
- Team
- Vampires
- From
- Vampire
- Wakes
- At dusk, #3, then again at #4 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
The Count wakes with the Vampires. Then he wakes again alone and must give the Mark of Fear to a player who is neither a Vampire nor the one just marked.
Rules and edge cases
- A player who sees a Mark of Fear when dusk ends takes no night action. A feared Seer does not look, a feared Robber does not rob, and a feared Werewolf keeps their eyes closed, unseen by the pack.
- What happened at dusk stands: the fear stops night actions only.
- The night still pauses for the feared role, so the timing tells nobody.
- The Priest acts later at dusk and can replace the Mark of Fear before anyone looks at it.
How to play it
- Fear the role that would hurt you most: the Seer, the Marksman, the Revealer.
- In the morning the feared player can only say "I did nothing", which is honest and impossible to check. Use it against them.
When it is in the deck
- A player who says they were feared is telling you a Count is at the table. Believe it or not, it narrows the deck.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Count. She wakes with the group when it is called, and wakes again on her own, right after the original.
Around it
Wakes just before it: Copycat. Wakes just after it: Renfield.
More from the Vampire pack: Copycat, Vampire, The Master, Renfield, Diseased, Cupid, Instigator, Priest, Assassin, Apprentice Assassin, Marksman, Pickpocket, Gremlin.
See every role, or read how to play.