Create 4 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
12×Estate1 VP
Cost: 2 Coins
12×Duchy3 VP
Cost: 5 Coins
12×Province6 VP
Cost: 8 Coins
32×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
IntrigueClick to exclude Intrigue: 10×MasqueradeClick to veto Masquerade+2 Cards
Each player passes a card in their hand to the player on their left. You may trash a card from your hand.
Cost: 3 Coins
10×Shanty TownClick to veto Shanty Town+2 Actions
Reveal your hand. If you have no Action cards in hand, +2 Cards.
Cost: 3 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
AlchemyClick to exclude Alchemy: 16×Potion
Cost: 4 Coins
10×TransmuteClick to veto TransmuteTrash a card from your hand. If it is an... Action card, gain a Duchy; Treasure card, gain a Transmute; Victory card, gain a Gold
Cost: 1 Potion
ProsperityClick to exclude Prosperity: 10×BishopClick to veto Bishop+1 Coin
+1 VP

Trash a card from your hand. +VP tokens equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.
Cost: 4 Coins
CornucopiaClick to exclude Cornucopia: 10×Farming VillageClick to veto Farming Village+2 Actions
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Cost: 4 Coins
HinterlandsClick to exclude Hinterlands: 10×HighwayClick to veto Highway+1 Card
+1 Action

While this is in play, cards cost 1 Coin less, but not less than 0 Coins.
Cost: 5 Coins
AdventuresClick to exclude Adventures: 10×Caravan GuardClick to veto Caravan Guard+1 Card
+1 Action

At the start of your next turn, +1 Coin. When another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)
Cost: 3 Coins
Event SaveClick to veto Save+1 Buy
Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).
Cost: 1 Coin
EmpiresClick to exclude Empires: 10×ArchiveClick to veto Archive+1 Action
Set aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.
Cost: 5 Coins
MenagerieClick to exclude Menagerie: Event PursueClick to veto Pursue+1 Buy
Name a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.
Cost: 2 Coins
PlunderClick to exclude Plunder: 10×AbundanceClick to veto AbundanceThe next time you gain an Action card: +1 Buy and +3 Coins.
Cost: 4 Coins
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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