How to Play

The whole game in one turn: play some cards, buy one card, clean up. Here's everything that fits around those three steps.

What You're Trying to Do

Win by having the most Victory Points when the game ends. Points come from Victory cards you buy — but those cards do nothing while you hold them, so most of the game is spent improving your deck's buying power, then switching to points at the right moment.

The game ends the instant either of these happens:

Setting Up

  1. Give everyone a starting deck of 7 Coppers and 3 Estates. Shuffle it and draw 5 cards as your opening hand.
  2. Lay out the basic supply in the middle: the Treasure piles (Copper, Silver, Gold), the Victory piles (Estate, Duchy, Province), and the Curse pile.
  3. Choose 10 Kingdom cards. Pick 10 different Action-card piles from your box (or use a recommended set) and place 10 of each in the middle. These 10 are the entire flavor of this game — they change every time you play.
  4. Set the Trash aside — a spot for cards permanently removed from the game.
First game? Use the recommended "First Game" set printed in the rulebook (Cellar, Market, Militia, Mine, Moat, Remodel, Smithy, Village, Woodcutter, Workshop). It's balanced and teaches the core ideas.

The Supply at a Glance

CardCostWhat it does
Copper0Worth 1 when played
Silver3Worth 2 when played
Gold6Worth 3 when played
Estate21 at game end
Duchy53 at game end
Province86 at game end
Curse—−1 VP (only gained via attacks)

A Turn: Three Phases (A · B · C)

On your turn you always go in this order — Action, Buy, Cleanup. Remembering "A-B-C" is genuinely all you need.

Phase A

Action

Play one Action card from your hand and do what it says. (Some Actions give you extra actions, letting you play more.) You may skip this phase.

Phase B

Buy

Play Treasure cards for coins, then buy one card from the supply, paying its cost. Gained cards go to your discard pile.

Phase C

Cleanup

Discard everything you played and everything still in hand, then draw a fresh 5 for next turn. Reshuffle your discard if the deck runs dry.

The key idea: your default turn gives you 1 Action, 1 Buy, and coins from your Treasures. Kingdom cards exist to give you more of those — more actions, more buys, more coins, more cards drawn — so you can eventually do far more in a single turn.

The Four "+" Effects

Almost every Kingdom card is described in terms of four resources. Learn to read these instantly:

Why "+Action" matters: you normally get only one Action per turn. A card that says "+1 Card, +2 Actions" (a Village) lets you keep chaining Action cards. Villages are the glue that hold big turns together.

Card Types

Treasure Victory Action Curse Reaction Duration

A Sample Opening Turn

Your hand: Copper, Copper, Copper, Estate, Estate.

  1. Action: no Action cards in hand — skip it.
  2. Buy: play your 3 Coppers for 3. Buy a Silver.
  3. Cleanup: discard your hand, draw 5 new cards.

That Silver is now in your deck, making future hands richer. Do this a few times and you'll afford Gold, then Provinces. That's the whole loop — everything else is refinement.

Beginner Tips