DominionClick to exclude Dominion: WorkshopClick to veto WorkshopGain a card costing up to 4.
Cost: 3 Coins
AlchemyClick to exclude Alchemy: Potion
Cost: 4 Coins
FamiliarClick to veto Familiar+1 Card
+1 Action

Each other player gains a Curse.
Cost: 3 Coins + 1 Potion
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
GuildsClick to exclude Guilds: Candlestick MakerClick to veto Candlestick Maker+1 Action
+1 Buy
+1 Coffer

Cost: 2 Coins
EmpiresClick to exclude Empires: VillaClick to veto Villa+2 Actions
+1 Buy
+1 Coin

When you gain this, put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase.
Cost: 4 Coins
RenaissanceClick to exclude Renaissance: Artifact KeyAt the start of your turn, +1 Coin. Project GuildhallClick to veto GuildhallWhen you gain a Treasure, +1 Coffers.
Cost: 5 Coins
LackeysClick to veto Lackeys+2 Cards
When you gain this, +2 Villagers.
Cost: 2 Coins
TreasurerClick to veto Treasurer+3 Coins
Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.
Cost: 5 Coins
PlunderClick to exclude Plunder: Fortune HunterClick to veto Fortune Hunter+2 Coins
Look at the top 3 cards of your deck. you may play a Treasure from them. Put the rest back in any order.
Cost: 4 Coins
MapmakerClick to veto MapmakerLook at the top 4 cards of your deck. Put 2 into your hand and discard the rest. When any player gains a Victory card, you may play this from your hand.
Cost: 4 Coins
Mining RoadClick to veto Mining Road+1 Action
+1 Buy
+2 Coins

Once this turn, when you gain a Treasure, you may play it.
Cost: 5 Coins
Event PrepareClick to veto PrepareSet aside your hand face up. At the start of your next turn, play those Actions and Treasures in any order, then discard the rest.
Cost: 3 Coins
Other components these cards require:
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