Nefarious Broadcast and "active global effects"

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Nefarious Broadcast and "active global effects"

Postby memmek » Tue Jun 06, 2017 10:10 am

I have a question on Nefarious Broadcast - what exactly what is an "active Global effect"? Is there a rule of thumb for us to follow?

Cancel any active effects of previously used Global Abilities. Global Abilities cannot be used (until end of turn).


Are stat boosts ("pumps") active global effects? For example, Haymaker global,
Global: Pay fist. Target character die gets +1A until end of turn.


Stat swaps? Kal-L, reads,
Global: Pay shield. Switch target character die's A and D until end of turn.


Taunts (must attack/must block)? Bane global,
Global: Pay fist. Target opposing character die must attack.


Character die spinning? Mutation global,
Global: Pay mask. Spin one of your character die down a level to spin another target character die up a level.


Spinning characters to energy? For example, energy fixing,
Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to the shield face.


Die movement? Blink-Transmutation and S.T.A.R. Labs,
Global: Pay mask. Remove target attacking character die from the Attack Zone (it stays in the Field Zone).

Global: Pay boltshield. Move a Sidekick die from your Used Pile to your Prep Area and field another Sidekick die from your Used Pile.


Affiliation granting/removing? Monument to Evil,
Global: Pay maskfist. Target character gains the Villain affiliation until the end of the turn.


Damage dealing? Luke Cage,
Global: Pay fist. Deal 1 damage to each player.


Life gain? Pizza,
Global: Pay shield. Once during your turn, if you have less than 10 life, gain 1 life.


Energy conversion? Superwoman,
Global: Pay 1. You may convert any amount of your energy to bolt this turn.


Thanks! :D
memmek
 
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Re: Nefarious Broadcast and "active global effects"

Postby dmrulesteam » Fri Jun 09, 2017 4:00 pm

memmek wrote:I have a question on Nefarious Broadcast - what exactly what is an "active Global effect"? Is there a rule of thumb for us to follow?

Cancel any active effects of previously used Global Abilities. Global Abilities cannot be used (until end of turn).


Are stat boosts ("pumps") active global effects? For example, Haymaker global,
Global: Pay fist. Target character die gets +1A until end of turn.


Stat swaps? Kal-L, reads,
Global: Pay shield. Switch target character die's A and D until end of turn.


Taunts (must attack/must block)? Bane global,
Global: Pay fist. Target opposing character die must attack.


Character die spinning? Mutation global,
Global: Pay mask. Spin one of your character die down a level to spin another target character die up a level.


Spinning characters to energy? For example, energy fixing,
Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to the shield face.


Die movement? Blink-Transmutation and S.T.A.R. Labs,
Global: Pay mask. Remove target attacking character die from the Attack Zone (it stays in the Field Zone).

Global: Pay boltshield. Move a Sidekick die from your Used Pile to your Prep Area and field another Sidekick die from your Used Pile.


Affiliation granting/removing? Monument to Evil,
Global: Pay maskfist. Target character gains the Villain affiliation until the end of the turn.


Damage dealing? Luke Cage,
Global: Pay fist. Deal 1 damage to each player.


Life gain? Pizza,
Global: Pay shield. Once during your turn, if you have less than 10 life, gain 1 life.


Energy conversion? Superwoman,
Global: Pay 1. You may convert any amount of your energy to bolt this turn.


Thanks! :D


Rule of thumb - if it happens immediately, Nefarious Broadcast doesn't cancel the effect.
+1A, swapping stats, dealing damage, moving dice, spinning dice are all immediate.
Superwoman, "taunt" effects are cancelled since they apply later.
Blue-Eyes White Dragon Global is perhaps confusing - the die is still KO'd, but if you haven't used the discount on a die yet, it isn't available to you after Nefarious Broadcast.

-The Dice Masters Rules Team
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