
- 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.