9 Kings joins loadoutgg: 25 builds, every king and all 139 cards

9 Kings is now on the site, built around its builds rather than a tier list: 25 engines across the nine kings, a page for every king and the Joker, all 139 cards with stats per level, a perk and decree finder, three run tools and nine guides.
Builds instead of a tier list
9 Kings has no tier list here, and that is deliberate. A run turns on what you draw and on the two or three cards that start feeding each other, so the same king can fold in year 7 one run and reach year 33 the next. What players actually look up is the engine, so the Builds page is the centre of the game's section.
There are 25 builds, two or three for each of the nine kings. Each one opens to its core cards, the cards that support them, the perks, decrees and blessing worth taking, a play order laid across the 33-year calendar, when to commit and when to pivot, where to place things, and what beats it.
A few of them don't belong to their king at all. Camp Hourglass is filed under the King of Greed, but its core is one Hourglass with Camps on every side, where each card landing on an empty plot adds 2% to the tower once per Camp. Camp is the King of Nomads' card and Hourglass the King of Time's, and every other king gets them by beating those two or from the merchant. Clone Portal and Randomfy Doubling work the same way, and their pages say so.
A page for every king
Each of the nine kings and the Joker has a page with his whole deck and the stats for every level, his perks and decrees, the builds played with him, the cards that carry him, and how his army grows in the years he is the one attacking you.
The unlock condition is on there too. Only the King of Nothing is open from the start, and every other king waits behind one counter. The King of Spells needs 9 spells used. The King of Time needs 999 years played, which makes him the longest wait in the game by a wide margin, and the unlock guide covers which cards speed each count up.
Cards, perks and decrees
The card list holds all 139 cards in the current version with the game's own text, units per card, HP and attack at level 1 and what each level adds. Filter by owner to see one king's deck, or pick Jack of Rainbows for the 31 cards that belong to no king and can show up in any run.
Perks & Decrees is a finder rather than a list. There are 120 perks and 145 decrees, plus the six blessings, and many of them name a single card, so the useful search is by card: type Hourglass and you get the Horologist perk and the Big Bang decree, the two that change it.
Three tools and nine guides
The Run Calendar lays out years 1 to 33: the blessing in year 3, decrees in years 5, 13, 21 and 29, merchants in years 7, 19 and 31, and the Rainbow army in years 17 and 27, with the size of the enemy army each year on the difficulty you pick. The Enemy Wave Calculator goes deeper on the same numbers for all 25 difficulties, and the Quests page lists all 82 quests with their rules.
If you only read one guide, make it enemy scaling. The first six years are softened, and year 7 is where a plan that isn't finished yet gets found out. The other eight cover card levels and stacking, damage caps and crits, Dwarves, Rainbow cards, unlocking every king, Royal Royale multiplayer, Quest Mode and Chaos Quests, and the achievements.
King of Nothing
King of Time