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9 Kings/Run Calendar

9 Kings Run Calendar

A single-player run lasts 33 years, and the same events land in the same years every time. Knowing that the first merchant comes in year 7 and the first Rainbow army in year 17 is what lets you save gold, keep a plot free or hold a card for the right moment. Pick a year to see what happens and how big the enemy army is by then.

Enemy
3

King · Year 3 of 33

The Prophet

The Prophet predicts a special event in your future and you choose a blessing. Each blessing works on the plots it targets, and pays out in the year of the prophecy, so what you place on those plots before then decides what you get.

×3.71Enemy HP
×0.87Enemy attack
43Troop budget
~11Enemy units
Year 5Next: Decree

This year in the Enemy Wave Calculator →

Every event in a run

  1. Year3

    The Prophet

    The Prophet predicts a special event in your future and you choose a blessing. Each blessing works on the plots it targets, and pays out in the year of the prophecy, so what you place on those plots before then decides what you get.

  2. Year5

    Decree

    Pick one decree from an offer. A normal run brings four of these picks, eight years apart.

  3. Year7

    Merchant

    A merchant sells cards from every king's deck for gold, and the offer can be rerolled. The game has four of them: Jack of All Trades, Jack of Structures, Jack of Magic and Jack of Arms. Three visits in a normal run, twelve years apart.

  4. Year9

    War diplomat

    Your diplomats tell you it is time to wage war, and you choose another king to fight.

  5. Year11

    Cataclysm

    The cataclysm year. It changes plots in your kingdom, and the game reports each change as a level up, a level down, a plot cleared or units added. It runs on all 25 difficulties.

  6. Year13

    Decree

    Pick one decree from an offer. A normal run brings four of these picks, eight years apart.

  7. Year15

    Construction pit

    The game calls this event The Tower: expand your kingdom. The plot it opens costs nothing, and once you have had it the game lets you expand at any time from the tower, at 30 gold a plot.

  8. Year17

    Rainbow army

    The Rainbow Army is approaching: the Jack of Rainbows' army attacks your kingdom. It comes twice in a normal run, ten years apart.

  9. Year19

    Merchant

    A merchant sells cards from every king's deck for gold, and the offer can be rerolled. The game has four of them: Jack of All Trades, Jack of Structures, Jack of Magic and Jack of Arms. Three visits in a normal run, twelve years apart.

  10. Year21

    Decree

    Pick one decree from an offer. A normal run brings four of these picks, eight years apart.

  11. Year23

    Peace diplomat

    Your diplomats can now make peace, and you choose a king to make peace with.

  12. Year25

    Construction pit

    The game calls this event The Tower: expand your kingdom. The plot it opens costs nothing, and once you have had it the game lets you expand at any time from the tower, at 30 gold a plot.

  13. Year27

    Rainbow army

    The Rainbow Army is approaching: the Jack of Rainbows' army attacks your kingdom. It comes twice in a normal run, ten years apart.

  14. Year29

    Decree

    Pick one decree from an offer. A normal run brings four of these picks, eight years apart.

  15. Year31

    Merchant

    A merchant sells cards from every king's deck for gold, and the offer can be rerolled. The game has four of them: Jack of All Trades, Jack of Structures, Jack of Magic and Jack of Arms. Three visits in a normal run, twelve years apart.

  16. Year33

    Victory

    Survive year 33 and the run is won. You can stop there or carry on into endless mode.

Every year, and after year 33

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