
- Team
- Assassin
- From
- Vampire
- Wakes
- At dusk, #11 of 49 (the night order)
- In a deck
- One card
- Setup
- Puts marks in play: every player starts with a Mark of Clarity
What it does
At dusk the Apprentice Assassin wakes right after the Assassin, while his eyes are still open: they see each other. If nobody is the Assassin, she must give the Mark of the Assassin to any player, herself included.
Rules and edge cases
- With an Assassin among the players, she wins if he dies. Without one, she wins if the player with the Mark of the Assassin dies.
- The Assassin knows who she is and what she wants.
- With no Mark of the Assassin in play, she is a plain villager.
How to play it
- The Assassin knows you want him dead. Make the table see him as you do before he discredits you.
When it is in the deck
- As the Assassin, your apprentice needs you voted out. Give the table a reason to doubt them first.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Apprentice Assassin. She wakes again on her own, right after the original.
Around it
Wakes just before it: Assassin. Wakes just after it: Sentinel.
More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Diseased, Cupid, Instigator, Priest, Assassin, Marksman, Pickpocket, Gremlin.
See every role, or read how to play.