Create 6 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
18×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
10×Throne RoomClick to veto Throne RoomChoose an Action card in your hand. Play it twice.
Cost: 4 Coins
IntrigueClick to exclude Intrigue: 20×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×CutpurseClick to veto Cutpurse+2 Coins
Each other player discards a Copper card (or reveals a hand with no Copper).
Cost: 4 Coins
Seaside Update PackClick to exclude Seaside Update Pack: 10×AstrolabeClick to veto Astrolabe1 Coin
Now and at the start of your next turn: +1 Coin, +1 Buy.
Cost: 3 Coins
ProsperityClick to exclude Prosperity: 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
HinterlandsClick to exclude Hinterlands: 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
Dark AgesClick to exclude Dark Ages: 15×Spoils3 Coins
When you play this, return it to the Spoils pile. (This is not in the Supply.)
Cost: 3 Coins
50×[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.]
10×ArmoryClick to veto ArmoryGain a card costing up to 4 Coins, putting it on top of your deck.
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×MarauderClick to veto MarauderGain a Spoils from the Spoils pile. Each other player gains a Ruins.
Cost: 4 Coins
EmpiresClick to exclude Empires: Event WeddingClick to veto Wedding+1 VP
Gain a Gold.
Cost: 4 Coins + 3 Debt
RenaissanceClick to exclude Renaissance: Artifact FlagWhen drawing your hand, +1 Card. 10×Flag BearerClick to veto Flag Bearer+2 Coins
When you gain or trash this, take the Flag.
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
Event DemandClick to veto DemandGain a Horse and a card costing up to 4 Coins, both onto your deck.
Cost: 5 Coins
10×SuppliesClick to veto Supplies1 Coin
When you play this, gain a Horse onto your deck.
Cost: 2 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
(Selecting anything above will remember which kingdom cards are currently selected. Click the button below to reset.)
Select new cards with these criteria
Requiring cards:
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.
Select up to / precisely 2 Event/Landmark/Project/Trait/Way cards.
Exclude / Include deprecated cards.
List cards alphabetically
Enable background colors