Gameplay

9 Kings Cards: the Six Types and How They Fit Together

Every card in 9 Kings belongs to one of six types, and the type decides almost everything: where you can play it, whether it can be enchanted, and whether it can even be attacked. This guide explains all six, the upgrade system behind them, and why the base card is unlike anything else in your deck.

Last updated & fact-checked: 2026-09-13Partially confirmed
Card types
Six
Upgradable
Troops, Buildings, Towers, Bases (to level 3)
Consumables
Enchantments, Tomes
Cannot be enchanted
Towers

The first thing to unlearn about 9 Kings is the word "spells". The store copy uses it loosely, but the game itself has no Spells card type. Cards come in exactly six types, and the type is not flavor text: it is the rulebook for where a card goes, what can buff it, and whether enemies can even touch it.

The six types at a glance

TypeWhat it doesUpgrades?Notes
TroopsMovable fighting units that walk the battlefieldYes, to level 3The only type enchantments can modify
BuildingsStatic supports that buff neighbors or the whole kingdomYes, to level 3Some spawn troops of their own
EnchantmentsConsumables that modify troopsNoNo stacking cap
TomesConsumables with one-shot effectsNoThe swiss army knife of the deck
TowersRanged attackersYes, to level 3Cannot be attacked or destroyed, and cannot be enchanted
BasesYour kingdom's heartYes, to level 3One per kingdom, always placed first

The type that defines the game: Bases

Every king owns exactly one base, it is the only card type you can never trade for, and it goes down first every run. Bases are troops or towers with a twist: the King of Blood's Pagoda summons imps, the King of Stone's Stronghold is itself a small fortress, the King of Progress's Mothership flies at the enemy and can be steered mid-battle. Pick a king and you have picked a base, which is why our nine kings guide treats the base as the anchor of every deck.

The upgrade economy

Troops, buildings, towers and bases level up when you play duplicates, capping at level 3. That cap is not entirely fixed: perks can raise the base's ceiling, and the Progress king's Futurism decree lets troops climb as high as level 99. Enchantments and tomes sit outside this economy entirely: they are spent, not grown.

Towers deserve one extra line of caution. They are the only type that cannot be attacked, which makes them the backbone of defensive decks, and the only type that cannot be enchanted, which caps how greedy a tower build can get. The King of Stone's whole identity lives in that trade, as our difficulty and playstyle pages touch on.

Where cards actually come from

You do not draft from a neutral pool. Win a battle and the three-card pick may include cards from the king you just defeated, which means aggressive play lets you steal entire strategies. Lose, and you pick from your own deck instead, a soft landing that keeps bad years from spiraling. The gameplay guide walks through that loop turn by turn, and the merchant events sell specific cards if a run needs one missing piece. The merchant has a name, too: the official Patch #20 notes renamed him Jack of All Trades, and his shop comes in three types, Arms, Structures and Magic, each stocking different cards.

The merchant screen offering six cards and a reroll button
The Merchant's card shop, with a Jack of All Trades figure hanging on the right. Official screenshot.

FAQ

What are the six card types in 9 Kings?

Troops, Buildings, Enchantments, Tomes, Towers and Bases. Despite the store page's loose wording, there is no Spells type.

Can towers be enchanted in 9 Kings?

No. Towers cannot be enchanted, and they also cannot be attacked or destroyed. Enchantments only ever modify troops.

How high do cards level?

Troops, buildings, towers and bases stop at level 3 normally. Perks can push the base higher, and the Futurism decree lets Progress troops reach level 99.

Sources