Round Effects

Round Effects is the first thing to occur in any Round.

When a game of BGO is started, the turn order among players is decided. The player still remaining in the game who is first in the turn order will be the player that begins each Round and also be the only player to control the Round Effects page.

Despite Round Effects being treated as part of the controller's turn when considering how a Forced End interacts with it, win conditions are checked and a player can win in-between Round Effects and its controller's (assume no hypnotization) Skip Phase. This suggests that there is no clear answer as to whether or not Round Effects is itself a turn.

Round Effects is by all means a global affair with all players' things being checked. All effects in this phase occur on one page.

Some effects happen here even if the phase itself is invisible.

Standard Effects

 * Round based Effects Phase effects have their turn counters tick down by 1.
 * Delayed, queued Event Phase events have their turn counters tick down by 1
 * Items in non-player inventories (like inside Pawn Shop or Magic Hat) have all turn counters tick down by 1
 * Holy Hammer inside Magic Hat can even revert to Hammer during Round Effects


 * non-Amethyst Lightsaber/Phaser in Magic Hat lose 5% Energy
 * Teleporter Activator in Magic Hat loses 13-17% Energy
 * Gallifreyan Time Watch in Magic Hat loses 3-6% Energy
 * Early Reinforcements on a Round from 2-6 determined during game creation
 * Everyone Disarmed Global Effect ends
 * Wildcard: Shops Generation warning
 * Wildcard: Shops Generation on Round 3 and on other Rounds determined during game creation. Also, Wildcard: Flavor Events (?% chance), Wildcard: Skills (?% chance), Wildcard: Traveling Salesman (?% chance) Generation; it is only possible for up to 1 type of these rare Wildcards to be generated in any given Round Effects.
 * Minigame warning
 * Random minigame pops up for all players out of Bouncing Balloons, Cock Counters, Mechanical Memory, Color Combos, Item Identifier, Mathy Madness, and Grave Guesser. The player(s) with the best score in the minigame receives 2 items (or 3 items during Party Time.)
 * Prism Of Ooo Generation
 * Iron Coin Generation
 * Income
 * T-Rex kills a player, chases a player back 8-10(?) spaces, runs rampant (only if all players are Dead), or is "captured by the army"
 * Life Ward resurrects then reduces in radius
 * U.N. Voting Results for the U.N. Motion Fixed Chance Phase event
 * Auction Winner Declared/Auction Refunds for the Auction Time Fixed Chance Phase event
 * A Shimmering Orb is charged with a spell
 * Signal Jam ends
 * Lure Module expires
 * Dragonlings fly away
 * Missing Dragon's Hoard is replenished
 * Empty Dragon's Nest is replenished
 * A new Dragon replaces a dead one

Seasonal Effects

 * Box Of Chocolates Generation (Valentine's Week)
 * Romantic Rose Generation (Valentine's Week)
 * April's Aristocrats- All players gain 100 Rupees. (Requires the Actually Pretty Radical Item Loot (SPECIAL!) option chosen during game creation.) (April Fools)
 * Overlord Overload- All players gain the Overlord Buff. (Requires the Actually Pretty Radical Item Loot (SPECIAL!) option chosen during game creation.) (April Fools)
 * Fresh Towels- Here's a fresh Towel for everyone to celebrate Towel Day! (Towel Day)
 * Heat Wave- A heat wave causes all players to become Dehydrated! Drink something within 6 turns or die of thirst! (Summer)
 * Forecast: Blistering Sun- The weather forecast predicts a Blistering Sun for the next 3 rounds! (Summer)
 * Blistering Sun- The Blistering Sun hurts everyone who doesn't wear Sunscreen! (1 Sunburn stack is applied to all living players without the Sunscreen Buff on the 3 Rounds following Forecast: Blistering Sun) (Summer)
 * Oktoberfest Ticket Generation (Oktoberfest)
 * All players receive the Pick Snowballs skill (Winter)