Create 4 decks, each with Estate1 VP
Cost: 2 Coins
and Copper1 Coin
Cost: 0 Coins
. In addition to those, set up the following supply piles:
DominionClick to exclude Dominion: 30×Curse-1 VP
Cost: 0 Coins
12×Estate1 VP
Cost: 2 Coins
12×Duchy3 VP
Cost: 5 Coins
12×Province6 VP
Cost: 8 Coins
32×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
Dominion Update PackClick to exclude Dominion Update Pack: 10×SentryClick to veto Sentry+1 Card
+1 Action

Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back on top in any order.
Cost: 5 Coins
ProsperityClick to exclude Prosperity: 10×RabbleClick to veto Rabble+3 Cards
Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
Cost: 5 Coins
10×VaultClick to veto Vault+2 Cards
Discard any number of cards. +1 per card discarded. Each other player may discard 2 cards. If he does, he draws a card.
Cost: 5 Coins
CornucopiaClick to exclude Cornucopia: 10×HamletClick to veto Hamlet+1 Card
+1 Action

You may discard a card; if you do, +1 Action. You may discard a card; if you do, +1 Buy.
Cost: 2 Coins
HinterlandsClick to exclude Hinterlands: 10×TraderClick to veto TraderTrash a card from your hand. Gain a number of Slivers equal to its cost in coins. When you would gain a card, you may reveal this from your hand. If you do, instead gain a Silver.
Cost: 4 Coins
AdventuresClick to exclude Adventures: Event FerryClick to veto FerryMove your -2 Coins cost token to an Action Supply pile (cards from that pile cost 2 Coins less on your turns, but not less than 0 Coins.
Cost: 3 Coins
NocturneClick to exclude Nocturne: GhostReveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice. (This is not in the Supply.)
Cost: 4 Coins
13×Imp+2 Cards
You may play an Action card fromyour hand that you don't have a copy of in play. (This is not in the Supply.)
Cost: 2 Coins
12×Will-o'-Wisp+1 Card
+1 Action

Reveal the top card of your deck. If it costs 2 Coins or less, put it into your hand. (This is not in the Supply.)
Cost: 0 Coins
10×ExorcistClick to veto ExorcistTrash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles.
Cost: 4 Coins
RenaissanceClick to exclude Renaissance: Artifact HornOnce per turn, when you discard a Border Guard from play, you may put it onto your deck. Artifact LanternYour Border Guards reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.) 10×Border GuardClick to veto Border Guard+1 Action
Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.
Cost: 2 Coins
MenagerieClick to exclude Menagerie: 10×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: 10×ModifyClick to veto ModifyTrash a card from your hand. Choose one: +1 Card and +1 Action; or gain a card costing up to 2 Coins more than the trashed card.
Cost: 5 Coins
PlunderClick to exclude Plunder: 30×[Loot][Shuffle together all 15 types of Loot cards (30 cards), and set this Loot stack face down.]
10×Jewelled EggClick to veto Jewelled Egg1 Coin
+1 Buy

When you trash this, gain a Loot.
Cost: 2 Coins
Event PerilClick to veto PerilYou may trash an Action card from your hand to gain a Loot.
Cost: 2 Coins
Other components these cards require:
The game is over when the Province supply or the Colony supply is empty, or any three supplies are empty.
Players: 2 3 4 5 6 whatever
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