DominionClick to exclude Dominion: SmithyClick to veto Smithy+3 Cards
Cost: 4 Coins
IntrigueClick to exclude Intrigue: IronworksClick to veto IronworksGain a card costing up to 4. If it is an... Action card, +1 Action; Treasure card, +1 coin; Victory card, +1 Card.
Cost: 4 Coins
AlchemyClick to exclude Alchemy: HerbalistClick to veto Herbalist+1 Buy
+1 Coin

When you discard this from play, you may put one of your Treasures from play on top of your deck.
Cost: 2 Coins
HinterlandsClick to exclude Hinterlands: OasisClick to veto Oasis+1 Card
+1 Action
+1 Coin

Discard a card.
Cost: 3 Coins
Hinterlands Update PackClick to exclude Hinterlands Update Pack: TrailClick to veto Trail+1 Card
+1 Action

When you gain, trash, or discard this, other than in Clean-up, you may play it.
Cost: 4 Coins
EmpiresClick to exclude Empires: Landmark ArenaClick to veto ArenaAt the start of your Buy phase, you may discard an Action card. If you do, take 2 VP Tokens from here. Setup: Put 6 VP Tokens here per player.
NocturneClick to exclude Nocturne: State Envious / DeludedAt the start of your Buy phase, return this, and Silver and Gold make 1 Coin this turn. / At the start of your Buy phase, return this, and you can't buy Actions this turn.
Cost: 0 Coins
State Miserable / Twice Miserable-2 VP / -4 VP
Cost: 0 Coins
[Hex][Shuffle together all of the Hex cards (12 cards), and set this Hex stack face-up, with only the topmost card visible.]
GuardianClick to veto GuardianUntil your next turn, when another player plays an Attack card, it doesn't affect you. At the start of your next turn, +1 Coin. This is gained to your hand (instead of your discard pile).
Cost: 2 Coins
WerewolfClick to veto WerewolfIf it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.
Cost: 5 Coins
RenaissanceClick to exclude Renaissance: RecruiterClick to veto Recruiter+2 Cards
Trash a card from your hand. +1 Villager per 1 Coin it costs.
Cost: 5 Coins
MenagerieClick to exclude Menagerie: GatekeeperClick to veto GatekeeperAt the start of your next turn, +3 Coins. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.
Cost: 5 Coins
AlliesClick to exclude Allies: SpecialistClick to veto SpecialistYou may play an Action or Treasure from your hand. Choose one: Play it again; or gain a copy of it.
Cost: 5 Coins
Other components these cards require:
Players: 2 3 4 5 6 whatever
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