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
12×GardensClick to veto GardensWorth 1 VP for every 10 cards in your deck (rounded down).
Cost: 4 Coins
SeasideClick to exclude Seaside: 10×TacticianClick to veto TacticianDiscard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.
Cost: 5 Coins
AlchemyClick to exclude Alchemy: 16×Potion
Cost: 4 Coins
10×Philosopher's StoneClick to veto Philosopher's StoneWhen you play this, count your deck and discard pile. Worth 1 coin per 5 cards total between them (rounded down).
Cost: 3 Coins + 1 Potion
CornucopiaClick to exclude Cornucopia: 10×JesterClick to veto Jester+2 Coins
Each other player discards the top card of his deck. If it's a Victory card, he gains a Curse. Otherwise, either he gains a copy of hte discarded
Cost: 5 Coins
Dark AgesClick to exclude Dark Ages: 10×BeggarClick to veto BeggarGain 3 Coppers, putting them into your hand. When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck.
Cost: 2 Coins
GuildsClick to exclude Guilds: 10×StonemasonClick to veto StonemasonTrash a card from your hand. Gain 2 cards each costing less than it. When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
Cost: 2 Coins
AdventuresClick to exclude Adventures: 10×Royal CarriageClick to veto Royal Carriage+1 Action
Put this on your Tavern mat. Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.
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
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
State Miserable / Twice Miserable-2 VP / -4 VP
Cost: 0 Coins
12×[Hex][Shuffle together all of the Hex cards (12 cards), and set this Hex stack face-up, with only the topmost card visible.]
10×TormentorClick to veto Tormentor+2 Coins
If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.
Cost: 5 Coins
RenaissanceClick to exclude Renaissance: 10×Silk MerchantClick to veto Silk Merchant+2 Cards
+1 Buy

When you gain or trash this, +1 Coffers and +1 Villager.
Cost: 4 Coins
MenagerieClick to exclude Menagerie: 30×Horse+2 Cards
+1 Action

Return this to its pile. (This is not in the Supply.)
Cost: 0 Coins
10×Camel TrainClick to veto Camel TrainExile a non-Victory card from the Supply. When you gain this, Exile a Gold from the Supply.
Cost: 3 Coins
Event RideClick to veto RideGain a Horse.
Cost: 2 Coins
Event TransportClick to veto TransportChoose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.
Cost: 3 Coins
Other components these cards require:
The game is over when the Province supply is empty, or any three supplies are empty.
Players: 2 3 4 5 6 whatever
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