Create 5 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×Black MarketClick to veto Black Market+2 Coins
Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order. (Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)
Cost: 3 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
25×Copper1 Coin
Cost: 0 Coins
40×Silver2 Coins
Cost: 3 Coins
30×Gold3 Coins
Cost: 6 Coins
IntrigueClick to exclude Intrigue: 10×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: 10×LurkerClick to veto Lurker+1 Action
Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.
Cost: 2 Coins
ProsperityClick to exclude Prosperity: 10×Grand MarketClick to veto Grand Market+1 Card
+1 Action
+1 Buy
+2 Coins

You can't buy this if you have any Copper in play.
Cost: 6 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
GuildsClick to exclude Guilds: 10×BakerClick to veto Baker+1 Card
+1 Action
+1 Coffer

Setup: Each player gets +1 Coffers.
Cost: 5 Coins
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: 10×HideoutClick to veto Hideout+1 Card
+2 Actions

Trash a card from your hand. If it's a Victory card, gain a Curse.
Cost: 4 Coins
Project Road NetworkClick to veto Road NetworkWhen another player gains a Victory card, +1 Card.
Cost: 5 Coins
MenagerieClick to exclude Menagerie: 30×Horse+2 Cards
+1 Action

Return this to its pile. (This is not in the Supply.)
Cost: 0 Coins
10×HostelryClick to veto Hostelry+1 Card
+2 Actions

When you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.
Cost: 4 Coins
AlliesClick to exclude Allies: 10×HunterClick to veto Hunter+1 Action
Reveal the top 3 cards of your deck. From those cards, put an Action, a Treasure, and a Victory card into your hand. Discard the rest.
Cost: 5 Coins
PlunderClick to exclude Plunder: 30×[Loot][Shuffle together all 15 types of Loot cards (30 cards), and set this Loot stack face down.]
10×CrucibleClick to veto CrucibleTrash a card from your hand. +1 Coin per 1 Coin it costs.
Cost: 4 Coins
Trait CursedClick to veto CursedWhen you gain a Cursed card, gain a Loot and a Curse.
Other components these cards require:
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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