You can use this thread, since games need constant GMing kind of.
I'll gladly provide rules reference
EDIT:
Something about nations and their mechanic themes
Kobolds: Very cheap, very weak, commons, that's mostly filler used with other decks. Only mechanic theme as of now is stealing.
Goblins: Very low on resource production other than stone, and even then worse off than dwarves. On the other hand, they have the best military, with though lords that use demand, have special abilities and are tough overall. They "eat" the most metal. They can steal. Last time I checked they had a goblin thief lord.
Elves: The best wood producing, and a decent food one. They never use metal. Their have good ranged fighters, have card drawing availble, and their theme mechanic is returning stuff to hand from play.
Dwarves: They eat a lot of critical resources, but are the most rounded. With superior stone production, and synergy with constructs, they make a pretty basic nation. Their themes are of course nobles, and stone workers and mechanics.
Humans: Don't use much resources, and are pretty big on resource management. Synergy with animals with {butcher} tags, unique merchant abilities (which work exactly like stealing) and very good unique abilities.
If I omitted something, or simply forgot, then checking out the first thread may be in place.