Conditional non-terminal
From DominionStrategy Wiki
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 |
[edit] Examples
Snowy Village is the inverse of this, making all your Actions terminal for the rest of the turn, including other copies of itself.
Cards in italics have been removed. Cards with an asterisk (*) were added in the second edition.
[edit] Plays another Action (which can be a non-Terminal)
- Dominion: Throne Room, Vassal*
- Alchemy: Golem
- Prosperity: King's Court
- Dark Ages: Band of Misfits, Procession
- Adventures: Disciple
- Empires: Crown, Overlord
- Nocturne: Conclave (can also sometimes be non-terminal when playing a terminal Action), Imp, Necromancer
- Allies: Courier, Royal Galley, Elder, Specialist
- Plunder: First Mate, Spell Scroll
- Promo: Avanto, Captain
[edit] 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
- Nocturne: Druid, in games in which The Field's Gift is one of its Boons
- Menagerie: Groom, Scrap, Village Green
- Allies: Town Crier, Blacksmith, Broker, Hill Fort, Town, Modify
[edit] Gives +Action if 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, Sacred Grove, Tracker
- The cards that give Boons are particularly risky since their non-terminality is based almost entirely on luck.
- Werewolf never gives +Action, but doesn't use up your terminal space if played during the Night phase.
- Conclave which also has an effect that can play a non-terminal Action.
- Renaissance: Recruiter, Sculptor
- Menagerie: Paddock
- Allies: Carpenter, Emissary
[edit] Can be played as a Reaction
- Seaside: Pirate*
- Prosperity: Clerk*
- Hinterlands: Guard Dog*, Weaver*
- Menagerie: Black Cat, Falconer, Sheepdog
- Plunder: Mapmaker, Stowaway
[edit] Gallery
[edit] Plays another Action (which can be a non-Terminal)
[edit] Has a choice of effects, one of which gives +Action
[edit] Gives +Action if some other condition is met
[edit] Can be played as a Reaction