Rogue
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{{Infobox Card | {{Infobox Card | ||
|name = Rogue | |name = Rogue | ||
+ | |cost = 5 | ||
|type1 = Action | |type1 = Action | ||
|type2 = Attack | |type2 = Attack | ||
|illustrator = Jesse Mead | |illustrator = Jesse Mead | ||
− | |text = +{{Cost|2}}<br | + | |text = +{{Cost|2}}<br>If there are any cards in the trash costing from {{Cost|3}} to {{Cost|6}}, gain one of them. Otherwise, each other player reveals the top 2 cards of their deck, trashes one of them costing from {{Cost|3}} to {{Cost|6}}, and discards the rest. |
}} | }} | ||
Line 14: | Line 16: | ||
* If there is a card in the trash costing from {{Cost|3}} to {{Cost|6}}, you have to gain one of them; it is not optional. | * If there is a card in the trash costing from {{Cost|3}} to {{Cost|6}}, you have to gain one of them; it is not optional. | ||
* You can look through the trash at any time. | * 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. | + | * The other players get to see what card you took. |
− | * Cards with {{Cost|P}} | + | * The gained card goes into your discard pile. |
− | * If there was no card in the trash costing from {{Cost|3}} to {{Cost|6}}, you instead have each other player reveal the top | + | * Cards with {{Cost|P}} (from [[Alchemy]]) or {{Debt}} (from [[Empires]]) in the cost do not cost from {{Cost|3}} to {{Cost|6}}. |
+ | * If there was no card in the trash costing from {{Cost|3}} to {{Cost|6}}, you instead have each other player reveal the top two cards of their deck, trash one of them of their choice that costs from {{Cost|3}} to {{Cost|6}} (if possible), and discard the rest. | ||
+ | * Go in turn order, starting with the player to your left. | ||
=== Other Rules clarifications === | === 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 {{Card| | + | * Rogue is an [[Attack]], even if you don't trash any cards with it, so an opponent can reveal a [[Reaction]] (such as {{Card|Diplomat}}). |
== Strategy Article == | == Strategy Article == | ||
− | + | See [http://forum.dominionstrategy.com/index.php?topic=9492.0 here] for a discussion of Rogue on the forums. | |
− | Rogue | + | Rogue is a [[terminal]] [[payload]] card that is generally considered pretty weak. Compared to {{Card|Knights}}, it only ever offers the +{{Cost|2}} bonus (and well, {{Card|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 [[Copper|Coppers]], [[Estate|Estates]], and [[Province|Provinces]] quite often, and even hitting [[Silver|Silvers]] isn't very impressive. The same goes for [[Slog|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 {{Cost|5}} or {{Cost|6}} 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 {{Cost|2}} to keep hitting {{Cost|5}}. 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 {{Card|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. | |
+ | Here is a graph illustrating the dynamic power level of Rogue, in Garamond for your viewing pleasure. | ||
+ | [[File:Schaddgraphs_Rogue.png]] | ||
+ | |||
+ | 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 {{Cost|2}} cards in bulk, especially if there is some way to buff them using [[Adventures]] [[tokens]]. Alternately, Rogue is able to hit certain strategies, such as {{Card|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. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
* Your own [[trash for benefit]], if you can play Rogue immediately after to get the card back | * Your own [[trash for benefit]], if you can play Rogue immediately after to get the card back | ||
− | * [[ | + | * [[One-shot]] cards like {{Card|Mining Village}}, {{Card|Feast}}, {{Card|Hermit}}, and especially {{Card|Pillage}} which you can get back with Rogue |
* {{Card|Highway}} and {{Card|Bridge}}, with two highways/bridges played you can steal provinces of the opponent. | * {{Card|Highway}} and {{Card|Bridge}}, with two highways/bridges played you can steal provinces of the opponent. | ||
+ | * Opponents' {{Card|Hunting Grounds}}, early on | ||
+ | * [[Throne Room variant|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 | ||
+ | |||
=== Antisynergies === | === Antisynergies === | ||
* {{Card|Colony}} games will have more cards that cost {{Cost|7}} to {{Cost|11}} and will be unaffected by Rogue. | * {{Card|Colony}} games will have more cards that cost {{Cost|7}} to {{Cost|11}} and will be unaffected by Rogue. | ||
* {{Card|Rats}} games will have lots of Rats in the trash which you won't want to gain with Rogue | * {{Card|Rats}} games will have lots of Rats in the trash which you won't want to gain with Rogue | ||
− | * {{Card|Fortress}} will | + | * Opponent's on-trash benefits, such as {{Card|Catacombs}}, {{Card|Cultist}}, and especially {{Card|Fortress}} since the attack will whiff in addition to drawing your opponent a card |
+ | * {{Card|Necromancer}} will start the game with three weak [[Zombie]]s in the trash, delaying any attack effects. ({{card|Zombie Apprentice}}, {{card|Zombie Mason}}, and {{card|Zombie Spy}}) | ||
+ | |||
+ | == Versions == | ||
+ | ===English versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Print !! Digital !! Text !! Release !! Date | ||
+ | |- | ||
+ | | {{CardVersionImage|RogueOld|Rogue}} || {{CardVersionImage|RogueDigitalOld|Rogue from Goko/Making Fun}} || +{{Cost|2}}. If there are any cards in the trash costing from {{Cost|3}} to {{Cost|6}}, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from {{Cost|3}} to {{Cost|6}}, and discards the rest. || Dark Ages 1st Edition || August 2012 | ||
+ | |- | ||
+ | | {{CardVersionImage|Rogue|Rogue}} || {{CardVersionImage|RogueDigital|Rogue from Shuffle iT}} || +{{Cost|2}}. If there are any cards in the trash costing from {{Cost|3}} to {{Cost|6}}, gain one of them. Otherwise, each other player reveals the top 2 cards of their deck, trashes one of them costing from {{Cost|3}} to {{Cost|6}}, and discards the rest. || Dark Ages [[Second Edition|2nd Edition]] || September 2017 | ||
+ | |} | ||
+ | ===Other language versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Language !! Name !! Print !! Digital !! Text !! Notes | ||
+ | |- | ||
+ | !Czech | ||
+ | | Padouch || {{CardLangVersionImage|Czech}} || || || | ||
+ | |- | ||
+ | !Dutch | ||
+ | | Schurk || || || || | ||
+ | |- | ||
+ | !Finnish | ||
+ | | Ryöstäjä (lit. ''robber'') || || || || | ||
+ | |- | ||
+ | !French | ||
+ | | Bandit || || || || | ||
+ | |- | ||
+ | !German | ||
+ | | Schurke || {{CardVersionImage|Rogue German-HiG|German Version by Hans im Glück}} || || +{{Cost|2}}<br>Wenn im Müllstapel eine oder<br>mehrere Karten sind, die {{Cost|3}} bis {{Cost|6}}<br>kosten, nimm dir eine davon. Wenn<br>das nicht der Fall ist, muss jeder Mit-<br>spieler die obersten beiden Karten von<br>seinem Nachziehstapel aufdecken und<br>eine solche Karte entsorgen. Lege die<br>übrigen aufgedeckten Karten ab. || HiG translation error: "Discard the rest." | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 盗賊 (pron. ''tōzoku'', lit. ''robber'') || || || +{{Cost|2}}。 廃棄置き場にコスト{{Cost|3}}から{{Cost|6}}のカードがある場合、その中の1枚を獲得する。ない場合、他のプレイヤーは全員、山札の上から2枚を公開し、その中のコストが{{Cost|3}}から{{Cost|6}}のカード1枚を廃棄し、残りを捨て札にする。 || | ||
+ | |- | ||
+ | !Korean | ||
+ | | 방랑자 (pron. ''banglangja'', lit. ''vagrant'') || || || || | ||
+ | |- | ||
+ | !Polish | ||
+ | | Opryszek (note: as referred to in Polish ''[[Empires]]'' rulebook) || || || || | ||
+ | |- | ||
+ | !Russian | ||
+ | | Жулик (pron. ''zhulik'') || || || || | ||
+ | |- | ||
+ | !Spanish | ||
+ | | Granuja || || || || | ||
+ | |} | ||
+ | |||
== Trivia == | == Trivia == | ||
− | + | [[Image:RogueArt.jpg|thumb|right|354px|Official card art.]] | |
=== Secret History === | === Secret History === |
Revision as of 17:36, 4 March 2021
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Rogue | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Jesse Mead |
Card text | |
+ 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 their 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!
Contents |
FAQ
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) or (from Empires) in the cost do not cost from to . (from
- If there was no card in the trash costing from to , you instead have each other player reveal the top two cards of their deck, trash one of them of their 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 Diplomat).
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.
Here is a graph illustrating the dynamic power level of Rogue, in Garamond for your viewing pleasure.
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 cards in bulk, especially if there is some way to buff them using 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.
Synergies/Combos
- 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
Antisynergies
- 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
- Necromancer will start the game with three weak Zombies in the trash, delaying any attack effects. (Zombie Apprentice, Zombie Mason, and Zombie Spy)
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+. 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. | Dark Ages 1st Edition | August 2012 | ||
+. 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 their deck, trashes one of them costing from to , and discards the rest. | Dark Ages 2nd Edition | September 2017 |
Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
Czech | Padouch | ||||
Dutch | Schurk | ||||
Finnish | Ryöstäjä (lit. robber) | ||||
French | Bandit | ||||
German | Schurke | + Wenn im Müllstapel eine oder mehrere Karten sind, die bis kosten, nimm dir eine davon. Wenn das nicht der Fall ist, muss jeder Mit- spieler die obersten beiden Karten von seinem Nachziehstapel aufdecken und eine solche Karte entsorgen. Lege die übrigen aufgedeckten Karten ab. |
HiG translation error: "Discard the rest." | ||
Japanese | 盗賊 (pron. tōzoku, lit. robber) | +。 廃棄置き場にコストからのカードがある場合、その中の1枚を獲得する。ない場合、他のプレイヤーは全員、山札の上から2枚を公開し、その中のコストがからのカード1枚を廃棄し、残りを捨て札にする。 | |||
Korean | 방랑자 (pron. banglangja, lit. vagrant) | ||||
Polish | Opryszek (note: as referred to in Polish Empires rulebook) | ||||
Russian | Жулик (pron. zhulik) | ||||
Spanish | Granuja |
Trivia
Secret History
A few years later, I made a new version as what Urchin turned into. It looked at the top two now, still trashing something for from to . This was in the set for a while, then got upped to taking any - card from the trash, not just one that was just trashed. But one day I got too fed up with it. The problem was, it was the kind of attack you might feel like buying to fight itself, only you couldn't - you had to buy Urchins and get them to upgrade, which can take a while when you start on it later. Bandit was normally just a thorn in your side, but some games it would get played a ton and take your stuff and you couldn't even get in on it.
So, I replaced what Urchin turned into with Mercenary, and made this new Bandit, now a Rogue. He only trashes or gains, not both at once, and he can't trash if there's anything to gain. He does make + though, which makes all the difference. Some games there is stuff in the trash right away, like Hermits, and the Rogue never gets to trash cards, but well that's the kindler gentler Dark Ages that people prefer.