Cost: $2
Type: Action-Traveller
Text: +1 Buy\n+$1\dWhen you discard this from play, you may exchange it for a Soldier.
Here's a comprehensive strategy guide for Peasant:
Introduction Peasant is a unique $2-cost Action-Traveller card that begins a powerful upgrade chain through the Traveller line (Peasant → Soldier → Fugitive → Disciple → Teacher). 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:
Early Priority
Number of Peasants to Buy The optimal number depends on your strategy:
When competing priorities demand attention
Medium Investment (2-3 Peasants)
When the Soldier's attack is particularly valuable
Heavy Investment (3+ Peasants)
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
You're ready to leverage higher-level Travellers
Late Game
Managing the Upgrade Chain
Alternative sources of +Buy
Attack utility versus draw utility
Stage of game development
Synergies and Combinations
Strong Synergies
Drawing terminals Benefits: Helps cycle to Peasant more frequently for faster upgrading
Village Variants
Village Benefits: Enables playing multiple Peasants/Travellers in one turn
Throne Room Effects
Can upgrade twice if you have the higher Traveller available
Duration Cards
Fishing Village Benefits: Provides multiple opportunities to upgrade across turns
Deck Control
Counter-Synergies
Torturer Why: Makes it harder to reliably play and upgrade Peasants
Alternative +Buy Sources
Cursing Attacks
Countering Peasant Strategies
Duke/Duchy rush Why: Can end game before Traveller chain develops
Deck Interference
Deck inspection Why: Disrupts reliable Peasant play and upgrading
Alternative Engine Components
Advanced Techniques
Maintaining mix of Traveller levels
Teacher Token Optimization
Managing multiple Teachers
Disciple Copying Strategy
Kingdom-Specific Considerations
Consider getting extra Peasants
Strong Action Cards Present
Consider multiple upgrade lines
Attack-Vulnerable Opponents
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:
Balancing immediate needs with long-term benefits
Flexible Tactical Execution
Optimizing Teacher token placement
Supporting Infrastructure
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.