Conditional non-terminal

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(Can be played as a Reaction)
(Completed list.)
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* {{Set|Adventures}}: {{Card|Disciple}}
 
* {{Set|Adventures}}: {{Card|Disciple}}
 
* {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}
 
* {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}
* {{Set|Nocturne}}: {{Card|Conclave}}, {{Card|Imp}}, {{Card|Necromancer}}
+
* {{Set|Nocturne}}: {{Card|Conclave}} (can also sometimes be non-terminal when playing a terminal Action), {{Card|Imp}}, {{Card|Necromancer}}
 
* {{Set|Allies}}: {{Card|Courier}}, {{Card|Royal Galley}}, {{Card|Elder}}, {{Card|Specialist}}
 
* {{Set|Allies}}: {{Card|Courier}}, {{Card|Royal Galley}}, {{Card|Elder}}, {{Card|Specialist}}
* [[Promo]]: {{Card|Avanto}}
+
* [[Promo]]: {{Card|Avanto}}, {{Card|Captain}}
  
 
=== Has a choice of effects, one of which gives +Action ===
 
=== Has a choice of effects, one of which gives +Action ===
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* {{Set|Intrigue}}: {{Card|Conspirator}}, {{Card|Diplomat}}*, ''{{Card|Tribute}}''
 
* {{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|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}}
+
* {{Set|Nocturne}}: {{Card|Bard}}, {{Card|Fool}}, {{Card|Sacred Grove}}, {{Card|Tracker}}
 
** 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.
 
** {{card|Werewolf}} never gives +Action, but doesn't use up your [[terminal space]] if played during the [[Night]] phase.  
 
** {{card|Werewolf}} never gives +Action, but doesn't use up your [[terminal space]] if played during the [[Night]] phase.  
 +
** {{Card|Conclave}} which also has an effect that can play a non-terminal Action.
 
* {{Set|Renaissance}}: {{Card|Recruiter}}, {{Card|Sculptor}}
 
* {{Set|Renaissance}}: {{Card|Recruiter}}, {{Card|Sculptor}}
 
* {{Set|Allies}}: {{card|Carpenter}}, {{card|Emissary}}
 
* {{Set|Allies}}: {{card|Carpenter}}, {{card|Emissary}}

Revision as of 08:16, 11 July 2022

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

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.

Cards in italics have been removed. Cards with an asterisk (*) were added in the second edition.

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

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

Gives +Action if 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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