
- Team
- Villagers
- From
- Vampire
- Wakes
- #38 of 49 (the night order)
- In a deck
- One card
What it does
The Gremlin may exchange the cards of any two players, himself included, without looking at them. With marks in play he chooses whether to swap two cards or two marks.
Rules and edge cases
- Cards or marks, not both.
- He wakes after the Troublemaker, the Village Idiot and the Aura Seer, and before the Drunk.
- A shield keeps a card where it is, but not the mark beside it.
- When he swaps his own card he does not see what he got.
How to play it
- Swapping your own card with a suspected wolf makes you the wolf. Do it only if you mean to change sides.
- Swapping two marks can take a Mark of the Vampire off a player without anyone knowing, the player included.
When it is in the deck
- The Gremlin acts after the Troublemaker, so a card she swapped may have been swapped again. The Insomniac still sees the final result.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Gremlin. She wakes again on her own, right after the original.
Around it
Wakes just before it: Aura Seer. Wakes just after it: Rascal.
More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Diseased, Cupid, Instigator, Priest, Assassin, Apprentice Assassin, Marksman, Pickpocket.
See every role, or read how to play.