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A crowned ruler planning a kingdom with towers and an army
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9 Kings Card Database Reference

Quick Answer

Use the current Compendium and a selected card reference to identify deck roles, effect triggers, and important reworked cards without outdated statistics.

For a current 9 Kings card database, start with the in-game Compendium: Patch #31 adds card statistics to that screen, and Patch #30 lets it show Rainbow and Chaos cards you have used. This page is a selected written reference to card roles and recent changes. It is not a searchable interactive database or a complete export of every current card and statistic.

Use the tables to identify a card's broad function, then inspect the live description when exact values, eligibility, or a developed plot's statistics matter. The reference uses version 0.9.8 as its baseline and excludes old numerical claims that conflict with current reworks.

Read the Compendium and plot for different tasks

The Compendium helps you identify cards and compare their displayed information outside the pressure of a turn. The current version shows statistics, making it more useful when a card's name alone does not explain its combat role.

Your placed plot is a different object. It can have upgrades, support gains, enchantments, and run-specific modifiers. A developed troop's current HP or damage should therefore be read from its plot and current effects rather than inferred only from a base card reference.

Rainbow and Chaos Compendium entries are tied to cards you have used. If you have not encountered an entry yet, an incomplete collection does not prove the card is unavailable everywhere in the game. In multiplayer, consult the season's pool to determine which rainbow options are available for that run.

When checking a card, record its type, trigger, recipients, and timing. Type tells you which perks and effects can apply. The trigger explains what must happen. Recipients define eligibility. Timing distinguishes an immediate reward from growth that requires future turns or battle time.

Wizard card in the card interface

Historical card-description view for identifying Wizard; use the current Compendium for current statistics.

King of Nothing and Spells references

The Nothing deck supplies straightforward troop, tower, and support roles. The Spells deck emphasizes enchantments, support relationships, and units with different combat or indirect contributions. Cards from either deck can matter to another king when you obtain them through the run's available pool.

CardDeckSelected role or interaction
CastleNothingBase attack supplies area damage; inspect current speed and damage after the rebalances
SoldierNothingMelee troop that can receive population, damage, and durability support
PaladinNothingDefensive melee role that can hold enemies while other damage sources contribute
ArcherNothingRanged troop with rapid attacks and projectile-related decree interactions
Scout TowerNothingTower whose projectile count increases with plot level
FarmNothingRepeated population support for eligible adjacent troop plots
BlacksmithNothingDamage support for eligible nearby troops and towers
WildcardNothingUpgrade tool for a placed plot, useful when a matching card is missing
Steel CoatNothingEnchantment associated with negating incoming damage instances
CitadelSpellsBase with lightning-related attacks and king-specific interactions
WizardSpellsRanged damage troop; Arcane now rewards its enchantments
WarlockSpellsMelee troop with area attacks; Sorcerous now links its HP to Tomes used
ShamanSpellsIndirect troop support whose damage statistic contributes to its supporting role
LibrarySpellsDevelops enchantments on eligible adjacent troops
SpireSpellsHealing support during battle, with a revised continuous attack rhythm
StaticSpellsEnchantment associated with chained damage on attacks
CombustionSpellsKill-triggered area-damage enchantment
OfferingSpellsRemoves a target plot in exchange for random Tome cards

These roles are a way to find the relevant card, not a ranking. A Library can be central to an enchanted troop while contributing little before the recipient has useful enchantments. A Farm can grow population but cannot replace the damage role missing from a kingdom.

Greed and Blood references

Greed includes cards that care about earning, holding, or spending gold. Blood includes cards that make ally deaths, destruction, summons, and pit actions part of the kingdom's development. Pay particular attention to current names and summon types in the Blood deck.

CardDeckSelected role or interaction
PalaceGreedBase associated with gold generation; do not use the obsolete infinite-damage description
BeaconGreedAdjacent speed support; current behavior also increases movement speed
VaultGreedEconomy building that now levels automatically each year
DispenserGreedTower whose development is associated with gold earned
MercenaryGreedTroop count relates to gold held; revised ordinary cost is nine gold per unit
ThiefGreedMobile troop associated with reaching the enemy backline
Midas TouchGreedEnchantment that connects kills with a chance of gold generation
MortgageGreedDestroys a target plot for a gold-related reward
Over-investGreedSpends gold to improve the target; Golem interaction triggers twice as intended
PagodaBloodBase summons Ghosts, with capacity developing through unit destruction
ImpBloodTroop useful as part of a death or population engine; leveling now emphasizes damage
BomberBloodTroop that explodes on reaching a target; current pathfinding spreads its attacks
Demon AltarBloodSummon engine that develops through allied unit deaths
CemeteryBloodSkeleton engine with adjacent troop destruction and Pile of Bones interactions
ManglerBloodDeath-related growth and meat-troll summons; now gains HP when destroying units
OblationBloodPit-related population card that replaces Vampirism
SacrificeBloodDestruction action with benefits for adjacent plots
CarnageBloodDeath-triggered area-damage enchantment

Gold held and gold earned measure different things. Likewise, a plot destroyed during preparation and a unit killed in battle are different events. Check the exact trigger before assuming that every card in the same themed deck responds to the same action.

Vault card selected in the King of Greed deck

Historical interface illustration; use the current in-game description for effect values.

Nature, Stone, and Progress references

Nature supplies health, population, and growth relationships. Stone supplies fortifications, towers, and control. Progress rewards development and includes cards whose modern behavior differs sharply from early guides.

CardDeckSelected role or interaction
TreantNatureBase contributes healing and damage through its attack behavior
MyceliumNatureBuilds a spore army over time, making placement timing important
ElfNatureRanged troop that targets a distant enemy
BoarNatureAdjacent rider relationship makes its health investment relevant to another troop
ForestNatureContinuing HP support for eligible nearby troops
OrchardNatureControl and damage card with a plot-level-related Gardener perk
CloneNatureCopies a selected card to help with placement or upgrades
ProcreateNatureAdds population to a selected troop plot
Poison VialNatureCurrent enchantment supplies three poison stacks rather than the old single stack
StrongholdStoneBase associated with battlefield tower creation
QuarryStoneTower damage support that does not need adjacency to each tower
TrebuchetStoneTower with area-damage projectiles and revised damage
BallistaStoneSlow, heavy attack; projectiles are now blocked by walls
TrapperStoneTraps stun enemies; duration increases with level and Hunter improves duration
WallmakerStoneFortification role with annual HP growth
CauldronStonePoison support supplying three stacks per level in the reworked baseline
EarthworksStoneRemoves a target and supports expansion and card recovery
MothershipProgressMobile base with movement-related development
ExecutionerProgressRanged troop targeting a low-health enemy
DefenderProgressDurable troop whose counterattacking role depends on being attacked
Lab RatProgressTroop associated with adjacent leveling chains and unusually extensive development
ConcabulatorProgressDevelopment building whose level milestone improves other plots
ConverterProgressChanges enemy units through its attack effect; beam count increases with level
RecyclerProgressPit-triggered adjacent damage and HP support, replacing the old Precision deck slot
OverhaulProgressDestroys a plot and distributes upgrades elsewhere in the kingdom
ReinforceProgressBattle-time HP growth and healing beyond maximum HP, replacing upgrade-triggered damage

Do not use an old tier label to fill a missing statistic. For example, dismissing Trapper based on early trap behavior ignores the later stun rework and damage changes. Read what the current card does and whether that role fits the board.

Selected Nomads, Time, and Rainbow entries

These selected entries cover important triggers and recent changes rather than the full contents of the three pools. Their value often depends on placement, movement, or an action you can repeat during preparation.

CardGroupSelected role or interaction
WarlordNomadsBase troop with a support role that differs from a stationary tower
MobNomadsPopulation-related troop with a yearly growth perk
CampNomadsGrowth associated with changes to plots; it also triggers its own effect when placed
Dragon DenNomadsDestruction-related growth and large area attacks
MigrationNomadsMovement card whose interactions require checking origin and destination relationships
BastionTimeBase that sends enemies back, providing more battlefield time
PortalTimeRevisits earlier years while retaining kingdom progress
WarperTimeSummons troops during battle
HourglassTimeBattle-duration-based tower with rebalanced late attack-speed progression
AmplifierTimeReplicates received buffs to eligible adjacent plots
OrbiterTimeAdjacency-based troop with corrected pre-applied enchantment handling
AdrenalineTimeBattle-time speed development enchantment
DwarfRainbowMoves to an adjacent plot each year and gains stats when unlocking land
CodexRainbowReturns copies of a Tome used on it before self-destruction
WarehouseRainbowAdds applications of eligible neighboring support-building effects
SurgeRainbowTriggers a selected support building's effect nine times
ExtractionRainbowDestroys a target plot and returns five copies to the hand
PrecisionRainbowReworked first-hit damage enchantment, rather than the former Progress critical card

Verify a combination from the reference

When you find a candidate card, inspect its live description and the plot that should receive its effect. Identify any requirement that the short table cannot carry, such as a target type, adjacency, a threshold, or whether the benefit happens only once.

Then inspect the active perks and decrees. Arcane changes the significance of Wizard enchantments, while Speculation changes Vault's development limit. Those are run or loadout relationships that a basic card listing cannot predict for every player.

For multiplayer, inspect the seasonal rainbow-card and decree pool before deciding that a special entry is obtainable. Patch #31 exposes the decree pool alongside the rainbow cards in the bottom-left lobby screen. Availability and mechanical usefulness are separate checks.

Finally, start a fresh run after updating. Updated descriptions and Compendium statistics are most useful when the run stores the current data. Use this reference to identify the role, and use the game to confirm the current value and the exact recipient before spending the card.

Blacksmith card in the card interface

Historical interface illustration; use the current in-game description for effect values.