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, 7.5 MB)


Printing
A3 landscape at actual size, double-sided with a short-edge flip, on card stock (300gsm). The file is four pages: fronts, backs, fronts, backs, so it prints as one job, and it already asks the print dialog for actual size and short-edge duplex. Eighteen cards per sheet. Cut along the dotted lines on the front: they run from paper edge to paper edge, with a pair of scissors at each end, and the dark strip between two cards is waste. The backs run 2 mm past every cut, so a slightly off cut or a small duplex shift still lands on the card's own dark edge.
The cards are the standard 63.5 × 88.9 mm, so they fit ordinary penny sleeves. Dominion's own cards are narrower, but these never go in the game's deck.
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 built and tested by him in two-player games.
The deck holds 36 of the 40 sets for these two boxes; the four Base sets left out are First Game, Playing It Safe, Slow and Steady, and Beatdown.
The cards name Dominion's kingdom cards but reproduce none of their art or text. The front is a paper panel in a dark wood frame with the kingdom's name and its ten piles; the back is the same frame with a DOMINION ribbon. The type is Cinzel and EB Garamond, both open licence. 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; the card says so, and says when to bring out the VP tokens and mats (any kingdom with Bishop, Monument, Collection or Investment). 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
| Kingdom | Plays around | The ten piles |
|---|---|---|
| Size Distortion | Trashing, gains and Gardens scoring | Chapel, Workshop, Bureaucrat, Gardens, Throne Room, Bandit, Festival, Sentry, Witch, Artisan |
| Deck Top | Top-deck control, draw and Artisan gains | Harbinger, Vassal, Village, Bureaucrat, Moneylender, Council Room, Festival, Laboratory, Sentry, Artisan |
| Sleight of Hand | Throne Room, draw and deck cycling | Cellar, Harbinger, Gardens, Militia, Poacher, Smithy, Throne Room, Council Room, Festival, Library |
| Improvements | Remodel and Artisan against Witch pressure | Cellar, Moat, Merchant, Moneylender, Poacher, Remodel, Market, Mine, Witch, Artisan |
| Silver & Gold | Chapel thinning and Treasure development | Chapel, Harbinger, Merchant, Vassal, Bureaucrat, Moneylender, Throne Room, Bandit, Laboratory, Mine |
| Simplicity | Village and draw engines, Gardens as a scoring option | Harbinger, Merchant, Village, Gardens, Moneylender, Smithy, Council Room, Festival, Laboratory, Market |
| Ups and Downs | Chapel thinning, Artisan gains and Library support | Cellar, Chapel, Vassal, Bureaucrat, Poacher, Remodel, Bandit, Festival, Library, Artisan |
| Put In The Effort | Throne Room and draw; Witch and Sentry management | Moat, Merchant, Workshop, Poacher, Smithy, Throne Room, Laboratory, Sentry, Witch, Artisan |
| Work It Out | Chapel, Village and draw with gain and buy decisions | Chapel, Vassal, Village, Workshop, Poacher, Smithy, Throne Room, Festival, Laboratory, Market |
| Making Do | Workshop gains, Remodel and action sequencing | Cellar, Moat, Merchant, Village, Workshop, Militia, Remodel, Throne Room, Bandit, Festival |
| Progression System | Deck thinning and incremental card upgrades | Cellar, Chapel, Harbinger, Village, Workshop, Bureaucrat, Remodel, Laboratory, Mine, Sentry |
| Maintain Focus | Chapel engines, Gardens gains and Witch pressure | Chapel, Village, Workshop, Gardens, Militia, Remodel, Library, Market, Witch, Artisan |
Prosperity, twelve kingdoms
All twelve add Platinum and Colony.
| Kingdom | Plays around | The ten piles |
|---|---|---|
| Beginners | Treasure sequencing, draw and Expand upgrades | Watchtower, Clerk, Monument, Tiara, Worker’s Village, Crystal Ball, Magnate, Rabble, Bank, Expand |
| Friendly Interactive | Bishop and Collection scoring; City and Forge timing | Bishop, Tiara, Worker’s Village, City, Collection, War Chest, Vault, Hoard, Forge, Peddler |
| Soft Cap | Cost reduction, trashing and Grand Market access | Watchtower, Clerk, Investment, Monument, Tiara, Worker’s Village, Vault, Grand Market, Hoard, Expand |
| Before and After | Bishop and Mint thinning, City growth and Peddler gains | Bishop, Quarry, Tiara, Charlatan, City, Magnate, Mint, War Chest, Bank, Peddler |
| Future Imperfect | Bishop scoring, Rabble pressure and Treasure play | Anvil, Watchtower, Bishop, Clerk, Monument, Crystal Ball, Mint, Rabble, Hoard, Bank |
| For Sale | Quarry discounts, Collection scoring and Forge | Anvil, Investment, Quarry, Worker’s Village, Collection, Rabble, War Chest, Grand Market, Forge, King’s Court |
| Defective Goods | King’s Court engines with Expand and Charlatan | Watchtower, Monument, Worker’s Village, Charlatan, Crystal Ball, Magnate, Vault, Expand, King’s Court, Peddler |
| Interest Rates | Investment timing, Bishop and Treasure sequencing | Bishop, Clerk, Investment, Tiara, City, Crystal Ball, Magnate, Vault, War Chest, Hoard |
| Low Standards | Mint thinning, Collection and Peddler scoring | Clerk, Tiara, Collection, Crystal Ball, Mint, Rabble, Vault, War Chest, Grand Market, Peddler |
| At Great Expense | King’s Court draw, Mint thinning and Forge conversion | Anvil, Monument, Worker’s Village, Magnate, Mint, Vault, Hoard, Bank, Forge, King’s Court |
| The Taste of Success | Bishop and Collection scoring with City and discounts | Bishop, Investment, Quarry, City, Collection, Mint, Rabble, War Chest, Grand Market, Bank |
| Don’t Blink | Gain control, Collection scoring and pile-end timing | Anvil, Watchtower, Quarry, Charlatan, City, Collection, Expand, Forge, King’s Court, Peddler |
Base and Prosperity mixed, twelve kingdoms
All twelve add Platinum and Colony.
| Kingdom | Plays around | The ten piles |
|---|---|---|
| Biggest Money | Treasure sequencing, Mint and Bank economy | Harbinger, Moneylender, Laboratory, Mine, Artisan, Tiara, Crystal Ball, Mint, Grand Market, Bank |
| The King’s Army | King’s Court draw, Collection scoring and Expand | Moat, Merchant, Village, Bureaucrat, Council Room, Collection, Rabble, Vault, Expand, King’s Court |
| I Didn’t Want It Anyway | Bishop scoring, Sentry thinning and action engines | Militia, Throne Room, Bandit, Laboratory, Sentry, Bishop, Worker’s Village, Magnate, War Chest, Grand Market |
| Runaway Inflation | Chapel, Workshop and Collection scoring, City | Chapel, Vassal, Workshop, Poacher, Festival, Watchtower, Monument, City, Collection, Expand |
| Reduce, Reuse, Recycle | Treasure upgrades and curse management | Moat, Village, Moneylender, Mine, Witch, Anvil, Tiara, Charlatan, Hoard, Bank |
| Con Artist | Quarry and Peddler economy, Gardens gains | Merchant, Gardens, Library, Market, Artisan, Quarry, Crystal Ball, Vault, King’s Court, Peddler |
| Rewind | Draw and gains with Forge conversion | Merchant, Village, Workshop, Council Room, Festival, Clerk, Magnate, War Chest, Hoard, Forge |
| Back to Basics | Mint and Remodel thinning, City and Rabble | Cellar, Harbinger, Militia, Remodel, Smithy, Tiara, Worker’s Village, City, Mint, Rabble |
| Market Squared | Sentry control, Investment and Grand Market economy | Vassal, Moneylender, Poacher, Market, Sentry, Investment, Quarry, Charlatan, Grand Market, Expand |
| Stop and Swap | Bishop and Collection scoring, Crystal Ball control | Cellar, Harbinger, Bureaucrat, Laboratory, Mine, Bishop, Investment, Worker’s Village, Collection, Crystal Ball |
| Security Flaw | King’s Court, attacks and Watchtower gain control | Cellar, Village, Bandit, Festival, Witch, Anvil, Watchtower, Monument, King’s Court, Peddler |
| Seeing Double | Throne Room and Tiara repetition with Sentry | Moat, Militia, Remodel, Throne Room, Sentry, Tiara, Rabble, Hoard, Bank, Peddler |