Print and play · Dominion

Dominion kingdoms

Thirty-six ten-card setups for Base and Prosperity as a deck you draw from, instead of arguing over what to play.

Picking ten kingdom cards is the slowest part of Dominion night. The rulebook's recommended sets get you through the first few games, then you're back to negotiating. So we turned the recommendations into a deck: draw a card, set out the ten piles it names, play. Twelve kingdoms for Base, twelve for Prosperity, twelve that mix the two.

Download the deck (PDF, 14 MB)

36 cards · 59 × 91 mm · two double-sided A3 sheets · Base 2E and Prosperity 2E

First A3 sheet of eighteen parchment card fronts, each listing a kingdom's ten piles
Sheet 1 of 2, fronts
Matching sheet of eighteen card backs with a castle above a river
Sheet 1 of 2, backs

Printing

A3 landscape at actual size, double-sided with a short-edge flip. The file is four pages: fronts, backs, fronts, backs, so it prints as one job. Eighteen cards per sheet, 3 mm bleed on both sides. Cut from the front on the small dotted crosses and discard the 6 mm gutters. Print pages 1 and 2 first and measure a card before committing the second sheet, because duplex registration varies by printer.

The PDF carries its own source as an attachment: the fonts (Cinzel and EB Garamond, both open licence), the two generated artworks, the kingdom data and the Python script that lays out the sheets. Open the attachments panel in your PDF reader to get at it.

Where the kingdoms come from

Nine are official recommended setups from the two rulebooks. Twenty-seven are from Kieran Millar's extra recommended sets, published under the MIT licence, each one hand-built and tested by him in two-player games against the app's hard AI. That is real author testing, not a community ranking; no such ranking exists for these editions, so treat this as a curated menu rather than a top 36.

We left out four Base sets on purpose: First Game (the rulebook already teaches with it), Playing It Safe, Slow and Steady, and Beatdown. All four trade depth for gentleness, and this deck is for a table that wants the opposite.

Nothing on these cards is copied from a Dominion card. The front is parchment with the kingdom's name and its ten piles; the back is artwork we generated in the spirit of the box, a castle over a river in Dominion's cream and turquoise. This is a fan-made table aid. Dominion is Donald X. Vaccarino's game, published by Rio Grande Games.

At the table

Each card lists exactly ten Kingdom piles. The standard Treasure, Victory and Curse piles are on top of that, and every Prosperity and mixed kingdom also adds Platinum and Colony. Pile sizes by player count, starting decks and any card-specific setup are in the rulebooks.

If you want a shorter rotation to learn the deck with, start with Deck Top, Sleight of Hand, Work It Out, Maintain Focus, Friendly Interactive, At Great Expense, The King's Army, and I Didn't Want It Anyway. Play each kingdom twice with a different starting player before moving on; the second game is where the board starts to make sense.

Base, twelve kingdoms

KingdomPlays aroundThe ten piles
Size Distortion
O002
Trashing, gains and Gardens scoringChapel, Workshop, Bureaucrat, Gardens, Throne Room, Bandit, Festival, Sentry, Witch, Artisan
Deck Top
O003
Top-deck control, draw and Artisan gainsHarbinger, Vassal, Village, Bureaucrat, Moneylender, Council Room, Festival, Laboratory, Sentry, Artisan
Sleight of Hand
O004
Throne Room, draw and deck cyclingCellar, Harbinger, Gardens, Militia, Poacher, Smithy, Throne Room, Council Room, Festival, Library
Improvements
O005
Remodel and Artisan against Witch pressureCellar, Moat, Merchant, Moneylender, Poacher, Remodel, Market, Mine, Witch, Artisan
Silver & Gold
O006
Chapel thinning and Treasure developmentChapel, Harbinger, Merchant, Vassal, Bureaucrat, Moneylender, Throne Room, Bandit, Laboratory, Mine
Simplicity
K001
Village and draw engines, Gardens as a scoring optionHarbinger, Merchant, Village, Gardens, Moneylender, Smithy, Council Room, Festival, Laboratory, Market
Ups and Downs
K002
Chapel thinning, Artisan gains and Library supportCellar, Chapel, Vassal, Bureaucrat, Poacher, Remodel, Bandit, Festival, Library, Artisan
Put In The Effort
K003
Throne Room and draw; Witch and Sentry managementMoat, Merchant, Workshop, Poacher, Smithy, Throne Room, Laboratory, Sentry, Witch, Artisan
Work It Out
K006
Chapel, Village and draw with gain and buy decisionsChapel, Vassal, Village, Workshop, Poacher, Smithy, Throne Room, Festival, Laboratory, Market
Making Do
K008
Workshop gains, Remodel and action sequencingCellar, Moat, Merchant, Village, Workshop, Militia, Remodel, Throne Room, Bandit, Festival
Progression System
K009
Deck thinning and incremental card upgradesCellar, Chapel, Harbinger, Village, Workshop, Bureaucrat, Remodel, Laboratory, Mine, Sentry
Maintain Focus
K010
Chapel engines, Gardens gains and Witch pressureChapel, Village, Workshop, Gardens, Militia, Remodel, Library, Market, Witch, Artisan

Prosperity, twelve kingdoms

All twelve add Platinum and Colony.

KingdomPlays aroundThe ten piles
Beginners
O113
Treasure sequencing, draw and Expand upgradesWatchtower, Clerk, Monument, Tiara, Worker’s Village, Crystal Ball, Magnate, Rabble, Bank, Expand
Friendly Interactive
O114
Bishop and Collection scoring; City and Forge timingBishop, Tiara, Worker’s Village, City, Collection, War Chest, Vault, Hoard, Forge, Peddler
Soft Cap
K031
Cost reduction, trashing and Grand Market accessWatchtower, Clerk, Investment, Monument, Tiara, Worker’s Village, Vault, Grand Market, Hoard, Expand
Before and After
K032
Bishop and Mint thinning, City growth and Peddler gainsBishop, Quarry, Tiara, Charlatan, City, Magnate, Mint, War Chest, Bank, Peddler
Future Imperfect
K033
Bishop scoring, Rabble pressure and Treasure playAnvil, Watchtower, Bishop, Clerk, Monument, Crystal Ball, Mint, Rabble, Hoard, Bank
For Sale
K034
Quarry discounts, Collection scoring and ForgeAnvil, Investment, Quarry, Worker’s Village, Collection, Rabble, War Chest, Grand Market, Forge, King’s Court
Defective Goods
K035
King’s Court engines with Expand and CharlatanWatchtower, Monument, Worker’s Village, Charlatan, Crystal Ball, Magnate, Vault, Expand, King’s Court, Peddler
Interest Rates
K036
Investment timing, Bishop and Treasure sequencingBishop, Clerk, Investment, Tiara, City, Crystal Ball, Magnate, Vault, War Chest, Hoard
Low Standards
K037
Mint thinning, Collection and Peddler scoringClerk, Tiara, Collection, Crystal Ball, Mint, Rabble, Vault, War Chest, Grand Market, Peddler
At Great Expense
K038
King’s Court draw, Mint thinning and Forge conversionAnvil, Monument, Worker’s Village, Magnate, Mint, Vault, Hoard, Bank, Forge, King’s Court
The Taste of Success
K039
Bishop and Collection scoring with City and discountsBishop, Investment, Quarry, City, Collection, Mint, Rabble, War Chest, Grand Market, Bank
Don’t Blink
K040
Gain control, Collection scoring and pile-end timingAnvil, Watchtower, Quarry, Charlatan, City, Collection, Expand, Forge, King’s Court, Peddler

Base and Prosperity mixed, twelve kingdoms

All twelve add Platinum and Colony.

KingdomPlays aroundThe ten piles
Biggest Money
O015
Treasure sequencing, Mint and Bank economyHarbinger, Moneylender, Laboratory, Mine, Artisan, Tiara, Crystal Ball, Mint, Grand Market, Bank
The King’s Army
O016
King’s Court draw, Collection scoring and ExpandMoat, Merchant, Village, Bureaucrat, Council Room, Collection, Rabble, Vault, Expand, King’s Court
I Didn’t Want It Anyway
K151
Bishop scoring, Sentry thinning and action enginesMilitia, Throne Room, Bandit, Laboratory, Sentry, Bishop, Worker’s Village, Magnate, War Chest, Grand Market
Runaway Inflation
K152
Chapel, Workshop and Collection scoring, CityChapel, Vassal, Workshop, Poacher, Festival, Watchtower, Monument, City, Collection, Expand
Reduce, Reuse, Recycle
K153
Treasure upgrades and curse managementMoat, Village, Moneylender, Mine, Witch, Anvil, Tiara, Charlatan, Hoard, Bank
Con Artist
K154
Quarry and Peddler economy, Gardens gainsMerchant, Gardens, Library, Market, Artisan, Quarry, Crystal Ball, Vault, King’s Court, Peddler
Rewind
K155
Draw and gains with Forge conversionMerchant, Village, Workshop, Council Room, Festival, Clerk, Magnate, War Chest, Hoard, Forge
Back to Basics
K156
Mint and Remodel thinning, City and RabbleCellar, Harbinger, Militia, Remodel, Smithy, Tiara, Worker’s Village, City, Mint, Rabble
Market Squared
K157
Sentry control, Investment and Grand Market economyVassal, Moneylender, Poacher, Market, Sentry, Investment, Quarry, Charlatan, Grand Market, Expand
Stop and Swap
K158
Bishop and Collection scoring, Crystal Ball controlCellar, Harbinger, Bureaucrat, Laboratory, Mine, Bishop, Investment, Worker’s Village, Collection, Crystal Ball
Security Flaw
K159
King’s Court, attacks and Watchtower gain controlCellar, Village, Bandit, Festival, Witch, Anvil, Watchtower, Monument, King’s Court, Peddler
Seeing Double
K160
Throne Room and Tiara repetition with SentryMoat, Militia, Remodel, Throne Room, Sentry, Tiara, Rabble, Hoard, Bank, Peddler

Codes are the source catalogue's identifiers, O for official and K for Kieran Millar. They are not ranks; the gaps are intentional.