Diseased

Gives a neighbour the Mark of Disease: whoever votes for that player cannot win.

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.