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: 10×CaptainClick to veto CaptainNow and at the start of your next turn: Play a non-Duration Action card from the Supply costing up to 4 [coin], leaving it there.
Cost: 6 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
10×Mining VillageClick to veto Mining Village+1 Card
+2 Actions

You may trash this card immediately. If you do, +2 coins
Cost: 4 Coins
SeasideClick to exclude Seaside: 10×LookoutClick to veto Lookout+1 Action
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
Cost: 3 Coins
10×WarehouseClick to veto Warehouse+3 Cards
+1 Action

Discard 3 cards.
Cost: 3 Coins
HinterlandsClick to exclude Hinterlands: 10×DevelopClick to veto DevelopTrash a card from your hand. Gain a card costing exactly 1 Coin more than it and a card costing exactly 1 Coin less than it, in either order, putting them on top of your deck.
Cost: 3 Coins
Hinterlands Update PackClick to exclude Hinterlands Update Pack: 10×Witch's HutClick to veto Witch's Hut+4 Cards
Discard 2 cards, revealed. If they’re both Actions, each other player gains a Curse
Cost: 5 Coins
AdventuresClick to exclude Adventures: 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
NocturneClick to exclude Nocturne: 10×GuardianClick to veto GuardianUntil your next turn, when another player plays an Attack card, it doesn't affect you. At the start of your next turn, +1 Coin. This is gained to your hand (instead of your discard pile).
Cost: 2 Coins
AlliesClick to exclude Allies: 10×ContractClick to veto Contract2 Coins
+1 Favor

You may set aside an Action from your hand to play it at the start of your next turn.
Cost: 5 Coins
Ally Market TownsClick to veto Market TownsAt the start of your Buy phase, you may spend a Favor to play an Action card from your hand. Repeat as desired.
Cost: 0 Coins
PlunderClick to exclude Plunder: 10×CrucibleClick to veto CrucibleTrash a card from your hand. +1 Coin per 1 Coin it costs.
Cost: 4 Coins
Other components these cards require:
The game is over when the Province supply is empty, or any four supplies are empty.
Players: 2 3 4 5 6 whatever
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