Dominion Update PackClick to exclude Dominion Update Pack: MerchantClick to veto Merchant+1 Card
+1 Action

The first time you play a Silver this turn, +1 Coin.
Cost: 3 Coins
IntrigueClick to exclude Intrigue: 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
CornucopiaClick to exclude Cornucopia: Hunting PartyClick to veto Hunting Party+1 Card
+1 Action

Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. Put it into your hand and discard the rest.
Cost: 5 Coins
HinterlandsClick to exclude Hinterlands: 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
Hinterlands Update PackClick to exclude Hinterlands Update Pack: 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
GuildsClick to exclude Guilds: JourneymanClick to veto JourneymanName a card. Reveal the top 3 cards of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.
Cost: 5 Coins
StonemasonClick to veto StonemasonTrash a card from your hand. Gain 2 cards each costing less than it. When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
Cost: 2 Coins
AdventuresClick to exclude Adventures: Event FerryClick to veto FerryMove your -2 Coins cost token to an Action Supply pile (cards from that pile cost 2 Coins less on your turns, but not less than 0 Coins.
Cost: 3 Coins
EmpiresClick to exclude Empires: EngineerClick to veto EngineerGain a card costing up to 4 Coins. You may trash this. If you do, gain a card costing up to 4 Coins.
Cost: 4 Debt
AlliesClick to exclude Allies: 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: CrewClick to veto Crew+3 Cards
At the start of your next turn, put this onto your deck.
Cost: 5 Coins
Trait PatientClick to veto PatientAt the start of your Clean-up phase, you may set aside Patient cards from your hand to play them at the start of your next turn.
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