Create a deck for each player, comprising Necropolis+2 Actions
Cost: 1 Coin
, Overgrown EstateWhen you trash this, +1 Card.
Cost: 1 Coin
, HovelWhen you buy a Victory card, you may trash this from your hand.
Cost: 1 Coin
, and Copper1 Coin
Cost: 0 Coins
. In addition to those, set up the following supply piles:
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
Horse+2 Cards
+1 Action

Return this to its pile. (This is not in the Supply.)
Cost: 0 Coins
[Hex][Shuffle together all of the Hex cards (12 cards), and set this Hex stack face-up, with only the topmost card visible.]
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
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
ContractClick to veto Contract2 Coins
+1 Favor

You may set aside an Action from your hand to play it at the start of your next turn.
Cost: 5 Coins
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
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
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
ShamanClick to veto Shaman+1 Action
+1 Coin

You may trash a card from your hand. In games using this, at the start of your turn, gain a card from the trash costing up to 6 Coins.
Cost: 2 Coins
SkulkClick to veto Skulk+1 Buy
Each other player receives the next Hex. When you gain this, gain a Gold.
Cost: 4 Coins
StablesClick to veto StablesYou may discard a Treasure. If you do, +3 Cards and +1 Action.
Cost: 5 Coins
WerewolfClick to veto WerewolfIf it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.
Cost: 5 Coins
Ally Trappers' LodgeClick to veto Trappers' LodgeWhen you gain a card, you may spend a Favor to put it onto your deck.
Cost: 0 Coins
DominionClick to exclude Dominion HinterlandsClick to exclude Hinterlands Dark AgesClick to exclude Dark Ages NocturneClick to exclude Nocturne MenagerieClick to exclude Menagerie AlliesClick to exclude Allies PlunderClick to exclude Plunder
Other components these cards require:
Players: 2 3 4 5 6 whatever
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