It turns out I’ve been sleeping on 9 Kings. I received the code in the post a couple of weeks ago, but things get in the way, you know!? But this last few days, after finally getting my shit back on track, I was able to sit down and get to grips with the game. Here’s how I got on…

What is 9 Kings, then, milord?

Developed by Sad Socket, 9 Kings is a hybrid roguelike deckbuilder that infuses auto-battles and theorycrafting to create a truly memorable indie strategy experience about defending your castle from tiny, angry armies.

9 Kings annoints you as the ruler of a fantasy kingdom, and over the course of many years/turns, you must assemble a fighting force that can destroy all who come before it. This is done by blending your available units with those from your neighbouring kingdoms, in the process creating unique armies that react to your enemies over time.

It’s pixelated, low-fi and a bit squeaky, technically speaking, it’s a little rough around the edges, yet, it’s already shaping up to be one of my favourite games of the year, and it’s still only in Early Access.

Not my king!

The thing I like most about 9 Kings is the variety already present in the various decks included in the game, despite the EA tag. Each of the eponymous rulers has their own deck of cards, and you’re able to mix and match those decks to create a pool of cards from which to build a unique army.

We all know that in real life, the royals are terrible parasites on society who leech off the masses, but putting that aside for one minute, it’s quite fun being an all-powerful ruler! Your kingdom starts off as a small 3×3 grid, and initially you can slap your castle down as you see fit, but as the years advance, you have the chance to open up new territories.

Each of the tiles can house a unit. These might be troops or defensive towers, or maybe a building that adds interesting benefits to other tiles, but once you’ve filled your grid you need to upgrade and enhance your build. You do this by drawing cards from a small pool before each new round, before deploying these cards as you see fit until there are only two left in hand. At this point, it’s time to let slip the dogs of war.

Bringing the fight to you

One of my favourite strategy series over the years has been Total War. I love the idea of smashing giant armies together and watching things unfold, and Creative Assembly’s series has always been able to provide that thrill on a grand scale. 9 Kings somehow manages to deliver a vaguely comparable experience to that of Total War, but at a tiny scale and with battles taking mere seconds. And yet, despite the simplicity of the combat and the player’s limited capacity to affect the course of a battle once it has begun, I really love it.

While you can directly control one part of your attack, combat can also be fully automated and sped up. It didn’t take long before I’d gone auto so I could focus on my build instead, which meant trying to find the right balance between turrets back at the back, buildings to generate synergies, and a cocktail of units that work well together in the field.

The different decks don’t just contain cards that let you level up your units, you can also give them special abilities on top of the basic stat upgrades. There is so much potential in this part of the game, and I’m having a great time working out how all the various parts come together, as each character’s deck has a different focus. One example might be a build based around a strong economy, while another uses nature to power its attack, and there’s another that has powerful magic units. Things then get even more interesting when all three decks are combined…

Lands still yet to conquer

At the time of writing, 9 Kings should really only be called 7 Kings, as there are still two more in the works. Knowing this, and knowing that there is plenty more waiting for me to discover in the current build as it stands, makes me very excited to see how the game ends up once we hit 1.0 (and even beyond).

For now, I’ll have to content myself with the royal party as it currently stands. Yet, there’s already tons to do, with multiple difficulty settings, a bunch of different decks to experiment with, and an endless mode where you can keep playing until you finally meet your match.

My only criticisms at this stage are minor and technical – a bit of screen tearing, lack of controller support, that sort of thing- and I expect that to be sorted as a matter of course. Otherwise, I don’t mind admitting that 9 Kings is one of my favourite surprises of the year so far, and I’ve thoroughly enjoyed getting lost in it over the past few evenings.

9 Kings is out now in Early Access on PC (Mac, Win) and I played the game via access kindly provided by the game’s publisher, Hooded Horse.

Would you like to know more? 

In an effort to tempt you into clicking deeper into our web of rogues, moving forward, we’re going to try something a little different, and after the upcoming advert for NordVPN, you’ll find a new feature: Rogueliker’s Hall of Fame. But first, here are a load of mega awesome roguelikes and roguelites, almost 40 of them, in fact.

The Best Roguelike Games: the best roguelites, deckbuilders, RPGs, auto-shooters, and more

Still with us? Ok, the Hall of Fame below highlights arguably the best game from each sub-category in the article linked directly above; however, each of these standout games is reinforced with another article about even more titles, whether they be turn-based roguelikes or first-person shooters. 

Finally, if you’d prefer everything split into individual platforms, we’ve got you covered, too, although be warned, those lists don’t go into as much detail: 

Android/iOS | PC (Lin, Mac, Win) | PlayStation | Switch | Xbox 

Before we get to The Hall of Fame, help us keep the lights on – if you’re shopping for a VPN, do it via NordVPN. Just hit this obnoxiously huge link! 

Rogueliker’s Hall of Fame 

First, let’s establish the parameters for inclusion. We can answer the question of “what is a roguelike?” by telling you about the game that started this whole party. Rogue is a turn-based RPG with procedurally-generated content and permadeath. The genre has exploded in a hundred different directions since then, but all of the games on this list retain one or two core features that first appeared in Rogue back in 1980. 

The best turn-based roguelikes: Caves of Qud | There are some seriously incredible turn-based roguelikes out there. Of all the modern games, these are the closest to the original Rogue. 

Great bullet heavens and auto-shooters: Vampire Survivors | There could be only one choice for this category, given how all other games are called survivors-likes for a reason! 

Awesome first-person rogues: Gunfire Reborn | We almost went with Blue Prince for this spot, but most people checking out first-person rogues probably want to wield a gun, you know?!  

Cool roguelike deckbuilders: Balatro | Sorry, Slay the Spire fans, but this poker-solitaire deckbuilder has stolen Mike’s heart and won’t give it back.

Brilliant roguelite top-down and third-person shooters: Returnal | Bit of a broad one, but with our other favourite action-roguelites featured elsewhere, we were obliged to mention Returnal here. 

Exciting roguelike platformers: Spelunky | Now, don’t get us wrong, Dead Cells is an incredible game, especially with all the DLC switched on. But when it comes to impact, you just can’t beat Spelunky.

Strategy Roguelikes: FTL Faster Than Light | Another classic roguelike that we’re still playing years after launch.

Amazing action-roguelites: Hades 2  | And finally, let’s wrap things up with our favourite of them all, There’s no beating the original Hades, although Hades 2 comes pretty close! 

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