King of Nothing
Balanced Foundations, Shields & Adjacency Scaling
The starter ruler of 9 Kings and the most versatile all-rounder. Following Patch #14 ("Nothing Makeover"), King of Nothing gained his own dedicated Decree pool and special scaling traits: Soldiers gain +1% damage per unit added to their troop, and Paladins gain bonus HP whenever they receive a damage buff.
Inspired by classic medieval monarchs; present since the earliest itch.io prototype.
Hurls stone projectiles onto incoming enemies from the center of your kingdom.
Strengths
- Cleanest learning curve with balanced Melee, Ranged, Tower, and Support cards
- Steel Coat enchantment enables indestructible frontline tanks when duplicated by Library
- Blacksmith (+2% ATK/yr) and Farm (+1 unit/yr) plug into nearly any cross-king build
Weaknesses
- Lacks explosive innate economy without Greed or Shrine support
- Single-target Scout Towers can be overwhelmed by dense early swarm waves before Twinshot
Best Diplomacy Allies
- king-of-spells
- king-of-nature
- king-of-greed
Deck Composition: [object Object]
King of Nothing Card Pool (9)
All cards native to King of Nothing, including Troops, Towers, Buildings, Enchantments, and Tomes.
Hurls a heavy stone projectile onto incoming enemies.
Well-balanced melee troop. Gains +1% damage for every new unit added to the troop (Patch #14).
Units / Rank: Lvl 1: 9 | Lvl 2: 18 | Lvl 3: 27
Highly defensive melee troop. Damage buffs also increase its maximum HP (Patch #14).
Units / Rank: Lvl 1: 3 | Lvl 2: 6 | Lvl 3: 9
Deals fast ranged damage from the backline.
Units / Rank: Lvl 1: 9 | Lvl 2: 18 | Lvl 3: 27
Shoots powerful single-target arrows; gains +1 projectile per level (3 / 6 / 9 in Patch #29).
Every year, adds +1 unit to one adjacent troop plot.
Every year, adds +2% attack damage to adjacent troops and constructions.
Instantly levels up the target plot by 1 level.
Cancels the first hit the enchanted unit would take every battle (stacks infinitely).
King of Nothing Perks (9)
Simulate in Perk Planner →Berserk
Max 4xAll Nothing cards start with +10% attack speed.
Scaling: 10% / 20% / 30% / 40%
Mauler
Max 4xCastle boulders have +10% attack area.
Scaling: 10% / 20% / 30% / 40%
Stubborn
Max 4xStart with +3 free rerolls.
Scaling: 3 / 6 / 9 / 12
Agricultural
Max 4xStart with +1 Farm card in your hand.
Scaling: 1 / 2 / 3 / 4
Protector
Max 4xTroops start with +1 Steel Coat stack.
Scaling: 1 / 2 / 3 / 4
Valiant
Max 4xPaladins start with +3 units.
Scaling: 3 / 6 / 9 / 12
Farsighted
Max 4xArchers have +20% attack range.
Scaling: 20% / 40% / 60% / 80%
Sentinel
Max 4xScout Towers shoot +1 extra arrow.
Scaling: 1 / 2 / 3 / 4
Recruiter
Max 4xSoldiers have +10% to all stats.
Scaling: 10% / 20% / 30% / 40%
Faction Royal Decrees (7)
All Decrees & Blessings →Armory
King PoolAll active troops gain +3 stacks of Steel Coat.
Development
King PoolReceive 1 Wildcard card for every empty plot in your kingdom.
Fireball
King PoolCastle boulder impacts leave a damaging area of fire on the ground.
Freshmen
Max 3 (Patch #29)Doubles all stats of Level 1 troops (works on Regressed troops).
Twinshot
King PoolDoubles the number of arrows fired by Archers (Patch #29).
Men-at-Arms
1.0 PoolAdded in 1.0 Release to bring King of Nothing to 9 unique decrees.
Nativism
1.0 PoolAdded in 1.0 Release to bring King of Nothing to 9 unique decrees.
Blacksmith & Farm Paladin Wall
Anchors front-row Paladins and back-row Archers around two Blacksmiths and Farms so flat percent attack and unit-count scaling compound automatically every year.
Archer
Primary ranged DPS receiving Blacksmith & Farm buffs
Farm
Adds units to adjacent Paladin & Archer plots
Paladin
Frontline tank line; stack Steel Coat here
Blacksmith
Boosts Castle, Archer, and Scout Tower attack
Castle
Center Base scales directly off adjacent Blacksmith
Blacksmith
Double-buffs central Castle and frontline Paladins
Scout Tower
Early-game ranged stabilizer upgraded via Wildcard
Farm
Second unit printer adjacent to Castle & Soldier/Paladin
Soldier
Secondary frontline fodder; swap via Razing if needed
Execution Steps
- Open with Castle at center (1,1), a Blacksmith at (1,2), and Paladins at (0,2) so every early round upgrades both frontline durability and base damage.
- Place Archers at (0,0) and connect them with a Farm at (0,1) to raise total arrow volume instead of spending scarce early gold.
- Hold Wildcard for Paladin or Blacksmith level-ups rather than burning it on low-impact early Tomes.
- Draft Steel Coat whenever Archers or Paladins risk dying to burst waves (especially against King of Spells or King of Stone bosses).
Common Pitfalls
- Do not dilute your diplomacy deck with non-scaling Troops; keep enemy King wars aligned with Nature or Greed when available.
- Avoid placing Blacksmiths on outer corners where they touch only two plots instead of three or four.