Create 3 decks, each with Estate1 VP
Cost: 2 Coins
and Copper1 Coin
Cost: 0 Coins
. In addition to those, set up the following supply piles:
20×Curse-1 VP
Cost: 0 Coins
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
13×Imp+2 Cards
You may play an Action card fromyour hand that you don't have a copy of in play. (This is not in the Supply.)
Cost: 2 Coins
State Miserable / Twice Miserable-2 VP / -4 VP
Cost: 0 Coins
12×[Hex][Shuffle together all of the Hex cards (12 cards), and set this Hex stack face-up, with only the topmost card visible.]
12×Estate1 VP
Cost: 2 Coins
12×Duchy3 VP
Cost: 5 Coins
12×Province6 VP
Cost: 8 Coins
39×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
10×Cargo ShipClick to veto Cargo Ship+2 Coins
Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.
Cost: 3 Coins
10×ExpandClick to veto ExpandTrash a card from your hand. Gain a card costing up to 3 coins more than the trashed card.
Cost: 7 Coins
Trait FawningClick to veto FawningWhen you gain a Province, gain a Fawning card. 10×GiantClick to veto GiantTurn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs from 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.
Cost: 5 Coins
10×HavenClick to veto Haven+1 Card
+1 Action

Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Cost: 2 Coins
10×LighthouseClick to veto Lighthouse+1 Action
Now and at the start of your next turn: +1 Coin. While this is in play, when another player plays an Attack card, it doesn't affect you.
Cost: 2 Coins
10×OasisClick to veto Oasis+1 Card
+1 Action
+1 Coin

Discard a card.
Cost: 3 Coins
10×Royal CarriageClick to veto Royal Carriage+1 Action
Put this on your Tavern mat. Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.
Cost: 5 Coins
Event Scouting PartyClick to veto Scouting Party+1 Buy
Look at the top 5 cards of your deck. Discard 3 of them and put the rest back on top of your deck in any order.
Cost: 2 Coins
10×TormentorClick to veto Tormentor+2 Coins
If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.
Cost: 5 Coins
10×TransmogrifyClick to veto Transmogrify+1 Action
Put this on your Tavern mat. At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.
Cost: 4 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
DominionClick to exclude Dominion IntrigueClick to exclude Intrigue SeasideClick to exclude Seaside ProsperityClick to exclude Prosperity HinterlandsClick to exclude Hinterlands AdventuresClick to exclude Adventures NocturneClick to exclude Nocturne RenaissanceClick to exclude Renaissance PlunderClick to exclude Plunder
Other components these cards require:
The game is over when the Province supply or the Colony supply is empty, or any three supplies are empty.
Players: 2 3 4 5 6 whatever
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