
- Team
- Assassin
- From
- Vampire
- Wakes
- At dusk, #10 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 Assassin must give the Mark of the Assassin to any player, himself included. If an Apprentice Assassin is at the table, the two see each other.
Rules and edge cases
- The Assassin wins if the player with the mark dies, whichever team wins as well. He belongs to no team.
- The mark can move. He wins if whoever has it when the night ends dies.
- With no Mark of the Assassin in play (the card reached a player only at night), its holder is a plain villager.
How to play it
- Mark a player who will be easy to vote out, then argue against them all day. Your accusation need not be true.
- Marking yourself makes you a second Tanner. The table will not expect it.
When it is in the deck
- A player who pushes hard without a story of their own may be the Assassin. Ask what they did at night: he acts only at dusk.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Assassin. She wakes again on her own, right after the original.
Around it
Wakes just before it: Priest. Wakes just after it: Apprentice Assassin.
More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Diseased, Cupid, Instigator, Priest, Apprentice Assassin, Marksman, Pickpocket, Gremlin.
See every role, or read how to play.