- 24h
- 3
- 30d
- 8
- people
- 2
- 7 days
why #4
How this score was built
(24.0 + 2.2 + 6.9) × age decay 0.96 × integrity 1.00 = 31.89
- Poke integrity
- 0 of 8 flagged as risky
- Where pokes came from
- website 100%
- Last recalculated
- 52 minutes ago
Every listing is scored by the same formula, on public numbers. Read the method
A quick, tactical card-battle game where you place units in Melee, Ranged, and Castle lanes to break enemy castles and reduce the commander to 0 HP. Elemental suits trump each other, castles grant unique powers, and matches run up to three rounds against an AI Crown.
Overview
Kill The King is a fast card-battle game where two commanders place units across Melee, Ranged, and Castle lanes. Each player begins with 20 HP; the castle soaks damage first. Break the enemy castle and then reduce its commander to 0 HP to win, or have more HP after three rounds.
How a Match Works
- Matches are up to three rounds. Each round: draw 7 cards, place 3 Melee, 3 Ranged, and 1 Castle card.
- Castles flip to determine who attacks first (higher rank wins ties randomly).
- On your turn, flip one of your face-down units to attack the opposing unit in the same lane. Excess attack power (overflow) damages the enemy castle; if the castle is destroyed, overflow hits commander HP.
- Played units move to the graveyard after resolving.
Elements & Trumps
- Suits map to elements: Hearts ♥ = Fire, Diamonds ♦ = Wind, Spades ♠ = Water, Clubs ♣ = Earth.
- Fire trumps Earth; Earth trumps Wind; Wind trumps Water; Water trumps Fire. A favorable trump gives a combat edge in clashes.
Castles
Your seventh card is your Castle and sets fortress HP plus a special ability. Examples from the card list:
- 2 — Column Strike: attacks also clear the vertical column.
- 3 — Spy: reveal one enemy unit; rearrange your army.
- 4 — Range Buff: ranged units deal double attack damage.
- 5 — Absorb Element: ignore castle hits if your element trumps the attacker.
- 6 — Melee Buff: melee units deal double attack damage.
- 7 — Assassin Debuff: enemy Assassins only deal 1 damage.
- 8 — King Hunter: if enemy castle is a King, deal 16 to it immediately.
- 9 — Double Strike: may attack twice on your first turn (blocked by enemy 10 or King).
- 10 — Fortify: castle defense becomes 15.
- J — Priest: Castle defense 10.
- Q — Sorceress: Castle defense 8; same-element defenders get double defense.
- K — King: Castle defense 20; +2 attack to all units of the King’s element.
- A — Assassin: Castle defense 7; destroys enemy castle if it is J, Q, K, or A.
Other ranks use the card’s combat value as castle defense.
Game Modes
- Classic: Each side uses a 26-card elemental half (You: Fire & Wind; Enemy: Water & Earth) for clearer trump dynamics.
- Chaos: Full 52-card deck shuffled and split 26/26 for more randomness.
Tips & UI Notes
- Place cards by dragging or clicking; confirm placements to flip castles and begin.
- Hover face-up cards to see combat values and castle abilities. Use the Battle Chronicle for a move log.
- Consider castle specials over raw value; high-rank castles may have powerful effects.
Win Conditions
- Reduce the enemy commander to 0 HP to win immediately.
- After three rounds, the player with higher HP wins (ties possible).
Player verdicts
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