
- Team
- Villagers
- From
- Vampire
- Wakes
- #29 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
The Marksman may look at one other player’s card, and then at the mark of a different player.
Rules and edge cases
- The card and the mark must belong to two different players, and either look may be skipped.
- A shield hides the card under it, not the mark beside it.
- He wakes after the Seer and before the Robber. The Pickpocket and the Gremlin can still move the mark he saw.
How to play it
- Spend the mark look on the player you fear the Vampires chose, and the card look on somebody else.
When it is in the deck
- With a Marksman in the deck, a claim about your own mark can be checked. Lie about it only if you must.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Marksman. She wakes again on her own, right after the original.
Around it
Wakes just before it: Paranormal Investigator. Wakes just after it: Nostradamus.
More from the Vampire pack: Copycat, Vampire, The Count, The Master, Renfield, Diseased, Cupid, Instigator, Priest, Assassin, Apprentice Assassin, Pickpocket, Gremlin.
See every role, or read how to play.