Pawn

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Pawn
Pawn.jpg
Info
Cost $
Type(s) Action
Kingdom card? Yes
Set IntrigueIntrigue icon.png
Illustrator(s) Franz Vohwinkel
Card text
Choose two: +1 Card; +1 Action; +1 Buy; +$1.
(The choices must be different.)


Pawn is an Action card from Intrigue. Depending on what choices you make, it can be either a cantrip, terminal card draw, or a source of +Buy. It's a very versatile card, with a total of 6 possible choices, which often causes "analysis paralysis" for new players.


Contents

FAQ

Official FAQ

  • First pick any 2 of the 4 options. You cannot pick the same option twice. After picking both, do both, in either order.
  • You may not choose to draw a card, look at the card drawn, and then make your second choice.

Other Rules clarifications

If Pawn is Throne RoomedThrone Room.jpg or King's CourtedKing's Court.jpg, the choices do not have to be the same for each play of Pawn.

Strategy Article

There is no strategy article currently written for Pawn.

Pawn is a versatile and flexible card that benefits most decks, but requires considerable thought to be used most effectively, and can be misplayed, due to its possibility of drawing actions dead.

Pawn is the cheapest source of +Buy, making it useful in engines, and its versatility can be helpful. The presence of a lot of pawns in your deck can also result in additional +Actions providing more cash, as it allows Pawn to be played for coin and card draws rather than +1 Action. It can be used as a source of disappearing money in Watchtower or Library engines.

Pawn can be used as a cantrip, for +1 Card, +1 Action, and because of this, its presence almost never harms a deck. But when played as a cantrip, it offers no benefit, so it only is worth purchasing if it is sometimes going to be used for other purposes.

Playing pawn

Of pawn's four abilities, +1 Card tends to have the greatest value, and the value of drawing an additional card will also increase as your deck increases. Usually, +1 Card is taken with pawn except in one of three cases: the fear of drawing dead a key terminal action,the case of using pawn to deliberately empty the hand for draw-up-to X cards, or (rarely) early in the game when your draw pile contains copper and estates. In most cases, it is clearer whether or not you want to use the +Buy, and the toughest decision with pawn is whether or not to take +1 Action. Deck-tracking can be helpful to this end; if there are no actions you want to play left in your draw pile, taking +1 card, +$1 is usually the best choice.

If buying power is your highest priority, taking +$1 and +1 Card offers the best choice except in the chances when an additional action in your draw pile (virtual coin or terminal draw) may result in more coin.

The worst thing that can happen with pawn is drawing dead a terminal action that you heavily depend on playing somewhere through your next reshuffle, a card like WitchWitch.jpg or TacticianTactician.jpg. If you know a power card like this is in your draw pile, it is usually best to either take +1 Card, + 1 Action, or to opt to not draw a card.

Synergies/Combos

  • Draw up to X cards like LibraryLibrary.jpg or WatchtowerWatchtower.jpg.
  • King's CourtKing's Court.jpg. Playing King's Court with Pawn is not the most powerful combo, but the presence of pawns in a King's court deck makes it less likely that you draw a King's court without an action to play it with. Also, because you get to choose each pawn after the card draw from the last pawn, King's Court / Pawn allows you to grab an additional action on the last pawn, if you draw an action card you want to play on the first two draws.
  • PeddlerPeddler.jpg. The combination of +Action and +Buy makes pawn an excellent facilitator for grabbing peddlers quickly as well as grabbing multiple peddlers in one turn.

Antisynergies

  • Opponents' discard attacks. Discard attacks harm pawn-heavy decks because one does not know what cards are going to be drawn by the pawns. This not only makes it hard to know whether or not to discard the pawns, but it makes it hard to make optimal plays with the pawns.

Trivia

Secret History

A very early card that never changed (except the name - it was originally called Spare Room). It was considered for the main set for a while, but left because it slowed down new players too much. You play Pawn, stare at the card for forever, trying to make sure you've considered all of the possibilities, then finally pick +1 card +1 action. The card you draw is another Pawn and somehow you have to reconsider everything. It's one of my personal favorites, but really had to wait for an expansion, so that most players will have played a bunch already.


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