|Type(s)||Action - Attack|
If there are any cards in the trash costing from to , gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from to , and discards the rest.
Rogue is an Action-Attack card from Dark Ages. It is a terminal Silver, so it helps your current turn; if there are any cards of the right cost in the trash, Rogue will make you gain one of them. If there aren't Rogue will try and make your opponent trash one, so you can steal it!
 Official FAQ
- If there is a card in the trash costing from to , you have to gain one of them; it is not optional.
- You can look through the trash at any time.
- The other players get to see what card you took. The gained card goes into your discard pile.
- Cards with Alchemy) do not cost from to . in the cost (from
- If there was no card in the trash costing from to , you instead have each other player reveal the top 2 cards of his deck, trash one of them of his choice that costs from to (if possible), and discard the rest. Go in turn order, starting with the player to your left.
 Other Rules clarifications
- Rogue is an Attack, even if you don't trash any cards with it, so an opponent can reveal a Reaction (such as Secret Chamber).
 Strategy Article
See here for a discussion of Rogue on the forums.
Rogue is a terminal payload card that is generally considered pretty weak. Compared to Knights, it only ever offers the + bonus (and well, Dame Sylvia is only so impressive) and some of the time it has a different yet equally lukewarm effect, and you pretty rarely exert control over how much to use either effect over the other.
It is pretty much exclusively an engine card, and it really only wants to be used against engines; big money doesn't really care for it, since you aren't interested in stealing engine components, and it is generally weak against big money, since it'll whiff on Coppers, Estates, and Provinces quite often, and even hitting Silvers isn't very impressive. The same goes for slogs. However, that being said, in engine mirrors it is nothing to sneeze at, especially when there is only one village pile. Intuitively, it is at its best when many of the cards in your opponent's deck are or that you also want.
Being a payload card, the biggest question is, how soon should one get this over engine components? It is a gainer after all, and it gives an extra to keep hitting . Well, that's a pretty hard question to answer—hitting your opponent's critical engine component early on is pretty cash, that's why you open Swindler/Swindler. Another weird component is, in the midgame, there is a strange period of time where it is only likely to flip up one card that it can trash, meaning that your opponent is denied the choice of which card to trash. However, it is generally a safe bet to build for a minute before getting Rogues; it is kind of embarrassing when they miss, or when it clogs your starting hand and it's like, you took a risk that backfired with a card that's not even that good.
As few error bars as that graph has, there are quite a lot of little things that make Rogue better and worse, perhaps more than most play-it-a-lot payload cards. For example, one can completely sidestep Rogue by buying Adventures tokens. Alternately, Rogue is able to hit certain strategies, such as Fairgrounds, particularly hard—there is a strong victory card right at the top of the trashing range, and Rogue can unpredictably pluck away uniques and take them for oneself, meaning the Fairgrounds player might have to get more uniques than they bargained for. Additionally, in the presence of trash-for-benefit, you can make use of the gaining ability of Rogue particularly often (or, force your opponent to; the attack part is pretty good as well). If you think Rogue might be the way to go this game, reaaally take a second and make sure you have a handle on what it would actually do when you play it.cards in bulk, especially if there is some way to buff them using
- Your own trash for benefit, if you can play Rogue immediately after to get the card back
- One-shot cards like Mining Village, Feast, Hermit, and especially Pillage which you can get back with Rogue
- Highway and Bridge, with two highways/bridges played you can steal provinces of the opponent.
- Opponents' Hunting Grounds, early on
- Throne Room variants let you potentially trash and gain opponents' cards on the same play.
- Generally, a strong engine that can play Rogue multiple times—you don't want your opponent to have the choice of taking stuff back from the trash
- Colony games will have more cards that cost to and will be unaffected by Rogue.
- Rats games will have lots of Rats in the trash which you won't want to gain with Rogue
- Opponent's on-trash benefits, such as Catacombs, Cultist, and especially Fortress since the attack will whiff in addition to drawing your opponent a card
 Alternate versions
 In other languages
- Dutch: Schurk
- Finnish: Ryöstäjä (lit. robber)
- French: Bandit
- German: Schurke
- HiG translation error : "Discard the rest."
- Japanese: 盗賊 (pron. tōzoku, lit. robber)
- Korean: 방랑자 (pron. banglangja, lit. vagrant)
- Polish: Opryszek (note: as referred to in Polish Empires rulebook)
- Russian: Жулик (pron. zhulik)
- Spanish: Granuja
 Secret History. So, like a Thief that can steal anything, although the attacked player got to pick what to lose. Like Thief, Bandit would helpfully eat Coppers for your opponents, but at least it threatened to take Provinces later. I tweaked it into a card that cost , looked at the top 3 cards, and only trashed stuff costing from to . Then I took it out of the set. It was slowing games down and did not have that certain something.