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How to beat King difficulty and King IX IX in 9 Kings

Updated
Game version
1.0 (12 November 2026); community methods from Patches #29 to #31
Topic
Progression

Six guides and forum threads written between July 2025 and November 2026 describe the same plan for King and the King IX levels. Fill the perk board before the run, especially with early-game and multiplier perks. Pour every level and buff into one carry, either your base or a single troop plot. Keep your free re-rolls for the decree that powers that carry at the year-5 Royal Council. Re-roll the attacking king to avoid area damage and to collect Overhaul or Offering. Restart openings that cannot reach the carry. Source counts below are independent authors; the plans are checked against 1.0 card text.

Stone Perks screen: a 3 by 5 perk grid holding king perks at x2 and x3 next to pink Rainbow perks, with the Hurler tooltip and owned perks in a row below.
A King of Stone perk board with Rainbow perks placed beside king perks. Official screenshot.

Pick a king and its carry

The full card, perk and decree plans are in Builds for every king. This table names the carry each plan scales.

King Carry Decree to look for in year 5 Sources
Nothing Castle levelled with Wildcards, or a Paladin or Soldier plot Development: 1 Wildcard per empty plot 3 call it the most consistent king
Greed Mercenary count, 1 unit per 9 gold Servitude: Mercenaries are never fired 4
Blood Imp plots beside Cemetery and Demon Altar Covenant for the Altar, Evil Pact for the Pagoda 2; a third plays for the Pagoda base
Spells Citadel with stacked Ruthless instant kills Tempest: double Citadel attack speed 3
Progress One Executioner plot levelled by Overhaul Futurism: troops level to 99 1; a second scales the base with Recyclers
Nomads Warlord unit count copied to Mobs Khanate: double Warlord units 2
Stone Trapper and Trebuchet, or poison Ballistas Engineering or Venom 2, disagree on the carry
Time Warper summons Kintsugi with Portal loops 2
Nature Wallmaker walls healed by Forests and the Treant, with poison Venom 2 plans; one player says Nature cannot win far above King

For a first King clear, use the King of Nothing or Greed. TomarEmerald (April 2026), Vao and Matsuri name Nothing as easy or consistent. In November 2026, TomarEmerald also said Greed was the king they could still win with comfortably after the Patch #29 to #31 changes.

Perks before the run

  • Equip a full board. When Patch #17 shipped, the developer said many difficulty complaints came from players who had not found the perk screen. Matsuri found that without early-game perks a King IX IX run is nearly lost by year 3. Four sources rely on perks.
  • Put the carry’s perk in the top-left and multiply it. Authoritarian fixes the top-left regular perk at x3. Verticalist, Leftist and Nationalist add applications to their neighbours, and Expander adds slots. Aevean’s November 2026 board runs two king perks at x4 and a third at x3 next to Authoritarian, Expander and Moderate. Matsuri calls Verticalist essential, and Vao prefers Authoritarian for most kings. Four sources multiply perks this way.
  • Universal perks that buy time: Resilient (+1 life), Persistent (+2 free re-rolls per rank), Politician (+1 decree choice) and, for base carries, Ingenious (+3 base levels per rank since Patch #24, down from +5).
  • Low king level: king perks unlock one per level, so a new king lacks its own perks. thegrassyknoll levelled each king at the highest difficulty open to it and lost one to three runs before winning King difficulty with level 3 to 5 kings.

Run plan by year

Years 1 to 4

  • Restart weak openings. TomarEmerald restarts when the first hand has no Wildcard or Castle card. 3DM’s Progress plan restarts when no Defender appears by year 2, and Aevean expects a few resets per King IX IX win. Four sources treat early restarts as normal at these levels.
  • Level one plot. A duplicate card played on the same plot levels it up. Leave other plots empty if your year-5 decree rewards empty plots (Development) or new placements (Settlement).
  • Re-roll the attacker into a useful deck. A win offers loot from the king you beat. Vao and TomarEmerald re-roll toward the King of Progress for Overhaul, which destroys a plot to level up 2 random plots and adds one more each use. They also re-roll toward the King of Spells for Offering, which turns a plot into 3 random tomes. With few plots on the board, those level-ups land on the base or carry. Vao levels the Castle to 9 before year 9 this way. Three sources use the method.
  • Do not spend free re-rolls on loot. TomarEmerald keeps them all for the first council. The base-first plan also accepts losing two lives in years 2 and 3.

Year 5 Royal Council

Re-roll the council until it offers the carry’s decree from the table above. If it never appears, the base-first Nothing plan restarts. Politician adds a fourth choice. Royal Council decrees explains how the offer is built.

Years 7 to 31

  • Merchant, year 7. The first card costs 30 gold. Greed players spend it on a Rainbow card or Mercenaries, and the Greed perk Peddler makes a shop purchase free. Patronage raises the base 3 levels past its cap, which Vao uses to offset the Ingenious cut.
  • Councils in years 13, 21 and 29. Overwork makes support buildings apply their effect again (up to 3 times). 3DM’s decree list ranks it first, and Vao calls it important for fast scaling. Feast doubles troop HP for tank carries. Venom doubles poison for Cauldron and Poison Vial builds. Gunpowder widens area attacks for base carries. Take Rebirth, which gives 3 lives beyond your maximum, when you are down to one life.
  • Peace diplomat. Make peace with the area-damage king that threatens your build. 3DM advises keeping at war the kings whose cards you need, such as Nothing, Stone or Nature for its Progress tank.

Enemy kings to re-roll away

Re-rolling the attacking king costs 10 gold, then 10 more each time, and the price never resets during the run. Banisher removes one king from the next run.

Your build Re-roll or make peace with Why
Swarms: Greed Mercenaries, Blood Imps, Nomads Mobs Stone, Spells, Time Ballistas pierce lines, and area spells and Time summons kill many small units (Vao)
Steel Coat tanks (Nothing, Spells) Blood, and Stone if possible Bombers kill the front line instantly (Matsuri)
Time Warpers Greed, Nature Their troops target Warper units instead of the summons (Vao)
Any build with high damage and low HP Progress Defender reflects all damage it takes

Matsuri ranks the enemy kings by threat at King IX IX as Blood, Spells, Time, then Progress, Nothing, Nomads and Greed, then Stone, with Nature the weakest. Vao rates Stone higher than that against swarms because Ballistas pierce.

Final battle in year 33

  • Empty your hand. Every card must be played or thrown into the pit before the battle starts. Plan years 29 to 31 so the last cards can go onto the carry.
  • Lives no longer save you. A life lost in the final battle ends the run, so take Rebirth or more HP earlier rather than gamble on the last fight.
  • Last purchases. The year-31 merchant is the last shop. Thorough gives a random card from your king in year 33.
  • Boss damage. Vao reports that a Converter cannot turn a boss into a rat and deals heavy damage to it instead, even unlevelled. Only Vao reports this.

Why runs fail

What happens Cause Fix
Dead by year 3 to 6 on King IX levels No early-game perks; cards spread over several plots Equip early perks, level one plot, restart openings without the carry
Base stops killing in the late years Castle damage lowered in Patch #30; Ingenious lowered in Patch #24 Add a troop carry in front of the base; use Patronage, Beacons and attack-speed decrees
Swarm wiped in one battle Area damage from Stone, Spells or Time Re-roll the attacker, make peace or banish that king
Your troops die attacking Progress Defenders reflect damage Raise HP above damage with Feast, Shields or Forests
No re-rolls left at a council Free re-rolls spent on loot Save them for year 5; take Persistent or Outsourcing
Lost year 33 with lives left A final-battle loss ends the run Prepare in years 29 and 31

King-difficulty achievements

The 25 levels and their enemy multipliers are listed in Difficulty levels.

Sources

  1. IX-IX Any King, Steam guide by Vao (updated 9 October 2026 for Patch #31)Per-king IX IX plans; re-rolling the attacker for Overhaul and Offering; which area-damage kings to avoid; Converter against bosses.
  2. Steam discussion 'solo difficulty' (October to November 2026)Aevean Leeow's per-king notes after the Patch #29 to #31 changes (7 November 2026); TomarEmerald on resets and Greed; thegrassyknoll's King of Kings order.
  3. King of Nothing, King IX IX guide by TomarEmerald (updated 23 October 2025)Base-first plan: restart weak openings, keep re-rolls for the first council, take Development, put every Wildcard into the Castle.
  4. Matsuri game blog, King IX IX with Nothing, Spells, Greed and Blood (9 July 2026, Japanese)Early-game perks decide year 3; Verticalist; enemy threat order; keep HP above damage against Progress Defenders.
  5. Steam discussion 'King Difficulty' (April 2026)King of Nothing named the most consistent king; Rainbow perks multiply perk ranks.
  6. 3DM King-difficulty guide by NirvanaLoey (21 July 2025, Chinese)Restart without the key troop; Politician for a fourth decree choice; which kings to keep when making peace. Pre-Patch #29 card list.
  7. 3DM decree tiers (21 July 2025, Chinese)Overwork ranked first among decrees.
  8. Patch #17 notesDeveloper: many difficulty complaints came from players who had not equipped perks.
  9. Patch #24 notesIngenious lowered from +5 to +3 base levels per rank.
  10. Patch #30 notesAuthoritarian perk; Castle damage slightly lowered.
  11. 9 Kings 1.0 release notes1.0 balance changes: Mangler, Dragon Den, Regression, weaker CPU Blood armies.

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