Conditional non-terminal

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== Examples ==
 
== Examples ==
Cards in italics have been [[Removed cards|removed]]. Cards with an asterisk (*) were added in the second edition.
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Cards in italics have been [[Removed cards|removed]]. Cards with an asterisk (*) were added in the second edition. {{Card|Snowy Village}} is the inverse of this, making all your Actions terminal for the rest of the turn, including other copies of itself.
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=== Plays another action (which can be a non-terminal) ===
 
* {{Set|Dominion}}: {{Card|Throne Room}}, {{Card|Vassal}}
 
* {{Set|Dominion}}: {{Card|Throne Room}}, {{Card|Vassal}}
* {{Set|Intrigue}}: {{Card|Conspirator}}, {{Card|Courtier}}*, {{Card|Diplomat}}*, {{Card|Ironworks}}, {{Card|Nobles}}, {{Card|Pawn}}, ''{{Card|Tribute}}''
 
 
* {{Set|Alchemy}}: {{Card|Golem}}
 
* {{Set|Alchemy}}: {{Card|Golem}}
 
* {{Set|Prosperity}}: {{Card|King's Court}}
 
* {{Set|Prosperity}}: {{Card|King's Court}}
* {{Set|Cornucopia}}: {{Card|Trusty Steed}}
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* {{Set|Dark Ages}}: {{Card|Band of Misfits}}, {{Card|Cultist}} (can keep playing copies of itself), {{Card|Procession}}
* {{Set|Hinterlands}}: {{Card|Crossroads}}, {{Card|Spice Merchant}}, {{Card|Stables}} (This one's a borderline case since it does nothing if you don't discard a Treasure.)
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* {{Set|Dark Ages}}: {{Card|Band of Misfits}}, {{Card|Cultist}}, {{Card|Procession}}, {{Card|Squire}}
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* {{Set|Adventures}}: {{Card|Disciple}}
 
* {{Set|Adventures}}: {{Card|Disciple}}
* {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}, {{Card|Sacrifice}}
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* {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}
* {{Set|Nocturne}}: {{Card|Bard}}, {{Card|Conclave}}, {{Card|Fool}}, {{Card|Imp}}, {{Card|Necromancer}}, {{Card|Sacred Grove}}, {{Card|Tracker}}, {{Card|Werewolf}}
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* {{Set|Nocturne}}: {{Card|Conclave}}, {{Card|Imp}}, {{Card|Necromancer}}
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* {{Set|Promo}}: {{Card|Avanto}}
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=== Has a choice of effects, one of which gives +Action ===
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* {{Set|Intrigue}}: {{Card|Courtier}}*, {{Card|Ironworks}}, {{Card|Nobles}}, {{Card|Pawn}}
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* {{Set|Cornucopia}}: {{Card|Trusty Steed}}
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* {{Set|Hinterlands}}: {{Card|Spice Merchant}}
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* {{Set|Dark Ages}}: {{Card|Squire}}
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* {{Set|Empires}}: {{Card|Sacrifice}}
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* {{Set|Menagerie}}: {{Card|Groom}}, {{Card|Scrap}}, {{Card|Village Green}}
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=== Gives +Action is some other condition is met ===
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* {{Set|Intrigue}}: {{Card|Conspirator}}, {{Card|Diplomat}}*, ''{{Card|Tribute}}''
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* {{Set|Hinterlands}}: {{Card|Crossroads}}, {{Card|Stables}} (This one's a borderline case since it does nothing if you don't discard a Treasure.)
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* {{Set|Nocturne}}: {{Card|Bard}}, {{Card|Fool}}, {{Card|Conclave}}, {{Card|Sacred Grove}}, {{Card|Tracker}}, {{Card|Werewolf}} (when played during the Night phase)
 
** The cards that give Boons are particularly risky since their non-terminality is based almost entirely on luck.
 
** The cards that give Boons are particularly risky since their non-terminality is based almost entirely on luck.
 
* {{Set|Renaissance}}: {{Card|Recruiter}}, {{Card|Sculptor}}
 
* {{Set|Renaissance}}: {{Card|Recruiter}}, {{Card|Sculptor}}
* {{Set|Menagerie}}: {{Card|Black Cat}}, {{Card|Falconer}}, {{Card|Groom}}, {{Card|Scrap}}, {{Card|Sheepdog}}, {{Card|Village Green}}
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=== Can be played as a Reaction ===
** {{Card|Snowy Village}} makes all your Actions terminal for the rest of the turn, including other copies of itself.
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* {{Set|Menagerie}}: {{Card|Black Cat}}, {{Card|Falconer}}, {{Card|Sheepdog}}
* {{Set|Promo}}: {{Card|Avanto}}
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{{Navbox card categories}}
 
{{Navbox card categories}}
 
[[Category:Terminality]]
 
[[Category:Terminality]]

Revision as of 00:23, 11 October 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.

Contents

Examples

Cards in italics have been removed. Cards with an asterisk (*) were added in the second edition. Snowy VillageSnowy Village.jpg is the inverse of this, making all your Actions terminal for the rest of the turn, including other copies of itself.

Plays another action (which can be a non-terminal)

Has a choice of effects, one of which gives +Action

Gives +Action is some other condition is met

Can be played as a Reaction


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
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