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9 Kings Wiki Patch 1.0.1 Verified
New Player Strategy · Version 1.0.1

9 Kings Beginner's Guide: From Year 1 to Year 33

Most early losses in 9 Kings happen not because enemy waves are unfair, but because players fill all 9 grid plots with unscaled filler or declare Diplomacy wars blindly. Follow this phase-by-phase framework to stabilize every King run.

PHASE 1 · YEARS 1–7

Anchor Your Center & Economy

  • Keep your Base near the center `(1,1)` or flanked edge so buff Buildings (Blacksmith, Forest, Quarry, Beacon) touch multiple allies.
  • Never fill all 9 squares by Year 5 with duplicate un-upgraded Troops—prioritize level-ups on 1 core Tank + 1 core DPS.
  • Save at least 25–40 Gold before the Year 7 Merchant arrives.
PHASE 2 · YEARS 8–20

Curate Enemy Diplomacy

  • Winning battles against rival Kings awards drafts from their King deck—treat Peace/War events as deck-building choices.
  • Need scaling Buildings? Keep King of Nothing (Blacksmith/Farm) or King of Nature (Forest/Procreate) at War.
  • Running Spells or Towers? Draft King of Stone (Quarry) or King of Greed (Beacon/Vault) cards deliberately.
PHASE 3 · YEARS 21–33+

Convert Static Plots Into Engines

  • Use Razing or Sacrifice to clear dead Year-2 filler and drop a second Multiplier Building next to your carry plot.
  • Apply key Enchantments (Steel Coat, Poison Vial, Oblation, or reworked Reinforce) onto your highest-count stack.
  • Evaluate Endless Mode after Year 33 only if your board has true multiplicative scaling.
Diplomacy peace and war event screen in 9 Kings

Best First Kings for New Players

Start with King of Nothing to internalize Paladin + Archer positioning and Blacksmith adjacency, then unlock King of Nature to experience exponential Forest + Boar HP scaling.