Instigator

Gives any player the Mark of the Traitor: they win only if someone else on their own team dies.

Team
Villagers
From
Vampire
Wakes
At dusk, #8 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 Instigator may give the Mark of the Traitor to any player, himself included.

Rules and edge cases

  • The traitor wins if another member of their team dies, and loses otherwise, whatever their team does.
  • A player alone on their team is not affected: the only Werewolf among the players, the Blob, the Mortician, the Assassin.

How to play it

  • On a wolf the mark makes them want their partner dead, which is what the village wants. Give it to the player you think is a wolf.
  • On a villager it makes an enemy of the village who knows nothing. Think before marking the quiet player.

When it is in the deck

  • A villager with the Mark of the Traitor wins by getting any other villager killed. Their accusations sound honest and aim wrong.

If the Doppelgänger copies it

A Doppelgänger who looks at this card becomes a second Instigator. She plays its action at once, inside her own turn.

Around it

Wakes just before it: Cupid. Wakes just after it: Priest.

More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Diseased, Cupid, Priest, Assassin, Apprentice Assassin, Marksman, Pickpocket, Gremlin.

See every role, or read how to play.