promosClick to exclude promos: StashClick to veto Stash2 Coins
When you shuffle, you may put this anywhere in your deck.
Cost: 5 Coins
DominionClick to exclude Dominion: MoneylenderClick to veto MoneylenderTrash a Copper from your hand. If you do, +3 coins.
Cost: 4 Coins
IntrigueClick to exclude Intrigue: HaremClick to veto Harem2 Coins
2 VP

Cost: 6 Coins
Wishing WellClick to veto Wishing Well+1 Card
+1 Action

Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
Cost: 3 Coins
Seaside Update PackClick to exclude Seaside Update Pack: Sea WitchClick to veto Sea Witch+2 Cards
Each other player gains a Curse. At the start of your next turn, +2 Cards, then discard 2 cards.
Cost: 5 Coins
HinterlandsClick to exclude Hinterlands: TraderClick to veto TraderTrash a card from your hand. Gain a number of Slivers equal to its cost in coins. When you would gain a card, you may reveal this from your hand. If you do, instead gain a Silver.
Cost: 4 Coins
Dark AgesClick to exclude Dark Ages: [Ruins][Shuffle together all 5 types of Ruins cards (50 cards), then blindly take the appropriate number, and set this Ruins stack face up, with only the topmost card visible.]
CultistClick to veto Cultist+2 Cards
Each other player gains a Ruins. You may play a Cultist from your hand. When you trash this, +3 Cards.
Cost: 5 Coins
AdventuresClick to exclude Adventures: Event TrainingClick to veto TrainingMove your +1 Coin token to an Action Supply pile (when you play a card from that pile, you first get +1 Coin).
Cost: 6 Coins
EmpiresClick to exclude Empires: Event AnnexClick to veto AnnexLook through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.
Cost: 8 Debt
GroundskeeperClick to veto Groundskeeper+1 Card
+1 Action

While this is in play, when you gain a Victory card, +1 VP Token.
Cost: 5 Coins
NocturneClick to exclude Nocturne: 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
AlliesClick to exclude Allies: ImporterClick to veto ImporterAt the start of your next turn, gain a card costing up to 5 Coins. Setup: Each player gets +4 Favors.
Cost: 3 Coins
Ally Architects' GuildClick to veto Architects' GuildWhen you gain a card, you may spend 2 Favors to gain a cheaper non-Victory card.
Cost: 0 Coins
Other components these cards require:
Players: 2 3 4 5 6 whatever
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