
- Team
- Vampires
- From
- Vampire
- Wakes
- At dusk, #3 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 Vampires (the Vampire, the Count and the Master) wake together, see each other and agree on one player who is not a Vampire. That player gets the Mark of the Vampire. A lone Vampire chooses alone.
Rules and edge cases
- The marked player is a Vampire from then on: they win with the Vampires, and the village may win by killing them.
- They find out when everyone looks at their own mark at the end of dusk, unless a later mark replaced it first.
- The Vampires win if no Vampire dies, by card or by mark. If the Tanner dies, they lose.
- With Vampires and Werewolves both among the players, the village needs a death on each team, which usually takes a tied vote.
How to play it
- Mark the player the village trusts most. A villager who sees a Mark of the Vampire has until morning to learn to lie.
- The marked player knows they are a Vampire, not who you are. Find each other in the conversation.
When it is in the deck
- When dusk ends everyone knows their own mark. A villager who says "mine is Clarity" may be the new Vampire. The Marksman can check a mark, the Priest can wipe one and the Pickpocket can steal one.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Vampire. She wakes with the group when it is called.
Around it
Wakes just before it: Copycat. Wakes just after it: Renfield.
More from the Vampire pack: Copycat, The Count, The Master, Renfield, Diseased, Cupid, Instigator, Priest, Assassin, Apprentice Assassin, Marksman, Pickpocket, Gremlin.
See every role, or read how to play.