Renfield

The Vampires’ servant: he sees them, and they do not see him.

Team
Vampires
From
Vampire
Wakes
At dusk, #5 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

Renfield wakes after the Vampires, sees who they are and which player they marked, and gives himself the Mark of the Bat.

Rules and edge cases

  • He wins with the Vampires and is not one: killing him does not help the village.
  • The Mark of the Bat does nothing. It replaces whatever mark he had, a Mark of the Vampire included.
  • With no Vampire among the players, by card or by mark, Renfield plays with the village.

How to play it

  • You know the Vampires and their new recruit. Take the suspicion that is heading their way.

When it is in the deck

  • A player who gets themselves voted out for no clear reason may be Renfield. His death costs the Vampires nothing.

If the Doppelgänger copies it

A Doppelgänger who looks at this card becomes a second Renfield. She wakes again on her own, right after the original.

Around it

Wakes just before it: The Master. Wakes just after it: Diseased.

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

See every role, or read how to play.