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OFFICIAL CORONATIONVersion 1.0 Live on Steam • Global Launch

The Nine Realms awaken! Unleash Joker Mode, conquer Quest Mode, and forge broken 3x3 synergies.

Launch Clock
Nov 12, 2026 • Live
1.0 Patch
THE NINE DOMAINS OF POWER

The Nine Sovereigns Archive

Nine monarchs vie for the King of Kings title. Each commander brings a unique Citadel power, signature mechanic, and customized starting card pool. Conquering rival kings in war bleeds their cards into your loot pool.

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The CrownlandsBeginner
King of Nothing Official Card Art
Standard Medieval Warfare & Balanced Foundations

King of Nothing

The Sovereign of the Humble Realm

The archetype monarch of 9 Kings. Devoid of flashy elemental powers or dark bargains, the King of Nothing turns fundamental discipline, physical armor, and stalwart archers into an unstoppable engine of conquest.

Citadel Ability:
Rallying Banner: Grants +15% Health and +10% Attack Speed to all orthogonally adjacent defensive units.
Starting Arsenal:
Royal CitadelStalwart Footman (x2)Longbowman+2 more
The Arcane OrderIntermediate
King of Spells Official Card Art
Spell Stacking, Chain Lightning & High-Damage Wizards

King of Spells

The Archmage of the Arcane Spires

Master of lightning, static arcs, and enchanted towers. The King of Spells transforms humble grid positions into channelers of apocalyptic magical destruction.

Citadel Ability:
Arcane Surge: Automatically strikes incoming enemy waves with bouncing Chain Lightning every 4 seconds during combat.
Starting Arsenal:
Spire CitadelApprentice Wizard (x2)Arcane Barrier+2 more
The Primal CanopyIntermediate
King of Nature Official Card Art
Continuous HP Growth, Spores & Infinite Unit Replication

King of Nature

The Great Arboreal Patriarch

Harnesses the untamed fury of the forest. The King of Nature wins battles not through forged metal, but through overwhelming biomass, poisonous spores, and resilient beasts.

Citadel Ability:
Heart of the Forest: Pulses healing sap across all adjacent tiles, boosting maximum HP of living units by +5% every year.
Starting Arsenal:
Living World Tree CitadelWild Boar Charger (x2)Elven Stalker+2 more
The Gilded SyndicateIntermediate
King of Greed Official Card Art
Gold Accumulation, Mercenary Swarms & Market Hegemony

King of Greed

The Merchant Emperor of the Golden Vaults

Why bleed for a crown when you can buy it? The King of Greed treats war as a balance sheet, accumulating vast treasuries to purchase overpowered troops and pay off rival kings.

Citadel Ability:
Vault of Midas: Generates +10 Gold at the end of each battle, plus 5% compound interest on unspent gold reserves.
Starting Arsenal:
Gilded Palace CitadelHired Sellsword (x2)Crossbow Guild+2 more
The Steppe HordeAdvanced
King of Nomads Official Card Art
Mobility, Adjacency Stat Feeding & Rapid Skirmishers

King of Nomads

The Khan of the Whispering Steppes

Never trapped in one corner. The King of Nomads relies on fluid maneuvers, passing health and attack stats across orthogonal vectors while harassing enemies with relentless mobility.

Citadel Ability:
War Tent Citadel: Can be relocated to any empty grid tile once per turn without penalty, granting temporary charge buffs to neighboring units.
Starting Arsenal:
Great War TentSteppe Raider (x2)Horse Archer+2 more
The Chrono SanctuaryExpert
King of Time Official Card Art
Time Loops, Pacing Distortion & Rewind Portals

King of Time

The Chronomancer of the Eternal Hourglass

The master of past and future. The King of Time can bend the flow of years, setting up portals that replay previous seasons while retaining permanent infrastructure gains.

Citadel Ability:
Hourglass Citadel: Rewinds the final 3 seconds of a disastrous battle once per run, or accelerates production by 25%.
Starting Arsenal:
Sundial CitadelChrono Sentinel (x2)Time Weaver+2 more
The Deep BastionBeginner
King of Stone Official Card Art
Unbreakable Defense, Golems & Immovable Fortifications

King of Stone

The Mountain Lord of the Granite Bastion

The ultimate turtle monarch. The King of Stone turns the 3x3 territory into an impenetrable mountain fortress where enemies break their teeth upon granite and iron.

Citadel Ability:
Granite Keep: Grants +30% Armor and 15% Damage Reflection to all units stationed in the forward row.
Starting Arsenal:
Granite Keep CitadelStone Golem (x2)Rampart Ballista+2 more
The Sanguine CovenAdvanced
King of Blood Official Card Art
Sacrifice Engines, Vampirism & High-Risk Dark Magic

King of Blood

The Sanguine Patriarch of the Crimson Crypt

A high-wire act of carnage and power. The King of Blood trades the vitality of lesser thralls for terrifying life-stealing commanders and necrotic resurrecting armies.

Citadel Ability:
Sanguine Altar: Sacrifices the lowest-health minion at battle start to grant all surviving allies +25% Lifesteal and +20% Attack Damage.
Starting Arsenal:
Crimson Crypt CitadelBlood Cultist (x2)Vampiric Thrall+2 more
The Steam & Steel DirectorateIntermediate
King of Progress Official Card Art
Industrial Synergy, Clockwork Automata & Siege Engines

King of Progress

The Chief Engineer of the Clockwork Foundry

The industrial revolution comes to the Nine Realms. The King of Progress builds assembly lines across the 3x3 grid, mass-producing mechanical soldiers and explosive artillery.

Citadel Ability:
Foundry Core: Every adjacent building completes its construction or upgrade phase 1 year faster and produces +1 Clockwork Cog per turn.
Starting Arsenal:
Foundry Core CitadelClockwork Soldier (x2)Steam Gatling Cannon+2 more