A second evil team, and marks: dusk comes before the night, and a mark can change your side.
The Vampire pack adds a second evil team and a second layer to the table: marks. Before the night comes dusk, when marks are handed out, and a mark can change your team, link your death to someone else’s, or stop you acting at all.
How it changes the game
Dusk. With any marking role in the deck, everyone starts with a Mark of Clarity. The dusk roles replace marks, then everyone looks at their own. The night follows as usual.
Vampires recruit. The Vampire, the Count and the Master give one player the Mark of the Vampire, and that player is a Vampire from then on. Renfield serves them as the Minion serves the wolves.
Marks with consequences.Cupid links two deaths, the Diseased makes a player costly to vote for, the Instigator turns a player against their own team, and the Priest wipes a mark clean.
A contract. The Assassin wins if his marked player dies, and the Apprentice Assassin wins if the Assassin does.
A copy from the center. The Copycat becomes a card nobody was dealt.
Every mark and its rulings are in marks and artifacts. With Vampires and Werewolves in one deck, the village must kill one of each in the same vote.
A deck to start with
The three Vampires and Renfield against a Priest, a Marksman, a Seer, a Robber and a Villager. For the marks without the Vampires, the "Marks" deck pairs two Werewolves with seven marking roles. In the role picker it is the "Vampires" button, made for 6 players: Vampire, The Count, The Master, Renfield, Priest, Seer, Marksman, Robber, Villager. More in decks for every table.
The 14 roles
Copycat
Copies a center card role's team and action
CopycatLooks at a center card and becomes that role for the rest of the game.
Vampire
Wakes with the Vampires; together they give a player the Mark of the Vampire
VampireThe Vampires wake first, at dusk, and make one more player a Vampire.
The Count
A Vampire who also gives a non-Vampire the Mark of Fear
The CountA Vampire who also hands out the Mark of Fear: the player who has it does nothing at night.
The Master
A Vampire who cannot die if another Vampire votes for them
The MasterA Vampire who cannot die when another Vampire votes for him.
Renfield
Sees the Vampires and takes the Mark of the Bat. On the village team if no Vampires
RenfieldThe Vampires’ servant: he sees them, and they do not see him.
Diseased
Gives a neighbour the Mark of Disease: whoever votes for them cannot win
DiseasedGives a neighbour the Mark of Disease: whoever votes for that player cannot win.
Cupid
Gives two players Marks of Love: if one dies, so does the other
CupidGives two players a Mark of Love: if one of them dies, the other dies too.
Instigator
Gives any player the Mark of the Traitor: they win only if a teammate dies
InstigatorGives any player the Mark of the Traitor: they win only if someone else on their own team dies.
Priest
Takes a Mark of Clarity and may give one to another player, clearing their mark
PriestTakes a Mark of Clarity and may give another to one player, wiping whatever mark they had.
Assassin
Gives any player the Mark of the Assassin, and wins if that player dies
AssassinMarks one player and wins if that player dies.
Apprentice Assassin
Knows the Assassin and wins if they die. With no Assassin, marks a target
Apprentice AssassinKnows the Assassin and wins if he dies. With no Assassin at the table, she marks a target herself.
Marksman
Looks at one player's card and another player's mark
MarksmanLooks at one player’s card and at another player’s mark.
Pickpocket
Swaps marks with another player, then looks at the new one
PickpocketTrades marks with another player, then looks at the mark he took.
Gremlin
Switch any 2 player's cards.
GremlinSwaps two players’ cards or, with marks in play, their marks. One of them may be his own.