
- Team
- Villagers
- From
- Vampire
- Wakes
- At dusk, #7 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 Cupid may give Marks of Love to any two players, Cupid included. When dusk ends, the lovers wake and see each other.
Rules and edge cases
- When one lover dies, so does the other, even a player who could not otherwise be killed.
- Love links two deaths, not two teams: each lover still wins or loses with their own side.
- A single Mark of Love does nothing. If one was replaced or stolen, the remaining lover wakes alone and knows it.
How to play it
- Link a player you suspect to one the table can be talked into voting out. If either dies, both do.
- The lovers know each other, and you know both. That is three players who can check each other’s stories.
When it is in the deck
- A wolf in love can be killed through their lover. A villager who finds they love a wolf can simply ask to be voted out.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Cupid. She plays its action at once, inside her own turn.
Around it
Wakes just before it: Diseased. Wakes just after it: Instigator.
More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Diseased, Instigator, Priest, Assassin, Apprentice Assassin, Marksman, Pickpocket, Gremlin.
See every role, or read how to play.