Create a deck for each player, comprising Estate1 VP
Cost: 2 Coins
and Haunted Mirror1 Coin
When you trash this, you may discard an Action card, to gain a Ghost from its pile.
Cost: 0 Coins
Copper1 Coin
Cost: 0 Coins
DiscipleYou may play an Action card from your hand twice. Gain a copy of it. When you discard this from play, you may exchange it for a Teacher. (This is not in the Supply)
Cost: 5 Coins
Fugitive+2 Cards
+1 Action

Discard a card. When you discard this from play, you may exchange it for a Disciple. (This is not in the Supply)
Cost: 4 Coins
Soldier+2 Coins
+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card. When you discard this from play, you may exchange it for a Fugitive. (This is not in the Supply)
Cost: 3 Coins
TeacherPut this on your Tavern mat. At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no token on (when you play a card from that pile you first get that bonus). (This is not in the Supply)
Cost: 6 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
GhostReveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice. (This is not in the Supply.)
Cost: 4 Coins
State Miserable / Twice Miserable-2 VP / -4 VP
Cost: 0 Coins
Horse+2 Cards
+1 Action

Return this to its pile. (This is not in the Supply.)
Cost: 0 Coins
[Hex][Shuffle together all of the Hex cards (12 cards), and set this Hex stack face-up, with only the topmost card visible.]
Event AdvanceClick to veto AdvanceYou may trash an Action card from your hand. If you do, gain an Action card costing up to 6 Coins.
Cost: 0 Coins
BeggarClick to veto BeggarGain 3 Coppers, putting them into your hand. When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck.
Cost: 2 Coins
CavalryClick to veto CavalryGain 2 Horses. When you gain this, +2 Cards, +1 Buy, and if it's not your Buy phase return to your Action phase.
Cost: 4 Coins
CemeteryClick to veto Cemetery2 VP
When you gain this, trash up to 4 cards from your hand.
Cost: 4 Coins
CounterfeitClick to veto Counterfeit1 Coin
+1 Buy

When you play this, you may play a Treasure from your hand twice. if you do, trash that Treasure.
Cost: 5 Coins
Fortune HunterClick to veto Fortune Hunter+2 Coins
Look at the top 3 cards of your deck. you may play a Treasure from them. Put the rest back in any order.
Cost: 4 Coins
MoatClick to veto Moat+2 Cards
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Cost: 2 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. PeasantClick to veto Peasant+1 Buy
+1 Coin

When you discard this from play, you may exchange it for a Soldier.
Cost: 2 Coins
ShamanClick to veto Shaman+1 Action
+1 Coin

You may trash a card from your hand. In games using this, at the start of your turn, gain a card from the trash costing up to 6 Coins.
Cost: 2 Coins
SkulkClick to veto Skulk+1 Buy
Each other player receives the next Hex. When you gain this, gain a Gold.
Cost: 4 Coins
WerewolfClick to veto WerewolfIf it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.
Cost: 5 Coins
DominionClick to exclude Dominion Dark AgesClick to exclude Dark Ages AdventuresClick to exclude Adventures EmpiresClick to exclude Empires NocturneClick to exclude Nocturne MenagerieClick to exclude Menagerie PlunderClick to exclude Plunder
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