
Fixer
Dispenser starts with +10% damage.
9 Kings/Kings

Greed's army is its bank balance. A Mercenary plot always holds one unit for every 9 gold you have, a Vault pays 3 gold per level each year and levels itself, and the Dispenser gains 0.5% attack speed for each gold you earn. The Palace's ray kills its target outright, and golden enemies drop gold. Every one of those rewards holding money, so the hard choice each year is what to leave unbought. Over-invest costs 30 gold for +15% to every stat of one plot, and that same 30 gold is three Mercenaries gone. Spend early and the army shrinks with the treasury.
UnlockSpend 999 gold
CommonCasts a ray that insta-kills target. Golden enemies drop gold.
CommonFast assassin that jumps straight to the enemy's backline.
CommonStrong but fickle warrior for hire. You always have +1 unit for each 9 gold you have.
CommonEvery year, gives you +3 gold per level. Automatically levels up.
Every year, adds +2% attack speed and movement speed to all adjacent plots.
CommonSingle-target tower. Gains +0.5% attack speed for each gold you earn.
CommonDestroys target plot and gives you +30 gold for each level it had.
CommonSpend 30 gold to increase every stat of a plot by +15%.
CommonWhen this troop kills an enemy, there's a 2% chance to earn 1 gold.
Hourglass
CampOne slow tower with Camps on every side. Each card that lands on an empty plot adds 2% to everything the Hourglass has, once per Camp. Any king can run it. Greed pays for it most easily.Open buildSoloMercenary Bank
Mercenary
DispenserAn army that counts your treasury. Bank the gold instead of spending it and the Mercenary plot grows every year on its own.Open build
One more unit for every 9 gold you hold, so the plot is as big as your purse. Saving makes it stronger and every purchase shrinks it.

Gains 0.5% attack speed for each gold you earn and x1.7 attack a level. It grows from income where Mercenaries grow from savings, so the two do not fight over the same gold.

A King of Nomads card worth going to war for. Beside the Mercenary plot it adds 2% to every stat each time a card lands on an empty plot.
Playing a card onto its own plot again levels it up. Multipliers stack: a card at level 3 carries its level-up boost twice.
| Card | Level 1 | Each level up | Max |
|---|---|---|---|
Palace | – | x1.2 HP, x1.1 attack speed | 3 |
Thief | 9 units, 10 HP, 9 attack, attack delay 2.5 s, move speed 1.4, 20% crit chance, x2 crit damage | +9 units, x1.25 HP, x1.25 attack, x1.1 move speed | 3 |
Mercenary | 1 units, 28 HP, 6 attack, attack delay 1.8 s, move speed 1, 5% crit chance, x2 crit damage | x1.2 HP, x1.2 attack, x1.2 attack speed, x1.2 move speed | 3 |
Dispenser | – | x1.7 attack | 3 |

Dispenser starts with +10% damage.

Thieves deal +20% critical damage.

Start with +30 gold.

Start with +1 Vault card in your hand.

Over-invest gives +2% to all stats.

+1 free shop purchase.

Losing a life gives you +50 gold.

Mortgage gives +10 gold.

Mercenaries cost +4294967295 gold.

All troops gain +3 stacks of Midas Touch.

Gives you +1 gold for every 9 allied unit deaths.

Gives you +1 Over-invest card for each occupied plot in your kingdom.

Cards thrown into the pit give you triple gold.

Thief attacks are always critical strikes.

Mercenaries no longer get fired.

Vaults' level cap is now 99.
An enemy Greed army is bought from these troops with the year's troop budget, picking a rarity at random each time (Common is the most likely, Legendary the least).
| Difficulty | Y1 | Y5 | Y9 | Y13 | Y17 | Y21 | Y25 | Y29 | Y33 |
|---|---|---|---|---|---|---|---|---|---|
| Peasant | 2 | 6 | 16 | 29 | 46 | 68 | 94 | 125 | 160 |
| King | 2 | 11 | 24 | 42 | 64 | 90 | 120 | 155 | 194 |
| King IX IX | 2 | 15 | 33 | 54 | 81 | 111 | 146 | 185 | 228 |
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