
King of Nothing
The starting king. Its deck has no destruction or gold cards: three troops, two support buildings, a tower, a level-up tome and a defensive enchantment.
- Unlock
- Unlocked from the start
- Base card
- Castle
- Other 8 cards
- 3 troops, 2 buildings, 1 tower, 1 tome, 1 enchantment
- 1.0 decrees
- Men-at-Arms, Nativism
High-difficulty build
Castle plan (TomarEmerald, Vao, and Aevean in November 2026, who says it may still work):
- Years 1 to 4: play Castle duplicates and Wildcards on the base and leave the other plots empty. Restart if the opening hand has neither, and spend no free re-rolls.
- Year 5: re-roll the council for Development, which gives 1 Wildcard per empty plot, then play them all on the Castle.
- Then put a Paladin in front, because damage buffs also raise its HP. Give it Steel Coat stacks and put a Blacksmith between Castle and Paladin to buff both. Gunpowder and the Mauler perk widen the boulder area. A Greed Beacon beside the Castle adds attack speed.
- Perks: Ingenious x2 (+6 base levels), Castellan, Stubborn or Persistent for council re-rolls.
Troop plan (Matsuri, Aevean): stack Recruiter, the Soldier stat perk, as high as the board allows and play every Soldier on one plot. Raise unit count before damage, because a Soldier gains damage for each new unit. Farms add units every year and Men-at-Arms doubles them. Aevean instead keeps a Soldier or Paladin at level 1 and re-rolls for Freshmen, which triples all stats of level-1 troops (up to 3 times).
Enemies: avoid Blood, whose Bombers break the front line, and Stone where possible. Fight Progress early for Overhaul. Three independent players call Nothing the most consistent king; the Castle plan has three sources and the troop plan two.
From Builds for every king, where the player guides behind each plan are listed. Run plan for all kings: How to beat King difficulty.
Deck: 9 cards
The first card is the base. You start a run with the base and 3 random cards from this deck.

Castle
BaseHurls a stone projectile at your enemies.

Soldier
TroopBalanced melee warrior. Gains damage for each new unit.

Paladin
TroopMelee tank. Damage buffs also increase its HP.

Archer
TroopDeals weak but fast ranged damage.

Farm
BuildingEvery year, adds 1 unit to one adjacent troop per level.

Blacksmith
BuildingEvery year, adds damage to adjacent plots (+2% per level on the official wiki table).

Scout Tower
TowerShoots powerful single-target arrows.

Wildcard
TomeLevels up target plot.

Steel Coat
EnchantmentCancels the first hit the target unit takes every battle.
How the cards fit together
- Farm adds 1 unit per level to one adjacent troop every year, and Soldier gains damage for each new unit, so a Soldier plot beside Farms grows on both axes.
- Blacksmith buffs adjacent plots every year, so it pays off when it touches several troop plots: a centre plot touches four.
- Wildcard levels up any plot, including another king's card you won in battle.
- Since Patch #29 Scout Tower fires 3 more arrows per level (3, 6, 9) and Twinshot doubles Archer arrows instead of adding one.
- Patch #30's Benevolent perk gives a Wildcard after each Jack of Rainbows battle; the Jack attacks twice per run.
Royal decrees
| Decree | Effect | Limit |
|---|---|---|
| Agronomy | Gives you 1 Farm card for each occupied plot in your kingdom. | Repeatable without limit |
| All troops gain 3 stacks of Steel Coat. | Repeatable without limit | |
| Gives you 1 Wildcard for each empty plot you have. | Repeatable without limit | |
| Castle hits now leave a trail of fire on the ground that deals damage per tick. | Repeatable without limit | |
| Triples all stats of all level 1 troops. | Up to 3 times | |
| Men-at-Arms 1.0 | Doubles the number of units of all your Soldier plots. | Up to 3 times |
| Nativism 1.0 | Gives you 9 gold whenever any King of Nothing card is used. | Up to 3 times |
| Smith Tower | Scout Towers now give damage to adjacent plots and Blacksmiths now shoot arrow projectiles. | Up to 3 times |
| Doubles the number of arrows shot by Archers per hit. | Repeatable without limit |
Perks
| Perk | Effect per rank | Ranks |
|---|---|---|
| Start with Farm cards in your hand. | 3 | |
| Benevolent | Gives you +1 Wildcard after every Rainbow Army battle. | 3 |
| Archers have +50% range. | 3 | |
| Castle boulders start with a larger attack area. | 3 | |
| Troops start with Steel Coat stacks. | 3 | |
| Soldiers start with a bonus to all stats. | 3 | |
| Scout Towers start with extra arrows. | 3 | |
| Start with free re-rolls. | 3 | |
| Paladins start with extra units. | 3 |
Perk slots and ranks open with king levels. How perks and king levels work.
Guides for this king
- Beginner guide: a first run with this deck
- How to beat King difficulty: perk board, year-5 decree, enemy re-rolls and the year-33 battle
- Unlocking kings: every unlock counter and how it accumulates
- Royal Council decrees: how the decree offer is built and which pools it draws from
Card, decree and perk lists: game data for version 1.0, imported 2026-11-13.
