Conditional non-terminal
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* {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}, {{Card|Sacrifice}} | * {{Set|Empires}}: {{Card|Crown}}, {{Card|Overlord}}, {{Card|Sacrifice}} | ||
* {{Set|Nocturne}}: {{Card|Bard}}, {{Card|Conclave}}, {{Card|Fool}}, {{Card|Imp}}, {{Card|Necromancer}}, {{Card|Sacred Grove}}, {{Card|Tracker}}, {{Card|Werewolf}} | * {{Set|Nocturne}}: {{Card|Bard}}, {{Card|Conclave}}, {{Card|Fool}}, {{Card|Imp}}, {{Card|Necromancer}}, {{Card|Sacred Grove}}, {{Card|Tracker}}, {{Card|Werewolf}} | ||
− | 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}}, {{Card|Groom}}, {{Card|Scrap}}, {{Card|Sheepdog}}, {{Card|Village Green}} | * {{Set|Menagerie}}: {{Card|Black Cat}}, {{Card|Falconer}}, {{Card|Groom}}, {{Card|Scrap}}, {{Card|Sheepdog}}, {{Card|Village Green}} | ||
− | {{Card|Snowy Village}} makes all your Actions terminal for the rest of the turn, including other copies of itself. | + | ** {{Card|Snowy Village}} makes all your Actions terminal for the rest of the turn, including other copies of itself. |
* {{Set|Promo}}: {{Card|Avanto}} | * {{Set|Promo}}: {{Card|Avanto}} | ||
{{Navbox card categories}} | {{Navbox card categories}} | ||
[[Category:Terminality]] | [[Category:Terminality]] |
Revision as of 02:56, 8 March 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.
Examples
Cards in italics have been removed. Cards with an asterisk (*) were added in the second edition.
- Dominion: Throne Room, Vassal
- Intrigue: Conspirator, Courtier*, Diplomat*, Ironworks, Nobles, Pawn, Tribute
- Alchemy: Golem
- Prosperity: King's Court
- Cornucopia: Trusty Steed
- Hinterlands: Crossroads, Spice Merchant, Stables (This one's a borderline case since it does nothing if you don't discard a Treasure.)
- Dark Ages: Band of Misfits, Cultist, Procession, Squire
- Adventures: Disciple
- Empires: Crown, Overlord, Sacrifice
- Nocturne: Bard, Conclave, Fool, Imp, Necromancer, Sacred Grove, Tracker, Werewolf
- The cards that give Boons are particularly risky since their non-terminality is based almost entirely on luck.
- Renaissance: Recruiter, Sculptor
- Menagerie: Black Cat, Falconer, Groom, Scrap, Sheepdog, Village Green
- Snowy Village makes all your Actions terminal for the rest of the turn, including other copies of itself.
- Promo: Avanto