Cards

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Revision as of 04:59, 4 December 2025 by Qwertybot9000 (talk | contribs) (removing | |} at the end of time king)

Each king has 9 possible cards. Each game will start with 3 cards from the selected king. After each battle you can gain a card from the defeated king (or a base card if not fully upgraded). The cards can be rerolled but the cost increases by 10 Gold with each reroll and usually the cards will be from the same king. Cards can also be purchased from merchants for the cost of 30 Gold, increased by 15 for each card bought from the same merchant.

In addition to the king cards, there are 12 special cards available for purchase from merchants. Points can be spent on the Lucky perk to increase the chance of special cards appearing in merchant shops.

The King of Greed perk Peddler provides free merchant card purchases and the King of Greed royal decree Bargain halves the cost of purchasing merchant cards.

The Persistent perk provides additional free re-rolls for both after-battle and merchant card selections. The Outsourcing royal decree provides 9 free re-rolls.

You can throw cards from your hand into the well to discard them but recover 9 Gold per card. The King of Greed royal decree Salvage triples the amount of gold returned from discards.

Before each battle, you play or discard cards until you have two remaining in your hand (so, typically 1/turn). The exception is before the Final Battle where all cards must be played.

After each battle a number will appear over each plot, showing how much damage they dealt during the last battle.

Card types

There are six types of cards: base, troop, tower, building, enchantment, and tome.

Base

The Base card is the first card placed on a run. A life will be lost if any enemy unit reaches the base plot during a battle, and the run is lost if an enemy unit reaches it during the final battle on year 33. During battle their attack can be manually triggered or set to auto fire.

Troops

Troops are mobile combat units that engage enemy units in battle.

Towers

Towers are structures that attack or apply effects during battles. They are indestructible and with the exception of the Flamethrower they are immobile during battle.

Buildings

Buildings provide a variety of effects, including Troop and Tower buffs, summoning units, and more. The Overwork Royal Decree can be selected multiple times to increase the number of times buildings apply their effects.

Tomes

Tomes are played on occupied plots to provide a variety of advantages for the player.

Enchantments

Enchantments can be played on Troops multiple times to provide units with a variety of stacking bonuses. The Re-enchant Royal Decree can be selected multiple times to double the enchantments on all active Troops.

Levels

With the exception of the Lab Rat troop, which has no level cap, every troop, tower, and building card comes in three levels. Base cards have three levels but the Ingenious perk can raise their level cap to nine.

Base cards, troops, towers, and buildings are played on empty plots and can be upgraded to the next level by playing another card of the same type on the same plot. Additionally, the Concabulator building, Overhaul & Wildcard tomes, and Gentrify royal decree can level up cards. Lab Rat troops level up whenever adjacent plots level up and their level can be doubled by selecting the Splicing Royal Decree. The Pagan, Pollinator, Scholar, and Warden perks can start a run with specific cards pre-leveled.

List of Cards

The following cards are available while playing as or against the King of Nothing.

Card Type Effect
Castle Hurls a stone projectile onto your enemies. Damage: 10 Damage: 12.5 Damage: 15.63
Archer Deals weak but fast ranged damage. Health: 12
Damage: 2.3
Hits/second: 0.58
Crit Chance: 5
Units: 9
Health: 15
Damage: 2.88
Hits/second: 0.73
Crit Chance: 6
Units: 18
Health: 18.75
Damage: 3.59
Hits/second: 0.91
Crit Chance: 7
Units: 27
Paladin Highly defensive melee troop. Health: 37
Damage: 8
Hits/second: 0.25
Crit Chance: 5
Units: 3
Health: 55.5
Damage: 12
Hits/second: 0.25
Crit Chance: 5
Units: 6
Health: 83.25
Damage: 18
Hits/second: 0.25
Crit Chance: 5
Units: 9
Soldier Well-balanced melee troop. Health: 23
Damage: 3
Hits/second: 0.5
Crit Chance: 5
Units: 9
Health: 28.75
Damage: 3.75
Hits/second: 0.63
Crit Chance: 5
Units: 18
Health: 35.94
Damage: 4.69
Hits/second: 0.78
Crit Chance: 5
Units: 27
Scout Tower Shoots powerful single-target arrows. Damage: 25
Hits/second: 0.5
Crit Chance: 20
Damage: 37.5
Hits/second: 0.63
Crit Chance: 20
Damage: 56.25
Hits/second: 0.78
Crit Chance: 20
Blacksmith Every year adds attack damage to adjacent troops and buildings. Damage: +2% Damage: +4% Damage: +6%
Farm Every year, adds units to one adjacent troop. Units: +1 Units: +2 Units: +3
Steel Coat Cancels the first hit the target unit would take every battle. Unlimited number of stacks
Wildcard Levels up target plot.

The following cards are available while playing as or against the King of Blood.

Card Type Effect
Pagoda Summons imps onto the battlefield. Health: 12
Damage: 1.5
Health: 15
Damage: 3.38
Health: 18.75
Damage: 7.59
Bomber Runs towards the enemy and explodes, dealing area damage. Health: 13
Damage: 15
Units: 6
Health: 16.25
Damage: 22.5
Units: 12
Health: 20.31
Damage: 33.75
Units: 18
Imp Fast and aggressive troop with many small units. Health: 12
Damage: 1.5
Units: 13
Health: 15
Damage: 2.25
Units: 26
Health: 18.75
Damage: 3.38
Units: 39
Mangler Area damage turret.
Every year, sacrifices an adjacent unit per level to gain +2 damage.
Sacrifices: 1 Sacrifices: 2 Sacrifices: 3
Cemetery In an adjacent unit dies in battle, summons an imp to fight in its place. Health: 12
Damage: 1.5
Health: 15
Damage: 2.25
Health: 18.75
Damage: 3.38
Demon's Altar Summons one demon per level.
For each dead ally, grows permanently 0.5% stronger.
Units: 1 Units: 2 Units: 3
Carnage Unit explodes when killed, dealing 10% HP as area damage. Unlimited number of stacks
Vampirism Unit's attacks heal it for 20% of damage dealt. Unlimited number of stacks
Sacrifice Destroy target plot to level up adjacent plots.

The following cards are available while playing as or against the King of Greed.

Card Type Effect
Palace Casts a ray that insta-kills target. Golden enemies drop gold. Gold: 1 Gold: 2 Gold: 3
Thief Assassin troop that jumps to enemy's backline. Health: 9
Damage: 9
Hits/second: 0.4
Units: 9
Health: 11.25
Damage: 11.25
Hits/second: 0.5
Units: 18
Health: 14.06
Damage: 14.06
Hits/second: 0.62
Units: 27
Mercenary Strong but fickle warriors for hire.
You always have 1 unit for each 15 gold you own.
Health: 34
Damage: 9
Hits/second: 0.67
Health: 44.2
Damage: 11.7
Hits/second: 0.83
Health: 57.46
Damage: 15.21
Hits/second: 1.04
Dispenser Single-target tower. Gains +1% attack speed for each 1 gold you receive. Damage: 8 Damage: 14 Health: 24.5
Beacon Every year, adds +2% attack speed to adjacent troops and buildings. Hits/second: +2% Hits/second: +4% Hits/second: +6%
Vault Receive gold at the end of every year. Gold: 3 Gold: 6 Gold: 9
Midas Touch When this troop kills, there's a 2% chance to receive 1 gold. Unlimited number of stacks
Over-invest Spend 30 gold to increase every stat of a troop or tower by 15%. Unlimited number of stacks
Mortage Destroy target plot to receive to gold for each level it had.

The following cards are available while playing as or against the King of Nature.

Card Type Effect
Treant Creates a healing area on the ground. Healing: 1 Healing: 1.25 Healing: 1.56
Boar Can be mounted by adjacent troops.
For each 1 HP it has, increases rider stats by 1%.
Health: 30
Units:6
Health: 60
Units:12
Health: 120
Units:18
Elf Ranged sniper troop.
Always attacks the most distant target.
Health: 27
Damage: 20
Hits/second: 0.11
Crit Chance: 10
Units: 3
Health: 33.75
Damage: 25
Hits/second: 0.14
Crit Chance: 12
Units: 6
Health: 42.19
Damage: 31.25
Hits/second: 0.17
Crit Chance: 15
Units: 9
Orchard Creates roots that trap enemies. Damage: 4
Hits/second: 0.1
Roots: 3
Damage: 6
Hits/second: 0.13
Roots: 6
Damage: 9
Hits/second: 0.16
Roots: 9
Forest Every year, adds +2% HP to adjacent troops. Health: +2% Health: +4% Health: +6%
Mycelium Summons a fighting spore every 5 seconds in battle.
Spores accumulate every battle.
Damage: 5 Damage: 7.5 Damage: 11.25
Poison Vial Unit's attacks apply 1 poison stack to the enemy. Unlimited number of stacks
Clone Clone the card of the selected plot.
Procreate Adds 9 units to the selected troop.

The following cards are available while playing as or against the King of Nomads.

Card Type Effect
Warlord Shoots banners that add Warlord's stats to target allies Health: 12
Damage: 5
Crit Chance: 10
Units: 3
Health: 15
Damage: 6
Crit Chance: 15
Units: 6
Health: 18.75
Damage: 7.2
Crit Chance: 20
Units: 9
Mob Gains a unit for each adjacent unit added Health: 13
Damage: 4
Hits/second: 0.33
Units: 3
Health: 16.25
Damage: 5
Hits/second: 0.37
Units: 6
Health: 20.31
Damage: 6.25
Hits/second: 0.4
Units: 9
Raptor Can be mounted by adjacent troops
Sums its stats with the rider and pierces through the frontline
Health: 17
Damage: 4
Units: 6
Health: 25.5
Damage: 6
Units: 12
Health: 38.25
Damage: 9
Units: 18
Dragon's Den Does a single attack per battle in a line
Gets 20% stronger each time a plot is destroyed
Damage: 10 Damage: 15 Damage: 22.5
Camp When a card is placed on an empty plot Camp's adjacent plots gain stats Stats: +2% Stats: +4% Stats: +6%
Frost Attacks slow the enemy's movement and attack speed by 20% Unlimited number of stacks
Migration Moves target to an empty adjacent plot and gives +10% Damage and HP
Shields Adds 10 health or +10% health, whichever's higher
Swords Adds 5 damage or +5% damage, whichever's higher

The following cards are available while playing as or against the King of Progress.

Card Type Effect
Mothership Flies towards enemies like a unit.
Can be controlled on the battlefield.
Damage: 10 Damage: 12.5 Damage: 15.63
Defender Tanker unit that doesn't attack but reflects all taken damage. Health: 25
Units: 3
Health: 50
Units: 6
Health: 100
Units: 9
Executioner Ranged troop.
Always attacks the enemy with the lowest health.
Health: 14
Hits/second: 1.33
Units: 6
Health: 21
Hits/second: 2
Units: 12
Health: 31.5
Hits/second: 3
Units: 18
Lab Rat Disposable melee troop.
Levels up whenever adjacent plots level up.
Deals damage to bosses instead.
Health: 8.8
Damage: 4.2
Hits/second: 0.3
Move Speed: 1
Units: 2
No level cap
Each level increases Health and Damage by 4%
Each level increases Hits/second and Move Speed by 1%
Each level increases the number of units by 2
Converter Turns enemies into rats fighting for you.
Rats inherit Converter's stats.
Health: 5
Damage: 2
Hits/second: 0.28
Health: 5.45
Damage: 2.18
Hits/second: 0.29
Health: 5.94
Damage: 2.38
Hits/second: 0.3
Concabulator When this building reaches level 3, it levels up all your plots. No effect No effect All plots level up
Precision One hit is always critical. Unlimited number of stacks
Reinforce Unit gains +1% damage whenever any plot levels up. Unlimited number of stacks
Overhaul Destroy target plot to level up two random plots.
Each use, one more plot is leveled up.

The following cards are available while playing as or against the King of Spells.

Card Type Effect
Citadel Strikes your opponents with chaining lightning bolts. Damage: 15 Damage: 22.5 Damage: 33.75
Shaman Buffs allies' attack damage based on its own damage. Health: 12
Damage: 4
Hits/second: 0.2
Units: 6
Health: 15
Damage: 6
Hits/second: 0.25
Units: 12
Health: 18.75
Damage: 9
Hits/second: 0.31
Warlock Sturdy troop that deals melee area damage. Health: 33
Hits/second: 0.13
Units:3
Health: 49.5
Hits/second: 0.17
Units: 6
Health: 74.25
Hits/second: 0.21
Units: 9
Wizard Ranged troop. Casts powerful attacks at a slow rate. Health: 11
Damage: 12
Units: 9
Health: 13.75
Damage: 21
Units: 18
Health: 17.19
Damage: 36.75
Units: 27
Spire Heals your units that are closest to death during battle. Healing: 10 Healing: 15 Healing: 22.5
Library Every year, has a 50% chance of duplicating a stack of one adjacent troop. Applies once Applies twice Applies thrice
Combustion Unit causes area damage equal to 20% of its attack when it kills an enemy. Unlimited number of stacks
Static Unit's attacks trigger a lightning chain.
Deals +1 damage and +1 chain per stack.
Unlimited number of stacks
Offering Destroy target plot to receive 3 random tome cards.

The following cards are available while playing as or against the King of Stone.

Card Type Effect
Stronghold Summons towers that shoot nearby enemies. Damage: 5 Damage: 6.25 Damage: 7.81
Ballista Ranged troop that shoots huge bolts with piercing damage. Health: 12
Damage: 3
Hits/second: 0.09
Crit Chance: 10
Units: 3
Health: 15
Damage: 3.75
Hits/second: 0.11
Crit Chance: 12
Units: 6
Health: 18.75
Damage: 4.69
Hits/second: 0.14
Crit Chance: 15
Units: 9
Trapper Builds traps that inflict damage.
Untriggered traps accumulate between battles.
Health: 3
Damage: 2
Units: 3
Health: 3.75
Damage: 3
Units: 6
Health: 4.69
Damage: 4.5
Flamethrower A mobile tower that moves onto the battlefield to burn enemies. Speed: Slow Speed: Average Speed: Fast
Trebuchet Multi-projectile tower.
Shoots one extra projectile per building in your kingdom.
Attacks: 2 Attacks: 3 Attacks: 4
Cauldron All adjacent plots now deal poison damage. Stacks: 1 Stacks: 2 Stacks: 3
Quarry Adds damage to all towers every year. Damage: +2% Damage: +4% Damage: +6%
Wallmaker Builds defensive walls in your kingdom. Health: 500 Health: 1000 Health: 2000
Earthworks Unlocks target's adjacent plots.
Target's cards return to your hand, up to 3 copies.

The following cards are available while playing as or against the King of Time.

Card Type Effect
Bastion Cast rifts that warp each enemy to the backlines once. Rifts deal damage when cast Damage: 10 Damage: 12.5 Damage: 15.6
Warper Summons melee units that inherent half its stats Health: 12
Damage: 4
Hits/second: 0.1
Crit Chance: 0
Units: 5
Health: 14.4
Damage: 4.8
Hits/second: 0.1
Crit Chance: 0
Units: 10
Health: 17.3
Damage: 5.8
Hits/second: 0.1
Crit Chance: 0
Units: 15
Orbiter Magnetic spellcaster. When an adjacent plot gets an enhancement, it gets it too. Health: 26
Damage: 3
Hits/second: 0.3
Crit Chance: 10
Units: 6
Health: 31.2
Damage: 3.6
Hits/second: 0.4
Crit Chance: 15
Units: 12
Health: 37.4
Damage: 4.3
Hits/second: 0.4
Crit Chance: 20
Units: 18
Portal When this building reaches level 3, your kingdom travels back 2 years in time. No effect No effect Go back 2 years.
Hourglass Extremly slow tower. Releases a massive explosion when fully charged. Damage: 10
Hits/second: 0.3
Crit Chance: 0
Damage: 19.2
Hits/second: 0.1
Crit Chance: 0
Damage: 23
Hits/second: 0.1
Crit Chance: 0
Amplifier Gives every buff it gains to one adjacent plot. Amplifies one extra plot per level. Applies once Applies twice Applies thrice
Rewind Throw this into the pit to replace your current hand with copies of your last played cards.
Adrenaline During battle troop gains +1% attack speed per second.
Unlimited number of stacks
Regression Brings plot back 1 level but retains all its current stats and effects.
File:Temp Null.png Temp Null You broke space-time continuum. This card does nothing.

Special Cards

The following cards are available for selection after battling the Rainbow army on day 12 of a run. They are also available for purchase to all kings as random selections from merchants. The Lucky perk increases their chance of appearing in merchant shops.

Card Type Effect
Echoform Duplicates target plot and all its stats to one empty adjacent plot.
Gigantify Doubles the size, damage, and HP of target troop.
Haste Increases target's movement speed by 200%.
Ogre Lonely unit. Every year, increases 5% of all stats for each adjacent empty plot. Health: 20
Damage: 4
Hits/second: 0.25
Crit Chance: 5
Units: 3
Health: 24
Damage: 4.8
Hits/second: 0.28
Crit Chance: 5
Units: 6
Health: 28.8
Damage: 5.76
Hits/second: 0.3
Crit Chance: 5
Units: 9
Patronage Levels up your base plot by 3 levels.
Razing Destroys target plot forever. Automatically triggers a Royal Council event.
Scapegoat Passive backline unit. If killed in battle, generates 3 gold per level. Health: 30
Damage: 1
Hits/second: 1
Crit Chance: 0
Units: 9
Health: 30
Damage: 1
Hits/second: 1
Crit Chance: 0
Units: 18
Health: 30
Damage: 1
Hits/second: 1
Crit Chance: 0
Units: 27
Shrine Spends 9 gold every year to level up a random plot. Costs 3 less gold per level.
Slime Proliferating troop that multiplies itself to one empty adjacent plot every year. Health: 14
Damage: 1.5
Hits/second: .71
Crit Chance: 5
Units: 3
Health: 17.5
Damage: 2.25
Hits/second: .71
Crit Chance: 5
Units: 6
Health: 21.88
Damage: 3.38
Hits/second: .71
Crit Chance: 5
Units: 9
Temple Increases 10% of a random stat of a random plot.
Unify Sacrifices all troops adjacent to target. Target plot gains the number of units sacrificed.
X-Ray Levels up all plots diagonal to the target plot.