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
| Type | What it does | Upgrades? | Notes |
|---|---|---|---|
| Troops | Movable fighting units that walk the battlefield | Yes, to level 3 | The only type enchantments can modify |
| Buildings | Static supports that buff neighbors or the whole kingdom | Yes, to level 3 | Some spawn troops of their own |
| Enchantments | Consumables that modify troops | No | No stacking cap |
| Tomes | Consumables with one-shot effects | No | The swiss army knife of the deck |
| Towers | Ranged attackers | Yes, to level 3 | Cannot be attacked or destroyed, and cannot be enchanted |
| Bases | Your kingdom's heart | Yes, to level 3 | One 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.

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.