Create 2 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: 10×StashClick to veto Stash2 Coins
When you shuffle, you may put this anywhere in your deck.
Cost: 5 Coins
DominionClick to exclude Dominion: 10×Curse-1 VP
Cost: 0 Coins
Estate1 VP
Cost: 2 Coins
Duchy3 VP
Cost: 5 Coins
Province6 VP
Cost: 8 Coins
46×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
10×MoneylenderClick to veto MoneylenderTrash a Copper from your hand. If you do, +3 coins.
Cost: 4 Coins
IntrigueClick to exclude Intrigue: HaremClick to veto Harem2 Coins
2 VP

Cost: 6 Coins
10×Wishing WellClick to veto Wishing Well+1 Card
+1 Action

Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
Cost: 3 Coins
Seaside Update PackClick to exclude Seaside Update Pack: 10×Tide PoolsClick to veto Tide Pools+3 Cards
+1 Action

At the start of your next turn, discard 2 cards.
Cost: 4 Coins
CornucopiaClick to exclude Cornucopia: 10×MenagerieClick to veto Menagerie+1 Action
Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Cost: 3 Coins
HinterlandsClick to exclude Hinterlands: 10×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
MenagerieClick to exclude Menagerie: 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
10×KilnClick to veto Kiln+2 Coins
The next time you play a card this turn, you may first gain a copy of it.
Cost: 5 Coins
AlliesClick to exclude Allies: 10×EmissaryClick to veto Emissary+3 Cards
If this made you shuffle (at least one card), +1 Action and +2 Favors.
Cost: 5 Coins
Ally Architects' GuildClick to veto Architects' GuildWhen you gain a card, you may spend 2 Favors to gain a cheaper non-Victory card.
Cost: 0 Coins
Other components these cards require:
The game is over when the Province supply is empty, or any three supplies are empty.
Players: 2 3 4 5 6 whatever
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