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)


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
| 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 |