Dominion Kingdom Set

Special

  • Quest Adventures (Events)
  • Travelling Fair Adventures (Events)

Kingdom

  • Page Adventures
  • Scrying Pool Alchemy
  • Castles Empires
  • Exorcist Nocturne
  • Marauder Dark Ages
  • Shepherd Nocturne
  • Tournament Cornucopia
  • Young Witch Cornucopia
  • Knights Dark Ages
  • Fairgrounds Cornucopia

Bane

  • Peasant Adventures

Non-Supply

  • Bag of Gold Cornucopia
  • Diadem Cornucopia
  • Followers Cornucopia
  • Princess Cornucopia
  • Spoils Dark Ages
  • Trusty Steed Cornucopia
  • Will-o'-Wisp Nocturne
  • Imp Nocturne
  • Soldier Adventures
  • Treasure Hunter Adventures
  • Fugitive Adventures
  • Ghost Nocturne
  • Warrior Adventures
  • Disciple Adventures
  • Hero Adventures
  • Champion Adventures
  • Teacher Adventures

Ruins

  • Abandoned Mine Dark Ages
  • Ruined Library Dark Ages
  • Ruined Market Dark Ages
  • Ruined Village Dark Ages
  • Survivors Dark Ages

Shelters

  • Hovel Dark Ages
  • Necropolis Dark Ages
  • Overgrown Estate Dark Ages

Heirlooms

  • Pasture Nocturne

Basic

  • Curse Dominion
  • Estate Dominion
  • Duchy Dominion
  • Province Dominion
  • Colony Prosperity

Treasure

  • Copper Dominion
  • Silver Dominion
  • Potion Alchemy
  • Potion Alchemy
  • Potion Alchemy
  • Gold Dominion
  • Platinum Prosperity

Additional Setup

  • Bane

    Add the Bane card to the Kingdom.

  • Castles

    Sort the Castle cards by cost, putting the more expensive Castle cards on the bottom. For a two player game, use only 1 of each Castle. Only the top card of the pile can be gained or bought.

  • Spirit: Ghost

    Make a pile of the Ghost cards and set it aside. (These cards are not in the Supply.)

  • Spirit: Imp

    Make a pile of the Imp cards and set it aside. (These cards are not in the Supply.)

  • Knights

    Shuffle the Knights cards into a pile. Keep it face down except for the top card, which is the only one that can be bought or gained.

  • Page to Champion

    Set aside the Treasure Hunter, Warrior, Hero, and Champion cards. (These cards are not in the Supply.)

  • Peasant to Teacher

    Set aside the Soldier, Fugitive, Disciple, and Teacher cards. (These cards are not in the Supply.)

  • Prizes

    Make a pile of the Prize cards and set it aside. (These cards are not in the Supply.)

  • Ruins

    Shuffle the Ruins cards together and count 10 cards for each player beyond the first (10 for two players, 20 for three, etc.). Place those cards into a pile face-down, and turn the top card of the pile face-up. Return the rest of the Ruins cards to the box.

  • Shelters

    Replace the Estate cards in each player's starting deck with a Hovel, a Necropolis, and an Overgrown Estate.

  • Heirloom: Pasture

    Each player replaces a starting Copper from their deck with a Pasture.

  • Spoils

    Make a pile of the Spoils cards and set it aside. (These cards are not in the Supply.)

  • Spirit: Will-o'-Wisp

    Make a pile of the Will-o'-Wisp cards and set it aside. (These cards are not in the Supply.)

  • Colony

    In a two player game, start with 8 Colony cards in the Supply. For three or more players, start with 12 Colony cards.

  • Events

    You may use a buy to gain the effect of an Event. (Events are not in the Supply and are not "cards.")

  • Platinum

    Start with 12 Platinum cards in the Supply.

  • Curses

    Start with 10 Curse cards in the Supply for each player beyond the first (10 for two players, 20 for three, etc.).

  • Potion

    Start with 16 Potion cards in the Supply.

  • Basic Victory Cards

    In a two player game, start with 8 of each Estate, Duchy, and Province in the Supply. For three or more players, start with 12 of each. For five, use 15 Province cards. For six, use 18 Province cards.