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. | + | 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. |
+ | === Plays another action (which can be a non-terminal) === | ||
* {{Set|Dominion}}: {{Card|Throne Room}}, {{Card|Vassal}} | * {{Set|Dominion}}: {{Card|Throne Room}}, {{Card|Vassal}} | ||
− | |||
* {{Set|Alchemy}}: {{Card|Golem}} | * {{Set|Alchemy}}: {{Card|Golem}} | ||
* {{Set|Prosperity}}: {{Card|King's Court}} | * {{Set|Prosperity}}: {{Card|King's Court}} | ||
− | + | * {{Set|Dark Ages}}: {{Card|Band of Misfits}}, {{Card|Cultist}} (can keep playing copies of itself), {{Card|Procession}} | |
− | + | ||
− | * {{Set|Dark Ages}}: {{Card|Band of Misfits}}, {{Card|Cultist}}, {{Card|Procession | + | |
* {{Set|Adventures}}: {{Card|Disciple}} | * {{Set|Adventures}}: {{Card|Disciple}} | ||
− | * {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}, {{Card|Sacrifice}} | + | * {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}} |
− | * {{Set| | + | * {{Set|Nocturne}}: {{Card|Conclave}}, {{Card|Imp}}, {{Card|Necromancer}} |
+ | * {{Set|Promo}}: {{Card|Avanto}} | ||
+ | === Has a choice of effects, one of which gives +Action === | ||
+ | * {{Set|Intrigue}}: {{Card|Courtier}}*, {{Card|Ironworks}}, {{Card|Nobles}}, {{Card|Pawn}} | ||
+ | * {{Set|Cornucopia}}: {{Card|Trusty Steed}} | ||
+ | * {{Set|Hinterlands}}: {{Card|Spice Merchant}} | ||
+ | * {{Set|Dark Ages}}: {{Card|Squire}} | ||
+ | * {{Set|Empires}}: {{Card|Sacrifice}} | ||
+ | * {{Set|Menagerie}}: {{Card|Groom}}, {{Card|Scrap}}, {{Card|Village Green}} | ||
+ | === Gives +Action is some other condition is met === | ||
+ | * {{Set|Intrigue}}: {{Card|Conspirator}}, {{Card|Diplomat}}*, ''{{Card|Tribute}}'' | ||
+ | * {{Set|Hinterlands}}: {{Card|Crossroads}}, {{Card|Stables}} (This one's a borderline case since it does nothing if you don't discard a Treasure.) | ||
+ | * {{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 | + | === Can be played as a Reaction === |
− | + | * {{Set|Menagerie}}: {{Card|Black Cat}}, {{Card|Falconer}}, {{Card|Sheepdog}} | |
− | + | ||
{{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 Village 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)
- Dominion: Throne Room, Vassal
- Alchemy: Golem
- Prosperity: King's Court
- Dark Ages: Band of Misfits, Cultist (can keep playing copies of itself), Procession
- Adventures: Disciple
- Empires: Crown, Overlord
- Nocturne: Conclave, Imp, Necromancer
- Promo: Avanto
Has a choice of effects, one of which gives +Action
- Intrigue: Courtier*, Ironworks, Nobles, Pawn
- Cornucopia: Trusty Steed
- Hinterlands: Spice Merchant
- Dark Ages: Squire
- Empires: Sacrifice
- Menagerie: Groom, Scrap, Village Green
Gives +Action is some other condition is met
- Intrigue: Conspirator, Diplomat*, Tribute
- Hinterlands: Crossroads, Stables (This one's a borderline case since it does nothing if you don't discard a Treasure.)
- Nocturne: Bard, Fool, Conclave, Sacred Grove, Tracker, 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.
- Renaissance: Recruiter, Sculptor
Can be played as a Reaction