Vampire

The Vampires wake first, at dusk, and make one more player a Vampire.

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.