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:
promosClick to exclude promos: Event SummonClick to veto SummonGain an Action card costing up to 4 Coins. Set it aside. If you do, then at the start of your next turn, play it.
Cost: 5 Coins
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
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
Intrigue Update PackClick to exclude Intrigue Update Pack: 12×MillClick to veto Mill1 VP
+1 Card
+1 Action

You may discard 2 cards, for +$2.
Cost: 4 Coins
AlchemyClick to exclude Alchemy: 16×Potion
Cost: 4 Coins
10×Scrying PoolClick to veto Scrying Pool+1 Action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action. Put all of your revealed cards into your hand.
Cost: 2 Coins + 1 Potion
ProsperityClick to exclude Prosperity: 10×WatchtowerClick to veto WatchtowerDraw until you have 6 cards in your hand. When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Cost: 3 Coins
CornucopiaClick to exclude Cornucopia: 10×Hunting PartyClick to veto Hunting Party+1 Card
+1 Action

Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. Put it into your hand and discard the rest.
Cost: 5 Coins
HinterlandsClick to exclude Hinterlands: 10×Fool's GoldClick to veto Fool's GoldIf this is the first time you played a Fool's Gold this turn, this is worth 1 Coin, otherwise it's worth 4 Coins. When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.
Cost: 2 Coins
Hinterlands Update PackClick to exclude Hinterlands Update Pack: 10×Guard DogClick to veto Guard Dog+2 Cards
If you have 5 or fewer cards in hand, +2 Cards. When another player plays an Attack, you may first play this from your hand.
Cost: 3 Coins
Dark AgesClick to exclude Dark Ages: 10×Hunting GroundsClick to veto Hunting Grounds+4 Cards
When you trash this, gain a Duchy or 3 Estates.
Cost: 6 Coins
10×Poor HouseClick to veto Poor House+4 Coins
Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.
Cost: 1 Coin
GuildsClick to exclude Guilds: 10×TaxmanClick to veto TaxmanYou may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.
Cost: 4 Coins
RenaissanceClick to exclude Renaissance: Artifact KeyAt the start of your turn, +1 Coin. 10×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
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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