The Count

A Vampire who also hands out the Mark of Fear: the player who has it does nothing at night.

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.