Create 5 decks, each with Estate1 VP
Cost: 2 Coins
and Copper1 Coin
Cost: 0 Coins
. In addition to those, set up the following supply piles:
30×Curse-1 VP
Cost: 0 Coins
10×Curse-1 VP
Cost: 0 Coins
DiscipleYou may play an Action card from your hand twice. Gain a copy of it. When you discard this from play, you may exchange it for a Teacher. (This is not in the Supply)
Cost: 5 Coins
Fugitive+2 Cards
+1 Action

Discard a card. When you discard this from play, you may exchange it for a Disciple. (This is not in the Supply)
Cost: 4 Coins
Soldier+2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card. When you discard this from play, you may exchange it for a Fugitive. (This is not in the Supply)
Cost: 3 Coins
TeacherPut this on your Tavern mat. At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no token on (when you play a card from that pile you first get that bonus). (This is not in the Supply)
Cost: 6 Coins
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
State Miserable / Twice Miserable-2 VP / -4 VP
Cost: 0 Coins
30×Horse+2 Cards
+1 Action

Return this to its pile. (This is not in the Supply.)
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.]
Estate1 VP
Cost: 2 Coins
Estate1 VP
Cost: 2 Coins
12×Duchy3 VP
Cost: 5 Coins
12×Province6 VP
Cost: 8 Coins
Province6 VP
Cost: 8 Coins
25×Copper1 Coin
Cost: 0 Coins
60×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
30×Gold3 Coins
Cost: 6 Coins
Event BargainClick to veto BargainGain a non-Victory card costing up to 5 Coins. Each other player gains a Horse.
Cost: 4 Coins
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
10×CavalryClick to veto CavalryGain 2 Horses. When you gain this, +2 Cards, +1 Buy, and if it's not your Buy phase return to your Action phase.
Cost: 4 Coins
10×CounterfeitClick to veto Counterfeit1 Coin
+1 Buy

When you play this, you may play a Treasure from your hand twice. if you do, trash that Treasure.
Cost: 5 Coins
10×CrossroadsClick to veto CrossroadsReveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.
Cost: 2 Coins
10×MoatClick to veto Moat+2 Cards
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Cost: 2 Coins
10×PeasantClick to veto Peasant+1 Buy
+1 Coin

When you discard this from play, you may exchange it for a Soldier.
Cost: 2 Coins
10×ResearchClick to veto Research+1 Action
Trash a card from your hand. Per 1 Coin it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
Cost: 4 Coins
10×SkulkClick to veto Skulk+1 Buy
Each other player receives the next Hex. When you gain this, gain a Gold.
Cost: 4 Coins
10×StewardClick to veto StewardChoose one: +2 Cards; or +2 coins; or trash 2 cards from your hand.
Cost: 3 Coins
10×WerewolfClick to veto WerewolfIf it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.
Cost: 5 Coins
DominionClick to exclude Dominion IntrigueClick to exclude Intrigue HinterlandsClick to exclude Hinterlands Dark AgesClick to exclude Dark Ages AdventuresClick to exclude Adventures NocturneClick to exclude Nocturne RenaissanceClick to exclude Renaissance MenagerieClick to exclude Menagerie
Other components these cards require:
The game is over when the Province supply is empty, or any four supplies are empty.
Players: 2 3 4 5 6 whatever
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