The Rogue

The Rogue is the elven hero from Avalon Hill's Rogue Heir of Elethorn pack; this page covers where it comes from and the rules a quick, careful hero relies on.

Meet the Rogue

The Rogue comes from The Rogue Heir of Elethorn, an Avalon Hill hero collection that shipped on 1 December 2022. The box holds two Rogue figures and twelve cards. The Rogue is an elf, and the pack's title ties it to Elethorn, the elven homeland of Ladril, one of the companions in Mentor's story of Rogar the barbarian.

Elethorn matters in the wider Avalon Hill line too: The Mage of the Mirror begins an "Elethorn saga" and Rise of the Dread Moon concludes it, so the Rogue is a natural pick for those two packs.

The Rogue's exact Attack, Defend, Body and Mind values and its abilities are on its hero card and the pack's cards, and this page doesn't reproduce them. Where you need a number, look at the card. What this page gives you is the rules and odds a quick, careful hero plays around: traps, searching, movement and line of sight.

Classic edition (1989–1990): there was no Rogue in the original game. Its four heroes were the Barbarian, the Dwarf, the Elf and the Wizard.

Reading the Rogue's Hero Card

Compare the card with the core heroes. Note in particular how its Body Points stack up against the Elf's 6 and the Wizard's 4, because that tells you how close to the front the Rogue can safely stand.

HeroAttackDefendBodyMindMovement
Barbarian32822 red dice
Dwarf22732 red dice
Elf22642 red dice
Wizard12462 red dice
Roguesee the Rogue's hero card2 red dice
Movement: 2 red dice (2–12, average 7)
Abilities: see the hero card and the pack's cards

The Rogue's Turn

A hero who isn't the party's main fighter often earns its keep with the four "quiet" actions: searching for treasure, secret doors and traps, and disarming traps. Those actions have firm limits:

flowchart TD A["Start of the Rogue's turn"] --> B{"Any monster in sight?"} B -->|Yes| C["Fight or move: no searching<br/>while a monster can see you"] B -->|No| D{"In a room you haven't<br/>searched for treasure?"} D -->|Yes| E["Search for treasure"] D -->|No| F{"Corridor or room ahead<br/>still unchecked?"} F -->|Yes| G["Search for traps,<br/>then for secret doors next turn"] F -->|No| H["Move on toward the goal"]

Traps: The Exact Odds

Whatever the Rogue's own cards say about traps, these are the core rules every hero plays under. Searching for traps reveals the ones in your room or corridor; after that you can avoid, jump or disarm them.

How Often Each Trap Goes Wrong

What the chart shows: a found trap is far cheaper than a sprung one. A falling block hurts 87.5% of the time and costs 1.5 Body Points on average; finding it first costs one action. And if the Dwarf is in the party, let the Dwarf disarm: it fails one time in six, against one time in two with a tool kit.

Movement: How Far Can You Get?

Every hero rolls two red dice for movement. The Rogue can't count on a long move any more than anyone else, so when a door or a fallen friend is a set number of squares away, check the odds before you plan around reaching it.

Chance of Rolling at Least This Many Squares

Seven squares or more comes up 58.3% of the time; nine or more only 27.8%. If you must reach something this turn, act first and move second only when the action can wait. Otherwise move, then act.

Line of Sight

Spells and ranged attacks need line of sight, and so does the rule that stops you searching while a monster can see you. A square is in sight if a straight line from the centre of your square to the centre of the target's square doesn't cross a wall, a closed door, a hero or a monster. Touching a corner is fine.

Who Can the Rogue See?

The same rule works for you as well as against you. A wall between you and the room's monsters means you can't be seen, but it also means nobody behind you can cast past you. Stand so the party's spellcaster has a clear line.

The Rogue in the Party

Try It at the Table

Where Next