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:
DominionClick to exclude Dominion: 30×Curse-1 VP
Cost: 0 Coins
Estate1 VP
Cost: 2 Coins
12×Duchy3 VP
Cost: 5 Coins
12×Province6 VP
Cost: 8 Coins
25×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
IntrigueClick to exclude Intrigue: 10×Curse-1 VP
Cost: 0 Coins
Estate1 VP
Cost: 2 Coins
Province6 VP
Cost: 8 Coins
60×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
SeasideClick to exclude Seaside: 10×ExplorerClick to veto ExplorerYou may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Cost: 5 Coins
10×LighthouseClick to veto Lighthouse+1 Action
Now and at the start of your next turn: +1 Coin. While this is in play, when another player plays an Attack card, it doesn't affect you.
Cost: 2 Coins
ProsperityClick to exclude Prosperity: 12×Colony10 VP
Cost: 11 Coins
12×Platinum5 Coins
Cost: 9 Coins
10×Counting HouseClick to veto Counting HouseLook through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
Cost: 5 Coins
10×MonumentClick to veto Monument+2 Coins
+1 VP

Cost: 4 Coins
10×PeddlerClick to veto Peddler+1 Card
+1 Action
+1 Coin

During your Buy phase, this card costs 2 coins less per Action card you have in play, but not less than 0 coins.
Cost: 8 Coins
AdventuresClick to exclude Adventures: 10×Lost CityClick to veto Lost City+2 Cards
+2 Actions

When you gain this, each other player draws a card.
Cost: 5 Coins
10×MagpieClick to veto Magpie+1 Card
+1 Action

Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.
Cost: 4 Coins
EmpiresClick to exclude Empires: Landmark FountainClick to veto FountainWhen scoring, 15 VP if you have at least 10 Coppers.
RenaissanceClick to exclude Renaissance: 10×Old WitchClick to veto Old Witch+3 Cards
Each other player gains a Curse and may trash a Curse from their hand.
Cost: 5 Coins
MenagerieClick to exclude Menagerie: 10×CovenClick to veto Coven+1 Action
+2 Coins

Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
Cost: 5 Coins
10×GatekeeperClick to veto GatekeeperAt the start of your next turn, +3 Coins. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.
Cost: 5 Coins
Way of the MonkeyClick to veto Way of the Monkey+1 Buy
+1 Coin

Cost: 0 Coins
Other components these cards require:
The game is over when the Province supply or the Colony supply is empty, or any four supplies are empty.
Players: 2 3 4 5 6 whatever
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Click on a set name to exclude it. Click on a card to veto it. Excluded sets and vetoed cards are listed just above here; click on them to include them again.
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