Intrigue Update PackClick to exclude Intrigue Update Pack: LurkerClick to veto Lurker+1 Action
Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.
Cost: 2 Coins
SeasideClick to exclude Seaside: WharfClick to veto Wharf+2 Cards
+1 Buy

At the start of your next turn: +2 Cards, +1 Buy
Cost: 5 Coins
ProsperityClick to exclude Prosperity: MountebankClick to veto Mountebank+2 Coins
Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.
Cost: 5 Coins
TalismanClick to veto Talisman1 Coin
While this is in play, when you buy a card costing 4 coins or less that is not a Victory card, gain a copy of it.
Cost: 4 Coins
Prosperity Update PackClick to exclude Prosperity Update Pack: AnvilClick to veto Anvil1 Coin
You may discard a Treasure to gain a card costing up to 4 Coins.
Cost: 3 Coins
HinterlandsClick to exclude Hinterlands: Border VillageClick to veto Border Village+1 Card
+2 Actions

When you gain this, gain a card costing less than this.
Cost: 6 Coins
Dark AgesClick to exclude Dark Ages: CountClick to veto CountChoose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper. Choose one: +3 Coins; or trash your hand; or gain a Duchy.
Cost: 5 Coins
EmpiresClick to exclude Empires: Chariot RaceClick to veto Chariot Race+1 Action
Reveal the top card of your deck and put it into your hand. The player to your left reveals the top card of their deck. If your card costs more, +1 Coin and +1 VP Token.
Cost: 3 Coins
NocturneClick to exclude Nocturne: 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
MenagerieClick to exclude Menagerie: Event AllianceClick to veto AllianceGain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.
Cost: 10 Coins
Event EnhanceClick to veto EnhanceYou may trash a non-Victory card from your hand, to gain a card costing up to 2 Coins more than it.
Cost: 3 Coins
AlliesClick to exclude Allies: ContractClick to veto Contract2 Coins
+1 Favor

You may set aside an Action from your hand to play it at the start of your next turn.
Cost: 5 Coins
Ally Plateau ShepherdsClick to veto Plateau ShepherdsWhen scoring, pair up your Favors with cards you have costing 2 Coins, for 2 VP per pair.
Cost: 0 Coins
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