Intrigue Update PackClick to exclude Intrigue Update Pack: DiplomatClick to veto Diplomat+2 Cards
If you have 5 or fewer cards in hand (after drawing), +2 Actions. When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.
Cost: 4 Coins
Prosperity Update PackClick to exclude Prosperity Update Pack: ClerkClick to veto Clerk+2 Coins
Each other player with 5 or more cards in hand puts one onto their deck. At the start of your turn, you may play this from your hand.
Cost: 4 Coins
CollectionClick to veto Collection2 Coins
+1 Buy

This turn, when you gain an Action card, +1 VP,
Cost: 5 Coins
GuildsClick to exclude Guilds: ButcherClick to veto Butcher+2 Coffers
You may trash a card from your hand and then pay any number of Coin tokens. If you do, remove any number of tokens from your Coffers, and gain a card, costing up to the cost of the trashed card plus 1 Coin per token removed.
Cost: 5 Coins
AdventuresClick to exclude Adventures: DiscipleYou may play an Action card from your hand twice. Gain a copy of it. When you discard this from play, you may exchange it for a Teacher. (This is not in the Supply)
Cost: 5 Coins
Fugitive+2 Cards
+1 Action

Discard a card. When you discard this from play, you may exchange it for a Disciple. (This is not in the Supply)
Cost: 4 Coins
Soldier+2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card. When you discard this from play, you may exchange it for a Fugitive. (This is not in the Supply)
Cost: 3 Coins
TeacherPut this on your Tavern mat. At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no token on (when you play a card from that pile you first get that bonus). (This is not in the Supply)
Cost: 6 Coins
MagpieClick to veto Magpie+1 Card
+1 Action

Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.
Cost: 4 Coins
PeasantClick to veto Peasant+1 Buy
+1 Coin

When you discard this from play, you may exchange it for a Soldier.
Cost: 2 Coins
EmpiresClick to exclude Empires: LegionaryClick to veto Legionary+3 Coins
You may reveal a Gold from your hand. If you do, each other player discards down to 2 cards in hand, then draws a card.
Cost: 5 Coins
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.]
Faithful HoundClick to veto Faithful Hound+2 Cards
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Cost: 2 Coins
SkulkClick to veto Skulk+1 Buy
Each other player receives the next Hex. When you gain this, gain a Gold.
Cost: 4 Coins
RenaissanceClick to exclude Renaissance: SpicesClick to veto Spices2 Coins
+1 Buy

When you gain this, +2 Coffers.
Cost: 5 Coins
MenagerieClick to exclude Menagerie: Way of the CamelClick to veto Way of the CamelExile a Gold from the supply.
Cost: 0 Coins
Other components these cards require:
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