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9 Kings/Kings

King of Nothing

King of Nothing

UnlockAvailable from the start

Starting deck 9 cardsCastleSoldierPaladinArcherFarmBlacksmithScout TowerWildcardSteel Coat

How the King of Nothing engine works

Nothing is the plain kingdom: soldiers, archers, one tank and the buildings that grow them. A Farm adds a unit a year to a troop beside it, a Blacksmith adds 2% damage to its neighbours, and Soldiers gain 1% damage for each new unit, so the two buildings feed each other on one plot. Paladins turn damage buffs into HP as well, and Steel Coat cancels the first hit a unit takes in each battle. Wildcard levels up any plot, the Castle included. None of it is fast. The deck pays off for a player who picks one troop plot early and keeps every building touching it.

Unlock and deck

UnlockAvailable from the start

Starting deck 9 cards

Rest of the deck 1 card

King of Nothing builds

All builds, by king and core card

Cards that carry King of Nothing

  • PaladinTroop

    Damage buffs also raise its HP, so a Blacksmith does two jobs on this plot. It is only 3 units a card, which is why Farms matter.

  • BlacksmithBuilding

    Adds 2% damage a year to the plots beside it. Put it against Paladins or Archers, where damage is what the troop is short of.

  • FarmBuilding

    Adds 1 unit a year per level to one troop beside it. Soldiers gain 1% damage for each new unit, so next to them a Farm is a damage building too.

  • ArcherTroop

    9 units a card with fast, weak shots. They carry the first years while the Castle levels.

Card stats per level

Playing a card onto its own plot again levels it up. Multipliers stack: a card at level 3 carries its level-up boost twice.

CardLevel 1Each level upMax
Castle–x1.3 HP, x1.25 attack, x1.05 attack speed3
Soldier9 units, 24 HP, 4 attack, attack delay 2 s, move speed 1.1, 5% crit chance, x2 crit damage+9 units, x1.2 HP, x1.25 attack, x1.25 attack speed, x1.25 move speed3
Paladin3 units, 30 HP, 8 attack, attack delay 4 s, move speed 0.95, 5% crit chance, x2 crit damage+3 units, x1.1 HP, x1.5 attack, x1.25 move speed3
Archer9 units, 14 HP, 2 attack, attack delay 1.6 s, move speed 1.5, 10% crit chance, x2 crit damage+9 units, x1.25 HP, x1.25 attack, x1.25 attack speed3
Scout Tower–x1.3 attack, x1.2 attack speed3

Agricultural

PerkMax level 3

Start with +1 Farm card in your hand.

Benevolent

PerkMax level 3

Gives you +1 Wildcard after every Rainbow Army battle.

Mauler

PerkMax level 3

Castle boulders start with +10% attack area.

Protector

PerkMax level 3

Troops start with +1 Steel Coat.

Recruiter

PerkMax level 3

Soldiers start with +10% to all stats.

Sentinel

PerkMax level 3

Scout Towers start with +1 arrow.

Stubborn

PerkMax level 3

Start with +3 free re-rolls.

Valiant

PerkMax level 3

Paladins start with +3 units.

Agronomy

DecreeRepeatable, no limit

Gives you +1 Farm card for each occupied plot in your kingdom.

Armory

DecreeRepeatable, no limit

All troops gain +3 stacks of Steel Coat.

Development

DecreeRepeatable, no limit

Gives you +1 Wildcard card for each empty plot you have.

Freshmen

DecreeUp to 3 times

Triples all stats of all level 1 troops.

Smith Tower

New-style decree

Scout Towers now give +2% damage to adjacent plots and Blacksmiths now shoot arrow projectiles.

Twinshot

DecreeRepeatable, no limit

Doubles the number of arrows shot by Archers per hit.

When King of Nothing attacks you

Enemy Wave Calculator

An enemy Nothing 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).

Units in a Nothing army by year (average, with the lowest and highest seen)
DifficultyY1Y5Y9Y13Y17Y21Y25Y29Y33
Peasant32-41310-153126-375648-659181-100134124-146185173-200244223-259312296-328
King32-42118-254739-548273-89124113-135175164-188235219-251303286-323379361-400
King IX IX32-43026-366457-7210795-118159146-169218202-233285271-297362344-379446424-468

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