
- Team
- Villagers
- From
- Vampire
- Wakes
- At dusk, #6 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 Diseased must give the Mark of Disease to the player on their left or the player on their right.
Rules and edge cases
- Everyone who votes for the player with the Mark of Disease loses, even when their team wins.
- The marked player can still die, and can still win.
- The mark can be replaced or moved after it is given: by the Priest, the Pickpocket or the Gremlin.
How to play it
- Mark the neighbour you believe is a villager and say so in the morning: nobody can afford to vote for them.
- On a wolf the mark is a gift: every vote against them is a lost game for the voter.
When it is in the deck
- The marked player learns it when dusk ends. A wolf with the Mark of Disease will tell everyone.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Diseased. She plays its action at once, inside her own turn.
Around it
Wakes just before it: Renfield. Wakes just after it: Cupid.
More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Cupid, Instigator, Priest, Assassin, Apprentice Assassin, Marksman, Pickpocket, Gremlin.
See every role, or read how to play.