Seaside Update PackClick to exclude Seaside Update Pack: PirateClick to veto PirateAt the start of your next turn, gain a Treasure costing up to 6 Coins to your hand. When any player gains a Treasure, you may play this from your hand.
Cost: 5 Coins
Hinterlands Update PackClick to exclude Hinterlands Update Pack: SoukClick to veto Souk+1 Buy
+7 Coins

-1 Coin per card in your hand (you can't go below  0 Coins). When you gain this, trash up to 2 cards from your hand.
Cost: 5 Coins
AdventuresClick to exclude Adventures: Lost CityClick to veto Lost City+2 Cards
+2 Actions

When you gain this, each other player draws a card.
Cost: 5 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
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
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
[Boon][Shuffle together all of the Boon cards (12 cards), and set this Boon stack face-up, with only the topmost card visible.]
ChangelingClick to veto ChangelingTrash this. Gain a copy of a card you have in play. In games using this, when you gain a card costing 3 Coins or more, you may exchange it for a Changeling.
Cost: 3 Coins
DruidClick to veto Druid+1 Buy
Receive one of the set-aside Boons (leaving it there). Setup: Set aside the top 3 Boons face up.
Cost: 2 Coins
ExorcistClick to veto ExorcistTrash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles.
Cost: 4 Coins
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
RenaissanceClick to exclude Renaissance: Project AcademyClick to veto AcademyWhen you gain an Action card, +1 Villager.
Cost: 5 Coins
VillainClick to veto Villain+2 Coffers
Each other player with 5 or more cards in hand discards one costing 2 Coins or more (or reveals they can't).
Cost: 5 Coins
MenagerieClick to exclude Menagerie: Way of the OwlClick to veto Way of the OwlDraw until you have 6 cards in hand.
Cost: 0 Coins
AlliesClick to exclude Allies: GalleriaClick to veto Galleria+3 Coins
This turn, when you gain a card costing 3 Coins or 4 Coins, +1 Buy.
Cost: 5 Coins
Merchant CampClick to veto Merchant Camp+2 Actions
+1 Coin

When you discard this from play, you may put it onto your deck.
Cost: 3 Coins
Other components these cards require:
Players: 2 3 4 5 6 whatever
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