Apprentice Assassin

Knows the Assassin and wins if he dies. With no Assassin at the table, she marks a target herself.

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.