DominionClick to exclude Dominion: ChapelClick to veto ChapelTrash up to 4 cards from your hand.
Cost: 2 Coins
IntrigueClick to exclude Intrigue: ConspiratorClick to veto Conspirator+2 Coins
If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action.
Cost: 4 Coins
DukeClick to veto DukeWorth 1 VP per Duchy card in your deck.
Cost: 5 Coins
SeasideClick to exclude Seaside: IslandClick to veto Island2 VP
Set aside this and another card from your hand. Return them to your deck at the end of the game.
Cost: 4 Coins
WharfClick to veto Wharf+2 Cards
+1 Buy

At the start of your next turn: +2 Cards, +1 Buy
Cost: 5 Coins
Seaside Update PackClick to exclude Seaside Update Pack: BlockadeClick to veto BlockadeGain a card costing up to 4 Coins, setting it aside. At the start of your next turn, put it into your hand. While it's set aside, when another player gains a copy of it on their turn, they gain a Curse.
Cost: 4 Coins
ProsperityClick to exclude Prosperity: 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
Hinterlands Update PackClick to exclude Hinterlands Update Pack: NomadsClick to veto Nomads+1 Buy
+2 Coins

When you gain or trash this, +2 Coins.
Cost: 4 Coins
RenaissanceClick to exclude Renaissance: Silk MerchantClick to veto Silk Merchant+2 Cards
+1 Buy

When you gain or trash this, +1 Coffers and +1 Villager.
Cost: 4 Coins
Other components these cards require:
Players: 2 3 4 5 6 whatever
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