Conditional non-terminal
From DominionStrategy Wiki
(Difference between revisions)
(→Can be played as a Reaction) |
(Completed list.) |
||
Line 12: | Line 12: | ||
* {{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 === | ||
Line 29: | Line 29: | ||
* {{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 | + | * {{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 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.
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
- Promo: Avanto, Captain
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
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
- Allies: Carpenter, Emissary
Can be played as a Reaction