Just my internal thoughts on templating and formatting. Things in [brackets] are placeholders.
[Modifier Cards] are a new way to add variety to your Dominion games. They allow for [a bazillion] new cards, and are compatible with all existing Dominion expansions.
[how to choose which are used. Example: "When choosing your random kingdom, deal out one Modifier Card for each kingdom card. Return any inapplicable modifier cards to the modifier deck. (Those kingdom cards won't be modified this game.)] Indicate the modifications by placing each [modifier card] on the table next to its applicable kingdom randomizer card.
When you play a [modified] card, ignore its text. Instead, perform the text on its associated [modifier card]. Often, [modifier card]s will tell you to [act]. When a card instructs you to [act], insert the active text printed on the kingdom card (the text normally performed when you play the card) to which the [modifier card] is associated, and perform that text.
[Modifier card]s can also change the type(s) and cost of a kingdom card. They may increase, decrease, or set the cost (in coins or Potions), and they may add new types or overwrite existing types.
Some [modifier cards] may only modify a specific subset of cards, such as Victory cards, or cards costing from $2 to $3. These [modifier cards] will have this restriction printed on them. [reference the setup rules about how to fix inapplicable pairs.] If a [modifier card] has no restrictions, it may [modify] any kingdom card.
Some examples:
Noble -- +$2
Any --> Any - Victory
Act.
Worth 2VP
Noble has no restrictions, and may [modify] any kingdom card. Noble adds the Victory type to the [modified card]. (If the kingdom card is already a Victory card, it adds no types.) If the Noble card is a Treasure or Action, you may play it any time you could normally play a Treasure or Action. When you do, you follow the instructions of Noble, not the kingdom card. (In this case, Noble then tells you to act, performing the text of the kingdom card.) The Noble card is also worth an extra 2VP at the end of the game. Some Noble cards:
Noble Village -- $5
Action - Victory
+1 Card
+2 Actions
Worth 2VP
Some cards (like Victory cards and Curse cards) can't be played. If you can't play a card, then any instructions (such as "Act") on a card are therefore irrelevant.
Noble Gardens -- $6
Victory
[Act.]
Worth 1 VP for every 10 cards in your deck (rounded down).
Worth 2VP
Some cards have effects at times other than when you play them (such as when you buy, gain, or trash them, "while this is in play", or at the end of the game). [Modifier cards] don't affect this text.
Noble Ill-Gotten Gains -- $7
Treasure - Victory
+$1
When you play this, you may gain a Copper, putting it into your hand.
Worth 2VP
--------
When you gain this, each other player gains a Curse.
Some [modifier cards] have restrictions as to what cards they can modify.
Manmade -- -$1
Treasure --> Action
Act.
Manmade may only modify a Treasure card. It replaces the Treasure type with the Action type. It doesn't affect any other types the card may have.
Manmade Talisman -- $3
Action
+$1
--------
While this is in play, when you buy a card costing $4 or less that is not a Victory card, gain a copy of it.
Manmade Harem -- $5
Action - Victory
+$2
Worth 2VP
Some cards act at times other than when you play them.
Lazy -- =$2
Action --> Action - Reaction
Costing $2 or $3
+1 Card
+$1
--------
When another player plays an Attack card, you may set this aside from your hand. If you do, at the start of your next turn, Act, then return this to your hand.
Imported -- -$1
Action --> Action - Duration
At the start of your next turn, Act.
This is how it all works in my head, anyways.