Conditional non-terminal
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.
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, Cultist (can keep playing copies of itself), Procession
- Adventures: Disciple
- Empires: Crown, Overlord
- Nocturne: Conclave, Imp, Necromancer
- Allies: Courier, Royal Galley, Elder, Specialist
- 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
- 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, 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
- Allies: Emissary
Can be played as a Reaction