a twenty providing late-game support. This well-rounded Button Man has the best of both worlds: she can make early Skill Attacks, late-game Power Attacks, and has enough stamina to avoid being locked out or too easily KO'ed. This is the Button Man that won the Topaz Championship storyline Button Men tournament, and, despite what the Dragons out there may say, there's little mystery as to why.

Weaknesses: It would be easy to claim that it has no weaknesses, but the Dragon is a perfect example of the old axiom: "skilled at all trades, master of none." The Dragon can make both varieties of attacks, but it can only do so with the aid of its eights, for Skill, and its twenty, for Power. Like a Mirumoto bushi who has lost his wakizashi, it is difficult for the Dragon to use its two-sword technique without two swords. Once the Dragon is forced to rely strictly on one variety of attack over the other, a more single-skilled opponent can bear down on her.

When to Focus: The Dragon has a fair chance of going first, so you won't need to Focus all the time. If you do, though, you should be looking to make Skill Attacks on your first turn, since it is unwise to risk your twenty if it is high enough, and your eights have enough staying power to survive an early re-roll. Which Focus Die you drop first is a matter of taste. If you're confident that you can survive the loss, you may want to Focus your twelve as a diversion; your four and your eights can handle Skill Attacks on their own, and your twenty can make a Power Attack or two when the time is right. On the other hand, you may want to drop your eight if you have defense in mind: if your twenty is low enough to make a skill attack and you feel confident that you can re-roll it to your advantage, you could combine it with your other eight and your four. You may also want to drop the eight if your twelve is at a strong position. You can more than likely still make a Skill Attack with your other eight and your four, so don't be afraid to lose the eight if necessary. But remember that, in the Dragon's case, dropping both dice is not especially sound; your eight is a cornerstone of your Skill Attacking abilities, and your twelve is one of your best defensive dice. You can afford to lose one, but losing both is stretching your luck dangerously thin.


The Lion Clan is indisputably the dominant military force in the Jade Empire. They are "the right hand of the Emperor." In the entire history of the Empire, an army led by an Akodo general has never been defeated. The weight of this long history of success is what drives the Lion armies forward in roaring ranks of warriors fanatically charging and destroying all opposition.

You are a fearless young soldier of the Lion Clan. Your mind is filled with Bushido, the way of the warrior. Your heart is filled with the courage of a hundred generations of your ancestors, urging you forward. Your training is as sharp as a lion's claws, honed by endless hours of practice.

The history of the Lion Clan sets a high standard. As the right hand of the Emperor, the Lion's duty is to crush those who oppose the will of the Jade Throne. Matsu Ketsui, the head of the Matsu family, is such a warrior. Her close-cropped hair, light armor, and face paint give her the look of a predator, and hundreds of the dead have been taught her lesson of "one strike, one kill."

It is for the honor of your ancestors that you have entered the Test of the Topaz Champion. This annual event pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy. You know only one action: to win.

Total Sides: 60

Chance of starting with a 1 without aid of Focus Dice: Approximately 12%.

Strengths: The second member of the "terrible trio," the Lion, like the Crab, boasts a pair of powerful twenty-siders. However, unlike the Crab, the Lion, always eager to attack, balances the big dice out with a four, a six, and a ten, which gives them a better likelihood of striking first, by a full four percentage points (see what a difference ten sides make?). While she may not be quite as resilient as O-Ushi, Ketsui is better suited to make offensive use of her twenties. In fact, the Lion's dice pool can be thought of as an army. The four and the six, scouting ahead, can make quick Skill Attack skirmishes early, while the twenties, like heavy infantry, bring up the rear with devastating Power Attacks. The ten, stuck in the middle, is like a Gunso, low enough to assist in Skill Attacks while strong enough on its own to grab sixes and even eights in Power Attacks. Strong yet fast, the Lion lives up to its reputation of unflinching ferocity.

Weaknesses: Lions may be the best of the best of the best (sir!), but their keen offensive skill hinges on a tenuous balance between the twin twenties and the four and the six. The Lion share the Dragon's problem of over-reliance on certain dice, but the ten-sided "liason" and the extra twenty don't make it quite as acute. Still, though, if the ten is taken out of commission, the Lioness suffers. She must either risk a twenty in order to make high-level Skill Attacks, or switch over to Power Attacks. The four and the six don't have the oomph to make Power Attacks on their own, although they are small enough to lash out with the occasional Skill Attack when no one's looking. The twenties are too large and too precious to risk on ill-conceived Skill Attacks. So, the Lion's military organization, the vital middleman, is the chink in its armor. Without the hard-working ten-sider, the lines of communication break down, and the Lion army loses a large part of its effectiveness, although it can still pull a victory from the (lion's?) jaws of defeat. Another Lion drawback is one it shares with the Crab: a twenty-sided Focus Dice. Losing a twenty-sider is always harsh, but it is doubly so for the Lion, which lack a Crab's extra padding.

When to Focus: Focusing with the Lion is tricky. Between your four and your six, you will often have lower-than-average numbers on your dice, but, just in case, it's often best to drop the six. Your ten-sided Gunso can still let you make Skill Attacks with the four, and dropping the twenty is, as has already been noted, a dangerous proposition. You still may wish to do so, however, if it would keep your ten around for a few extra turns. Twenty points may be a powerful temptation for your opponent, but if you can snag his two ten-siders in consecutive Skill attacks, you more than make up for the loss.


The Yoritomo Alliance is a confederation of minor clans united under the Mantis Clan. Led by Yoritomo, the Son of Storms, the Alliance has gained a place among the Great Clans. But Mantis plans have not stopped there. Once mercenaries, your clan will use their new-found power to gain greater power, for in this age you must forge your own destiny on the bodies of your enemies.

You are a young samurai of the Mantis Clan, the dominant clan of the Yoritomo Alliance. Though others dismiss you as a petty mercenery, you are one of the most ruthless samurai in the Jade Empire. You take the Mantis emblem very seriously and emulate the insect: direct, ruthless, and remorseless.

You are here by virtue of the daring of your daimyo, Yoritomo. He forged the Alliance, and he forced the Great Clans to deal with the Mantis and its allies as equals. He has taught the Mantis to take what they want, seize it in their claws and keep it, be it territory or gold or recognition. You have learned your lesson well. You have decided that you will take the Topaz Championship.

The Test of the Topaz Champion is an annual event that pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy. The Championship will be yours. Let no one stand in your way.

Total Sides: 64

Chance of starting with a 1 without aid of Focus Dice: Approximately 10%.

Strengths: As the largest standing military force in Rokugan, the Mantis shares with its Lion and Crab parents the paired twenties of the "terrible trio," but, the Mantis stands alone among its predecessors in one important distinction: Neither is a Focus Die. This gives Yoritomo the audacity to drop one--or even both--of his Focus Dice and still feel confident in his ability to strip away high-sided dice with his double-trouble twenties. But that's not all the Stormson has to offer. His remaining dice give him a surprising amount of flexibility. Their values may not be as high as the Crab's or as low as the Lion's, but they give the Mantis a bit of the advantages of both. The six is small enough to offset the twenties (and surprise with a quick Skill Attack), while the eight and the ten are more than capable of making Power Attacks of their own. Da Man always comes out swinging, and so does his Button Man. It is a being of raw, unrefined force in the first few turns, enough to "regent" any threats. A popular strategy at GenCon, dubbed "the Iron Twenty," was to score a large value on one twenty, then strike out at everything in sight with the other dice. Such an unrestrained attack may not work with the more intricate Lion or Crab, but for the Mantis it's perfect. As testament to the Stormson's strength in the Button Men arena, the Mantis won the UK GenCon Topaz Championship.

Weaknesses: The Mantis is on shaky ground if it drops both Focus dice. While such a move is necessary on occasion, the eight and the ten are both solid support dice for the twenty, and are vital if there is any hope of making Skill Attacks with the six. The Mantis also has the second-highest side count in the game, but lacks the overwhelming Crab defensive skills to show for it. Just as in the CCG, the Mantis takes a certain amount of skill to use well.

When to Focus: When calculating your Focus Dice, pretend you're Da Man: always look for the opportunities. Moreso than nearly any other Button Man, the Mantis has both the need and the opportunity to Focus. So, when dropping dice, do so with an eye for the largest possible dice you can capture on the first turn. If your twenties are both high and you feel safe enough to use one to capture early on, you can drop the ten. If you want to use the six and the ten in conjunction for a Skill Attack, drop the eight and minimize your losses. One thing to keep in mind is that both the eight and the ten are almost the same thing; whichever one you drop, you'll be losing little in effectiveness. Again, look out for numero uno and grab the biggest piece of Rokugan that you can before everyone else starts badmouthing you. They'll pay for it soon enough...


Serpent people from an ancient time before human history, the Naga are as dangerous as they are alien. They are experts in ambush and evasion, powerful in strength and number, and the finest archers in all of Rokugan. They often speak of the Akasha, the soul of their race, but as yet no human truly understands their meaning. Human perspective is so pitifully short.

You are an Ashamana, a young one of the Naga. Your name is not important, for you are a part of the Naga's collective racial memory, the Akasha, and your soul is but a part of the whole. You have been born a hundred times before, and you will be born a thousand times again. Death is not important.

But life is. You live to serve your people, and you will do it as best you can. Be worthy, and you will receive new responsibilities, perhaps even take the title of the Shahadet or the Qamar. Or, perhaps, if you can prove yourself a better warrior than all of these small people with legs, the humans will revere your kind, and you will become an emissary. Then you would create a new title.

You have entered the Test of the Topaz Champion to study as much as to win. This annual event pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy. You are curious. Very curious.

Total Sides: 50

Chance of starting with a 1 without aid of Focus Dice: Approximately 12%.

Strengths: The most striking thing about the Naga is its trio of eights. Only one other L5R Button Man has three dice with the same number of sides, and, as we will see, it is one of the more infamous Button Men. How does the Naga stack up? Representing the unbroken solidity of the Naga race, the three eights give the Snakey Bow-Boy a unique way of approaching the opponent. Specifically, the Naga work best when capturing dice with high values. The three eights give the Naga a good chance of rolling multiple mid-value numbers/ When coordinating for a Skill Attack, the Naga hordes can easily reach ten and above, just with their three eights. But that's not all! The eight-sider is the sturdiest of the "little dice" in Button Men, and it can make an occasional Power Attack against an unprepared six- or four-sider. Another advantage of having several dice with the same value is that it doesn't hurt as much when you lose one; each eight contributes equally to the whole. Of course, the Naga don't have just eights. Added to the mix is a six, which can contribute more accuracy for Skill Attacks, and stands a better chance of rolling low when taking the initiative, and a lone twenty, giving the Naga a strong base to stand on while they're making all those eights do the work. When playing Naga, you should never have to fiddle with the twenty unless you absolutely have to; even if you lose an eight, the Naga have two more ready in the grand Akasha. They may not look as impressive as some other Button Men, but the Naga have an edge in durability, while not abandoning speed like their huu-man allies, the Crab, do.

Weaknesses: While the eight-sided die is the strongest of the smaller dice, it's still a small die. Those with higher sides, especially twelves and twenties, will be able to pick them off with Power Attacks. Note, too, that with the exception of the twenty, the Naga has not a single die that has ten sides or more. Even the Crane boasts a ten and a twelve. While this does minimize the damage the Naga take when their dice are captured, it also means that, if you lose the twenty, the rest of your dice are easy pickings for a Power-Attacking Crab or Mantis, or even a Crane who has his twelve free. The fact that it's one of your two Focus Dice doesn't help matters.

When to Focus: Choosing which die to drop for the Naga is a simple matter. Just ask yourself one question: Is my twenty high?. If the answer is yes, drop the six; it is better to keep the twenty as your last line of defense. If the answer is no, drop the twenty. If you don't go first, your opponent will take the twenty, anyway, and, if he takes the twenty, your three eights and your six can mount several Skill Attacks before your opponent can turn his attention to them.


A clan devoted to the mastery of magic, the Phoenix Clan was destroyed when, seeking to understand the power of the Shadowlands, the Elemental Masters fell to its grotesque corruption. The clan is now rebuilding, and novitiates are again exploring the mysteries of Earth, Air, Fire, Water, and the Void. The Phoenix Clan is rising from the ashes, bringing the voice of peace to Rokugan.

You are a samurai of the Phoenix Clan, though, unlike the others around you, you are not trained in Bushido, the way of the warrior. You are a shugenja, a practicioner of magic. Your endless training has given you insights into the spiritual nature of the world that no bushi could ever understand.

You hope someday to master an element, following in the footsteps of Isawa Hochiu, the Acolyte of Fire. He is a gentle soul, and while he is as fast as the flame, he spares the lives of those he fights. He taught you that the sword is the way of war, while magic and its attendant prayers are the way of peace. Still, you must learn to fight, for if you know how to fight, you will never need to.

It is to prove the power of a calm and peaceful mind that you have entered the Test of the Topaz Champion. This annual event pits the best and brighted of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy.

Total Sides: 48.

Chance of starting with a 1 without aid of Focus Dice: Approximately 14%.

Strengths: Recognize those first four dice? Yep, in terms of sides, they're just like the Crane's. This should tip you off as to how the Phoenix expect to win. Skill Attacks are their forte. The four, as usual, gives him a good chance of rolling a natural one, while the six, the eight, and the ten are all good Skill dice. The only difference between the Crane style of attack and the Phoenix is the crucial substitution of the Phoenix's twenty for the Crane's twelve. Oddly enough, it doesn't noticably diminish Hochiu's chances of rolling a natural 1, but it does give him a much more secure defensive position. It also makes for more bite in the late game, when Power Attacks matter the most.

Weaknesses: While Hochiu may be more secure when it comes to power attacks, his spread isn't quite as tight as Kuwanan's, which hurts after he loses a couple dice and can't be quite as accurate at Skill Attacks. The position of the Focus Dice is also not very healthy in a Focus race; see below.

When to Focus: The Phoenix's departure from the Crane mold is important when it comes to Focusing. The Crane's six and eight are easily dropped, if need be. But the Phoenix must choose between an eight and a twenty. Dropping the twenty is a bad idea, since it counts for nearly half the available points the Phoenix offer; the opponent should work to get it. Dropping the eight would be your best bet, but it lowers your range if you're planning on Skill Attacks. Neither is a very good Focus candidate, since both are too important to risk, for various reasons. I would suggest emulating the Phoenix. Demonstrate your love for peace and let them go first. It's better than automatically losing your twenty, or getting stuck with only a four, a six, and a ten to make Skill Attacks. Of course, there are exceptions. But, on the whole, I would treat Hochiu's Focus Dice like O-Ushi's: use them only when absolutely necessary.


In an Empire where samurai are known by their clan, you have chosen your own path. You will not bow to tradition forced by parentage, nor will you kill whomever your so-called superior orders you to. You are a ronin, a "wave man," moving where you will. Granted, the clans give you no respect, but you know in your heart you do what's right, for the right reason.

You are a young samurai warrior. You owe your allegiance to no one. You have learned your skills mostly through practice against bandits and arrogant samurai, with a lesson or two provided by a sensei who recognized your true potential. Though it has its drawbacks, the free life is a good one.

Take Dairya, for example, the famous ronin. Yes, a Crane took his eye once, but that Crane now lies dead, and no other Crane seems inclined to continue the feud. Dairya wanders the Empire, living life as he wishes. And although he has worked with Emperor Toturi lately, he does not work for him. As he says, "Some call me a masterless man. They are wrong. I am my own master."

You have entered the Test of the Topaz Champion to prove that honor and skill are not determined by clan. This annual event pits the best and brightest young samurai against each other. Should you win an invitation to the prestigious Kakita Dueling Academy, the presence of a ronin will embarrass them.

Total Sides: 44

Chance of starting with a 1 without aid of Focus Dice: Approximately 12%.

Strengths: He may be scruffy. He may be dirty. He may be an honorless dog. But no one should dispute the hardiness of the Ronin. You'll notice that he is the only L5R Button Man with duplicate doubles: two sixes and two twelves. You'll also notice that one of each is a Focus Die. The Ronin is one of the few L5R Button Men who can Focus twice and get away with it, since both of his Focus Dice are duplicated elsewhere. Just what the Ronin is supposed to do on his first turn, however, is a bit of a mystery. His spread would seem ideal for Skill Attacks, since he lacks both a master and a twenty-sider. But his twelves can also capture fours, sixes, and even a rare ten in Power Attacks, and his eight can contribute to Skill Attacks against higher dice. Like most Ronin, he can do a bit of everything, much like the Dragon. Unlike the Dragon, however, his sixes and twelves allow him room to maneuver in Skill and Power assaults; he's less vulnerable when he loses a die or two, especially if he doesn't Focus to provide an opening.

Weaknesses: The Ronin shares the Crane's disadvantage of not having a twenty-sider to fall back on. This can give him trouble in the late game, when his sixes have been captured or his twelves are out of commission and there's a huge twenty sitting there just asking for someone to nab it. Unlike the Crane, he lacks an easy four-sider to make up for his lack of a twenty, and must often Focus to achieve a natural 1 in the beginning of the game.

When to Focus: You can drop either die you wish, really, depending on what you can steal from your opponent once you have the initiative. Neither the twelve nor the six count as much as a Naga's twenty or a Crane's eight. That plus the fact that they're both duplicated elsewhere gives you unprecedented flexibility when Focusing. Moreso than with other Clans, it all boils down to the situation at hand. You're a Ronin. Think on our feet, honorless dog.


Charged with the task of being the under-hand of the Emperor, the Scorpion dutifully execute vile and tasteless deeds beneath the honor of the one who sits on the throne. Consorts of ninja and scholars of poison are the Scorpion. There is said to be no secret but a Scorpion knows it, no trick but a Scorpion sees through it, no mystery but a Scorpion lies in wait two layers deeper.

You are a young samurai of the Scorpion Clan, also called "the under-hand of the Emperor." You wear a mask, so that those who stand against you know not to trust you. In combat as in life, you will use any trick, no matter how low. Better to succeed dishonorably than to fail with dignity.

Bayushi Togai, one of the most famous of the Scorpion, is your ideal. Proudly arrayed in the blood-red and black armor of the Scorpion, he brags of his mastery of poisons. Only a Scorpion could be so brazenly disohorable and yet survive, for the fear of Togai's poisons ensures he has no enemies. You will follow him, for true Scorpions will tread the darkest paths without hesitation.

You've entered the Test of the Topaz Champion to better understand the enemy. This annual event pits the best and brightest of the young samurai against each other. The winner wins glory for the clan and an invitation to the prestigious Kakita Dueling Academy, where you will learn more of their secrets.

Total Sides: 44

Chance of starting with a 1 without aid of Focus Dice: Approximately 17%.

Strengths: A man once said that no one strikes faster than a Scorpion. Looking at this Button Man, I'd be inclined to believe him. The Scorpion's chief advantage is its trio of fours, which give it the most chances of any L5R Button Man to roll a natural 1 without needing to Focus. This gives the Scorpion a huge advantage, even against other Button Men. It is the only Button Man with three fours and the power of a twenty-sider behind them. This gives the Scorpion the best of both worlds: speed and stamina. Four-siders may be weak, but with the proper training, one can make superlative use of them in underhanded Skill Attacks, especially when you can use a twelve to make the mighty fall to your shadowy strengths. And when your opponent captures them (as he undoubtedly will), the damage will have already been done, and he will find it difficult to take your twenty if you rolled it high enough. Even if you didn't, you are all but guaranteed the first turn (especially since you have Focus Dice!), so you can combine your twenty in a Skill Attack, or just capture a little die with it and roll it up.

A man once said that nobody strikes before a Scorpion. And that is just how they like it.

Weaknesses: The worst thing that can happen to a Scorpion is to get a bad roll in the beginning of the game. If you're unlucky enough to get high rolls on all your fours, your opponent may beat you for the first turn. If you must Focus your twelve to take the initiative, you're in for a rough ride, since you may not be able to make Skill Attacks for a turn; you'll only have your fours (which may not be at full strength if you had to drop one of them) and the twenty. Without the added strength of the twelve, the Scorpion has difficulty making his first strike matter. More often than not, though, this won't happen very often. At least one of your fours is liable to score a one or a two, which is all that you need. If neither of them is your Focus four, then the turn is all but yours.

When to Focus: Ideally, the Scorpion shouldn't have to Focus; that's why they're the Emperor's underhand. But, if you do, try to Focus the four first. You have two more, and if it is captured, you won't lose as many points as you would if you had to drop the twenty. If you're placed in a position where the four is unavailable, your opponent has an exceedingly low set of values showing, since you and your opponent both have natural 1s. In that event, Focusing your twelve may be worth losing its strength if, say, your twenty is already high and you can capture your opponent's twenty with a four-sided Power attack (oh, the humanity!).

It is worth noting the Scorpion's Focus discrepancy between regular games and L5R games. Against other L5R Button Men, the Scorpion is in a far better position. No other L5R Button Man has three fours. If anything, they will Focus before you do. If you can then Focus the four and force them to Focus their other Focus die, you will have kept your twelve and rendered your opponent's chances of victory almost non-existent. All you need to do now is capture one of their three remaining high dice and the game is all but won.

Now you know why everyone never admits why they love the Scorpion. It's too darn fun.


The Unicorn Clan are expert riders hardened by centuries spent exploring the Burning Sands and other strange lands beyond the borders of the Empire. While many dismiss them as uncivilized boors using "barbarian tricks," they are the finest cavalry in the Empire, and their great steeds the swiftest and most powerful. Few samurai witness a Unicorn charge and live to tell the tale.

You are a young Unicorn samurai, born in a tent and raised in the saddle. The famous speed and sizew of the Unicorn steeds has infected you with a sense of adventure and an unquenchable thrill for speed. Of those gathered here, only you have been beyond the Empire, and you know many "barbarian tricks."

Otaku Kamoko, once leader of the Battle Maidens, is now the daimyo of your clan and the epitome of what it means to be a Unicorn samurai. She is fearless on the attack, charging headlong into massed formations of the enemy, splitting them open with her sword or crushing them beneath the hooves of her horse. She taught you that every battle can be won with speed and daring.

You will prove this with your victory at the Test of the Topaz Champion. This annual event pits the best and brightest of the young samurai against each other. The winner gains glory for the clan and wins an invitation to the prestigious Kakita Dueling Academy.

Total Sides: 46

Chance of starting with a 1 without aid of Focus Dice: Approximately 16%.

Strengths: The relationship between the Unicorn and the Scorpion is a lot like the relationship between the Phoenix and the Crane, except the similarities between the two "cousins" are even closer (could this have any relationship to a certain criminal element? Hmmm...). The Unicorn sacrifices a four-sided Focus die in favor of a six-sider, but in all other respects, the two are the same. The Unicorn, just as in the game have a great deal of speed over most of the other Clans, and their six offers more diversity when making Skill Attacks. The extra couple of sides also makes the loss of the twelve or the twenty less debilitating to your total score. The six also gives the Unicorn a bit more diversity: it can capture unprepared four-siders without risking your twenty.

Weaknesses: That same six is also the Unicorn's biggest stumbling block. The difference between a four-sided die and a six-sided die is a dramatic one: there is less certainty of pulling a natural 1 on a six-sider. Fifty percent less, to be exact. That lowers the Unicorn's overall chances of acheiving an Unfocused 1 by a whole percentage point, and decreases the surety of their dice rolls as a whole. In the end, the Unicorn aren't quite as fast as the Scorpion, but they're not as durable as the Phoenix (although they do have the advantage when it comes to Focus Dice placement). Against many of the slower Clans, this makes little difference, but in a rat race against the Scorpion or the Crane, this horse may bolt.

When to Focus: Which dice the Unicorn drop isn't the sure thing it is with the Scorpion. Since you aren't as likely to roll a natural 1, you may have to Focus, and, when you do, you'll be in a sticky situation. You can't make as many Skill Attacks without your six, but at the same time, your twelve is vitally important. In most cases, I would recommend dropping the six to cut your losses and relying on the twelve to supplement your Skill Attacks if need be, but if you prefer the speed of the Skill Attack in favor of the surety of the twelve's presence, you may want to Focus the higher die. Neither of them is a particularly attractive choice, so go with the lesser of two evils, depending on the situation


CONCLUSION

And so ends our discussion of the L5R Button Men phenomenon. In the future, this section may be updated with tactics on how to face specific Button Men, how to deal with other special Dice types, or even examples of one-on-one matches. Tell me what you'd like, and I'll see what I can do.

Until then, roll well, and may the Fortunes be with you.


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