Peasant
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Peasant (Adventures)

Cost: $2

Type: Action-Traveller

Text: +1 Buy\n+$1\dWhen you discard this from play, you may exchange it for a Soldier.

Strategy Review

Here's a comprehensive strategy guide for Peasant:

Peasant Strategy Guide

Introduction Peasant is a unique $2-cost Action-Traveller card that begins a powerful upgrade chain through the Traveller line (PeasantSoldierFugitiveDiscipleTeacher). While modest in its initial abilities (+$1 and +1 Buy), Peasant's true value lies in its potential to transform into increasingly powerful cards that can dramatically shape your deck's development.

Basic Characteristics Cost: $2 Benefits: +1 Buy, +$1 Key Feature: Can upgrade to Soldier when discarded from play

Initial Value Assessment As a $2 card, Peasant competes with other early-game options like Chapel, Cellar, or Silver. Its immediate benefits are: - Provides the buying power of a Copper - Grants an extra Buy - Offers upgrade potential

These characteristics make it an attractive early-game purchase, particularly in games where: 1. Multiple Buys are valuable 2. You want access to the Traveller upgrade chain 3. You need cheap non-terminal actions

Early Game Strategy

When to Buy Peasant Optimal timing for Peasant acquisition includes:

  1. Opening Turns ($4/$3 or $3/$4 splits)
  2. Excellent as a $2 opening, particularly with:
  3. $3 companions that benefit from +Buy (Workshop, Shanty Town)
  4. Cards that help you play multiple actions (Village variants)
  5. Trashing cards (Chapel, Steward) to accelerate deck cycling

  6. Early Priority

  7. Aim to get Peasants within the first 2-3 shuffles
  8. Multiple Peasants can be beneficial, but don't over-invest
  9. Consider getting 2-3 Peasants if your strategy relies on accessing higher-level Travellers

Number of Peasants to Buy The optimal number depends on your strategy:

  1. Minimal Approach (1-2 Peasants)
  2. When you primarily want access to one Teacher
  3. In faster games where extensive upgrading isn't feasible
  4. When competing priorities demand attention

  5. Medium Investment (2-3 Peasants)

  6. When you want multiple Teachers
  7. In engines that can handle multiple action cards
  8. When the Soldier's attack is particularly valuable

  9. Heavy Investment (3+ Peasants)

  10. In longer games with strong deck control
  11. When planning to use multiple Disciples
  12. When multiple Teachers are crucial to your strategy

Upgrading Strategy

Timing Considerations 1. Early Game - Usually upgrade to Soldier quickly unless: * The +Buy is critically needed * You lack other +$1 sources * Opponent's deck isn't developed enough for Soldier's attack

  1. Mid Game
  2. Accelerate upgrades when:
  3. You have reliable deck drawing
  4. Alternative +Buy sources are available
  5. You're ready to leverage higher-level Travellers

  6. Late Game

  7. Consider keeping some Peasants un-upgraded if:
  8. You need the +Buy
  9. The game is nearly over
  10. Higher Travellers won't have time to impact the game

Managing the Upgrade Chain

  1. Peasant to Soldier
  2. Primary considerations:
  3. Opponent's vulnerability to the attack
  4. Your deck's need for military cards
  5. Alternative sources of +Buy

  6. Soldier to Fugitive

  7. Timing based on:
  8. Deck drawing capability
  9. Need for stronger card draw
  10. Attack utility versus draw utility

  11. Fugitive to Disciple

  12. Strategic factors:
  13. Presence of powerful action cards to copy
  14. Deck's ability to play multiple actions
  15. Stage of game development

  16. Disciple to Teacher

  17. Final conversion depends on:
  18. Available tokens to place
  19. Remaining game length
  20. Engine development status

Synergies and Combinations

Strong Synergies

  1. Card Draw
  2. Laboratory variants
  3. Cantrips
  4. Drawing terminals Benefits: Helps cycle to Peasant more frequently for faster upgrading

  5. Village Variants

  6. Native Village
  7. Fishing Village
  8. Village Benefits: Enables playing multiple Peasants/Travellers in one turn

  9. Throne Room Effects

  10. Throne Room
  11. King's Court
  12. Crown Benefits:
  13. Double the +Buy and +$1
  14. Can upgrade twice if you have the higher Traveller available

  15. Duration Cards

  16. Wharf
  17. Caravan
  18. Fishing Village Benefits: Provides multiple opportunities to upgrade across turns

  19. Deck Control

  20. Chapel
  21. Warehouse
  22. Cellar Benefits: Helps cycle deck faster to use Peasant and upgrade more efficiently

Counter-Synergies

  1. Heavy Attack Cards
  2. Militia
  3. Ghost Ship
  4. Torturer Why: Makes it harder to reliably play and upgrade Peasants

  5. Alternative +Buy Sources

  6. Market Square
  7. Grand Market
  8. Bridge Why: Reduces the value of Peasant's +Buy

  9. Cursing Attacks

  10. Witch
  11. Young Witch
  12. Mountebank Why: Clogs deck, slowing Peasant access and upgrading

Countering Peasant Strategies

  1. Rush Strategies
  2. Province rush
  3. Gardens rush
  4. Duke/Duchy rush Why: Can end game before Traveller chain develops

  5. Deck Interference

  6. Discard attacks
  7. Hand size reduction
  8. Deck inspection Why: Disrupts reliable Peasant play and upgrading

  9. Alternative Engine Components

  10. Strong payload cards
  11. Better card draw
  12. Superior village cards Why: Can outpace Traveller development

Advanced Techniques

  1. Multiple Upgrade Lines
  2. Running parallel upgrade chains
  3. Staggering upgrades for different purposes
  4. Maintaining mix of Traveller levels

  5. Teacher Token Optimization

  6. Planning token placement
  7. Prioritizing key cards
  8. Managing multiple Teachers

  9. Disciple Copying Strategy

  10. Identifying key targets
  11. Timing copies for maximum effect
  12. Managing multiple Disciples

Kingdom-Specific Considerations

  1. No Other +Buy
  2. Peasant becomes more valuable
  3. May need to delay some upgrades
  4. Consider getting extra Peasants

  5. Strong Action Cards Present

  6. Accelerate toward Disciple
  7. Plan Teacher token placement
  8. Consider multiple upgrade lines

  9. Attack-Vulnerable Opponents

  10. Prioritize Soldier upgrades
  11. Time attacks with opponent's shuffles
  12. Consider keeping multiple Soldiers

Game Phase Strategy

Opening Phase (Turns 1-4) - Acquire 1-2 Peasants - Establish supporting infrastructure - Plan upgrade pathway

Mid Game (Turns 5-12) - Begin upgrading process - Develop engine components - Position for Teacher conversion

Late Game (Turns 13+) - Optimize Teacher token placement - Convert remaining Travellers as needed - Focus on victory point acquisition

Conclusion

Peasant is a versatile card that offers both immediate utility and long-term strategic potential through its Traveller upgrade chain. Success with Peasant requires:

  1. Clear Strategic Vision
  2. Understanding your end goal
  3. Planning upgrade timing
  4. Balancing immediate needs with long-term benefits

  5. Flexible Tactical Execution

  6. Adapting to opponent's strategy
  7. Managing upgrade timing
  8. Optimizing Teacher token placement

  9. Supporting Infrastructure

  10. Deck control elements
  11. Card draw capability
  12. Action capacity

When properly utilized, Peasant can form the backbone of powerful engines and provide crucial deck development tools through its upgrade chain. The key is balancing the immediate utility of each Traveller level against the benefits of upgrading to higher levels, while maintaining enough deck functionality to execute your overall strategy.