Filter by how you'd shop for them. Standalone boxes need nothing else to play; expansions mix into a collection you already own.
Dominion (Base)
The starting point. The core rules and the classic Kingdom cards everyone learns first — Village, Smithy, Market, Militia, Chapel, Witch. Where every player should begin.
Intrigue
The other standalone box. Adds choice cards ("choose one…") and clever Victory-Action hybrids, plus more player interaction. Mixes beautifully with the base game.
Seaside
Introduces Duration cards that stay in play and keep working on your next turn, plus mats and tokens. A fan-favorite that opens up powerful multi-turn plays.
Prosperity
The "big money" box. Adds Platinum and Colony (a richer Treasure and an 10-point Victory card) plus VP tokens. Games get bigger, richer, and flashier.
Alchemy
The small, spicy expansion. Adds the Potion resource — a second currency some cards require. Divisive and puzzly; best in small doses mixed with other sets.
Hinterlands
Built around "when you gain this…" effects — bonuses that trigger the moment a card enters your deck, not when you play it. Rewards planning your buys carefully.
Cornucopia & Guilds
Two small sets, now sold together. Cornucopia rewards deck variety; Guilds adds Coffers (saved-up coins) and overpay (paying extra for a bonus).
Dark Ages
The largest, grittiest expansion. Everything is about the Trash — upgrading cards, gaining from the trash, and Ruins/Shelters that replace your usual start. Deep and complex.
Adventures
Adds two big new ideas: Events (things you can buy instead of cards) and Reserve cards you park on a Tavern mat to call at just the right moment. Lots of tokens.
Empires
Ambitious and rich: Debt (buy now, pay later), Landmarks (extra scoring rules for the whole game), split piles, and gathering VP. A strategist's playground.
Nocturne
The most flavorful set. Adds Night cards (played in a new phase after Buys), Heirlooms, and decks of Boons and Hexes — random blessings and curses. Whimsical and sprawling.
Renaissance
A tidy, well-loved box. Adds Villagers (saved actions), more Coffers, Projects (one-time permanent upgrades), and Artifacts. Modern, clean, and popular.
Menagerie
Adds Horses (a shared one-shot card), the Exile mat (set cards aside instead of trashing), and Ways — alternate rules any Action can use. Fast and inventive.
Allies
Introduces Liaison cards that earn Favors, spent on a shared Ally that gives every player a unique ongoing power. Lots of rotating split piles.
Plunder
A treasure-hunting box: Loot (a deck of unique powerful Treasures), Traits that modify a whole pile, plus more Events and Durations. Big, splashy turns.
Rising Sun
The newest big box. Adds Prophecies and Omens, more ways to take extra turns, and Shadow cards you can play from anywhere. Elegant and powerful.
Promos & Extras
A grab-bag of standalone promo cards released over the years (Black Market, Envoy, Stash, Prince, Sauna/Avanto and more) plus accessory packs. Cherry-pick your favorites.
Which Should I Buy?
Start with the Base game. It's the standalone box everyone learns on and remains great forever.
Then Intrigue or Seaside. Intrigue is another standalone box (more cards, more choices); Seaside adds Durations and is a beloved first expansion.
Then follow the flavor you liked. Love big money? Prosperity. Love thinky depth? Dark Ages or Empires. Love clean modern design? Renaissance or Menagerie.
You don't need every set. Two or three boxes already give millions of possible 10-card Kingdoms. Buy toward the mechanics that sound fun to you.