Conditional non-terminal
From DominionStrategy Wiki
(Difference between revisions)
(Created page with "A conditional non-terminal is an Action card that can conditionally allow you to play other Actions cards afterwards. Action cards that play other Action cards directly rather...") |
|||
Line 1: | Line 1: | ||
− | A conditional non-terminal is an Action card that can conditionally allow you to play other Actions cards afterwards. Action cards that play other Action cards directly rather than giving +Actions qualify (unless they always give +Actions on play) because they only allow you to continue playing Actions if the Action they play is non-terminal. | + | A conditional non-terminal is an Action card that can conditionally allow you to play other Actions cards afterwards. Action cards that play other Action cards directly rather than giving +Actions qualify (unless they always give +Actions on play) because they only allow you to continue playing Actions if the Action they play is [[non-terminal]]. |
== Examples == | == Examples == |
Revision as of 02:49, 8 March 2021
A conditional non-terminal is an Action card that can conditionally allow you to play other Actions cards afterwards. Action cards that play other Action cards directly rather than giving +Actions qualify (unless they always give +Actions on play) because they only allow you to continue playing Actions if the Action they play is non-terminal.
Examples
Cards in italics have been removed. Cards with an asterisk (*) were added in the second edition.
- Dominion: Throne Room, Vassal
- Intrigue: Conspirator, Courtier*, Diplomat*, Ironworks, Nobles, Pawn, Tribute
- Alchemy: Golem
- Prosperity: King's Court
- Cornucopia: Trusty Steed
- Hinterlands: Crossroads, Spice Merchant, Stables (This one's a borderline case since it does nothing if you don't discard a Treasure.)
- Dark Ages: Band of Misfits, Cultist, Procession, Squire
- Adventures: Disciple
- Empires: Crown, Overlord, Sacrifice
- Nocturne: Bard, Conclave, Fool, Imp, Necromancer, Sacred Grove, Tracker, Werewolf
The cards that give Boons are particularly risky since their non-terminality is based almost entirely on luck.
- Renaissance: Recruiter, Sculptor
- Menagerie: Black Cat, Falconer, Groom, Scrap, Sheepdog, Village Green
Snowy Village makes all your Actions terminal for the rest of the turn, including other copies of itself.