Contents
- 1 Rules for the One Night Ultimate Vampire Game
- 1.1 Setup
- 1.2 Night Phase
- 1.3 Day Phase
- 1.4 Voting and Elimination
- 1.5 Vampire Awakening
- 1.6 Winning the Game
- 1.7 What’s in the Box?
- 1.8 Coming From the Original Werewolf Game
- 1.9 Setting the Stage
- 1.10 Now it’s Dusk…
- 1.11 The Enigmatic Marks
- 1.12 Let’s Talk About Vampire Roles
- 1.13 Nighttime
- 1.14 Players in Love
- 1.15 The World of Artifacts and Vampires
- 1.16 Doppelganger & Vampire
- 1.17 Prepare for Epic Battles: Vampires vs. Villagers vs. Werewolves!
Rules for the One Night Ultimate Vampire Game
Are you ready to dive into the mysterious world of vampires? In this game, it’s all about deception and uncovering the truth. Let me guide you through the rules and get you started on your vampire adventure!
Setup
The game requires 3-10 players. Each player is assigned a role card, which they keep secret. The role cards include vampires, humans, and special characters with unique abilities. Make sure everyone understands their role and keeps it hidden from others.
Night Phase
The game starts with a ‘Night Phase,’ where everyone closes their eyes. During this phase, certain roles may have actions to perform, such as swapping cards or looking at other players’ cards. Follow the specific instructions for each role during this phase.
Day Phase
After the Night Phase, it’s time for the ‘Day Phase.’ Everyone opens their eyes, and players have a limited amount of time to discuss and debate the identities of the players. The goal for the humans is to identify the vampires and vote to eliminate them.
Remember, vampires want to remain hidden and deceive the humans. They must try to blend in and convince others that they are not vampires. As a human, it’s important to pay attention to everyone’s behavior and any inconsistencies in their statements.
Players can use their special abilities during the Day Phase to gather information or manipulate the votes. These abilities can add an extra layer of strategy to the game.
Voting and Elimination
Once the discussion is over, players vote on who they believe is a vampire. The player with the most votes is ‘eliminated,’ and their role card is revealed. Be careful, as eliminating the wrong person may tip the game in favor of the vampires.
Vampire Awakening
If there are no vampires among the eliminated players, the game enters the ‘Vampire Awakening’ phase. Certain roles may have the ability to become a vampire, changing the dynamics of the game. This adds an exciting twist and keeps players guessing until the end.
Winning the Game
The game ends after a vote to eliminate a vampire or once the Vampire Awakening phase is complete. If at least one vampire remains, the vampires win. If all vampires are eliminated, the humans win. The outcome depends on the actions and deductions of the players.
Now that you understand the rules, grab your friends and get ready for an exhilarating game of One Night Ultimate Vampire. Enjoy the challenge of deception and uncover the truth in this thrilling vampire adventure!
Hey there! Welcome to One Night Ultimate Vampire, a game where things get fangtastic after sunset. Vampires are taking over our sleepy town by turning innocent villagers into bloodsuckers. But fear not! We have some special residents with unique powers who are eager to help us fight back against these fanged fiends!
What’s in the Box?
- 14 Awesome Roles on Thick Sturdy Tiles
- 15 Role Tokens
- 29 Marks
- 2 Marks Boards
- 4 Voting Tokens
- A Handy Getting Started Guide
- A Rulebook
Coming From the Original Werewolf Game
Vampire introduces some exciting changes to the beloved One Night Ultimate Werewolf game and its sequel Daybreak. So, before diving into the game, make sure to read the Getting Started Guide. It will walk you through everything you need to know and give you a heads up on the differences between the Werewolf games and Vampire.
Getting Ready: Before we dive into the thrilling game of Vampire, there are a few things we need to set up first. Let’s go over the setup process together.
Twilight Time: Before the night comes and the regular night roles begin their actions, we have a period called Dusk. It’s like a twilight time, when mysterious things can happen.
Tokens for All: At the beginning of the game, everyone receives an extra token called a Mark. These Marks can change during the “Dusk” period, so keep an eye on them.
Meet the Assassins: In the world of Vampire, we have two new teams called the Assassins and the Apprentice Assassins. These teams have unique goals and can win alongside another team. Let’s explore the “Assassin” and “Apprentice Assassin” sections to learn more about them.
Mixing It Up: It’s possible to have both Vampires and Werewolves in the same game, but that changes the game rules a bit. When this happens, we need to adjust our strategies and adapt to the new dynamics.
Setting the Stage
When we play Vampire, we have the freedom to choose any combination of roles. However, we need to remember to include three more role cards than the number of players. This will ensure an exciting and challenging game for everyone involved.
Okay, let’s get started! First off, I’ll give each player a card and a Mark of Clarity. The card is face down so you can keep it a secret, and the Mark of Clarity goes next to your card.
Now, you can choose to play with any number of Vampires, but it works best if you have two of them.
We’ll also need three extra cards for the game. Place them face down in the center of the table.
Below the three cards in the center, we’ll put the Marks boards. Make sure to place the corresponding Marks above the boards, and flip any Marks that are already in the game face down.
Now it’s Dusk…
In Vampire, some roles have their actions before the other “regular” roles that act at night.
During Dusk, the Copycat, Vampires, Diseased, Cupid, Instigator, Priest, Assassin, and Apprentice Assassin all wake up and perform their actions.
As the day transitions into evening, everyone gathers and prepares for a mysterious game. With bated breath, we close our eyes, but our senses remain alert, waiting for the night to unfold.
The Enigmatic Marks
Welcome to the world of Vampire, where every player is bestowed with a Mark of Clarity. These unique symbols hold power and secrets, shaping the destiny of the game. However, during the “Dusk” phase, new Marks can emerge, altering the fate of one or more players.
As darkness conceals us, certain roles come alive. The Pickpocket and the Gremlin possess the ability to shift Marks, creating intrigue and uncertainty. Meanwhile, the Marksman gains the ability to catch a fleeting glimpse of someone’s Mark, unlocking clues to their identity.
A player must never possess more than one Mark. When a player passes on their Mark to another, the recipient’s previous Mark is returned to the realm of unclaimed Marks, awaiting a new owner.
When the vampires awaken, they bestow the Mark of the Vampire upon a chosen player (excluding an existing Vampire).
Once bestowed with this Mark, the player becomes a Vampire, while retaining their ability to perform Night actions and participate in voting. In the event that the Master receives the Mark, they maintain their influential voting power. If Renfield is the recipient of the Mark, he becomes a vampire as well.
When The Count decides to bestow The Mark of Fear upon a player in the game, it is a sign that this player is not a Vampire. However, The Count cannot give this Mark to the same player who has already received The Mark of the Vampire.
Once a player receives The Mark of Fear, they are unable to perform their night action. Thankfully, they can still carry out their Dusk action without realizing that they have been marked until after Dusk.
So, here’s what happened: Renfield decided to switch things up a bit and give himself a new tattoo, the Mark of the Bat. He basically traded in his old ink for this fresh design. Now, the cool thing about this Mark is that it doesn’t come with any fancy superpowers. It’s just a regular tattoo, no extra bells and whistles. But hey, sometimes a fresh look is all you need, right?
The Diseased is a tricky role that assigns the Mark of Disease to someone nearby. When you have the Mark of Disease, it’s bad news. If anyone votes for you, they can’t win, even though you still have a chance to win yourself.
Hey there! So, picture this: Cupid, the love expert, gives out two special Marks of Love to two lucky players. Pretty cool, right?
Now, here’s where things get interesting. As soon as it turns dark, the players who have one of these Marks wake up to find out who is head over heels for them. Talk about a heart-skipping moment!
But here’s the catch: if one of the players with a Mark of Love dies, guess what? The other player with a Mark of Love also bites the dust. Yup, even if they were somehow protected during the voting process.
Oh, and just so you know, all the lovebirds get a special moment together. Yep, right after it gets dark but before any other nighttime shenanigans happen.
So, here’s the deal: I’m the Instigator, and I have the power to shake things up by assigning someone on our team a special role – the Traitor. How does that work? Well, I give the chosen player something called the Mark of the Traitor.
Here’s the catch – the player with the Mark of the Traitor can only win if someone from their own team bites the dust. Yeah, it’s pretty brutal. But hey, if they happen to be the only player on their team, then the Mark doesn’t do anything.
It’s a tricky situation, right? You never know who’s got your back and who’s secretly rooting for your demise. That’s what makes this game so thrilling.
Before the game starts, each player is given a Mark of Clarity, which is kept face down. The Mark of Clarity serves a dual purpose – it helps the Priest remove other Marks, and it also defines the player’s role and team based on their card.
When I’m playing the role of the Assassin, I have the power to give the Mark of the Assassin to any player. My goal is simple – I can only win if the player who has this Mark gets eliminated.
Let’s Talk About Vampire Roles
I want to take a moment to explain the various roles in One Night Ultimate Vampire and how they interact with roles from the original One Night Ultimate Werewolf game and its sequel, Daybreak. Keep in mind that when I say “Vampire,” I’m referring to the regular Vampire, as well as The Master and The Count. If any Vampire is killed at the end of the game, the vampire team loses. If you have experience playing One Night Ultimate Werewolf, I recommend starting with Vampire first, without any Werewolves.
Once you have a good understanding of how the Marks function, you can introduce the Werewolves into the mix.
Copycat
When I wake up as the Copycat, my job is to choose one of the center cards and look at it. Once I’ve done that, I become the role on that card for the rest of the game. If someone calls that role, I wake up again and perform their action. If my Copycat card is moved to another player, the role I saw originally stays with that card. So basically, I’m on the same team as the first role I viewed.
When it’s time for me to wake up and start my turn, the moderator says, “Copycat, wake up and look at one of the center cards. You are now that role. If that role is called, wake up and do that action.” I open my eyes and carefully choose one of the center cards to peek at. That becomes my role for the game, and I’ll get to wake up again if that role has a Dusk or Night action.
After that, the moderator instructs me to close my eyes by saying, “Copycat, close your eyes.” I listen and wait for the game to continue.
Oh, and by the way, the next role we’ll talk about is the Vampire. They’re pretty interesting, so stick around!
When I wake up as a vampire, I search for my fellow creatures of the night. It’s an ancient instinct, calling out to others like me.
Once I find another vampire, I have a special task. I must take the Mark of the Vampire and place it in front of a non-vampire player. This mark represents our shared existence, a bond that intertwines our fates.
With a mysterious elegance, I silently take the player’s original mark, never gazing upon it. Instead, I carefully slide it face down onto the Marks board, filling an empty spot reserved for vampires.
I am part of the vampire team, with a duty to find others and mark them as one of us.
“Vampires, awaken and seek your kin. Choose a non-vampire player and give them the Mark of the Vampire.”
I open my eyes, scanning the room for fellow vampires. Once I find one, I gently place the Mark of the Vampire in front of an unsuspecting non-vampire.
“Vampires, close your eyes.”
The Master
When I wake up as the Master, it’s time for some vampire action. My first task is to place the Mark of the Vampire in front of another player who isn’t a vampire. I take that player’s original mark, without peeking, and place it face down on the Marks boards in the vacant Vampire spot.
During the vote, my special power kicks in. If another vampire, whether it’s the regular one, the Count, or the player with the Mark of the Vampire, votes for me, I’m safe. I can’t be killed. Instead, it’s the player with the second most votes, as long as it’s more than one, who meets their untimely demise.
Remember, I’m a part of the vampire team. But let’s move on and talk about the Count.
I wake up alongside the Vampires. We all rise from our slumber, ready to fulfill our dark purpose. The first task is to choose a non-Vampire player and reveal our true nature to them. We place the Mark of the Vampire in front of them, taking their original Mark in return, without peeking at it, and placing it facedown on the Marks board.
Once this is done, I wait until the Vampires have surreptitiously closed their eyes. Then, I too wake up, my power tingling within me. I am the Count, and I possess the Mark of Fear. I can use it to instill terror in the heart of any non-Vampire. However, I cannot place it on the player who now carries the Mark of the Vampire, for they have embraced their true nature.
The Mark of Fear is a potent symbol, one that renders its bearer unable to use their Night action, should they possess one. It is a double-edged sword, feeding on their fear and inhibiting their abilities.
I am a loyal member of the Vampire team, eternally bound to darkness. My purpose is clear – to spread fear and chaos throughout our unsuspecting victims. But for now, I follow the instructions given to me.
“Count, wake up and place the Mark of Fear in front of any non-vampire player.”
At that command, I open my eyes and fulfill my duty. I choose a non-Vampire, an innocent pawn in our sinister game, and place the Mark of Fear before them, a symbol of their impending doom.
“Count, close your eyes.”
I obey without hesitation, concealing my supernatural abilities once more. The Vampires continue to weave their web of intrigue, and I eagerly await the next phase of our dark mission.
But let’s not forget about Renfield, a character of great importance in this twisted tale.
If I’m playing with Renfield, the Vampires have to single out the player with the Mark of the Vampire. They do this by pointing at that player while closing their eyes, and they have to keep pointing until Renfield closes his eyes too.
Once Renfield wakes up, he gets to see which players are the vampires and who they are pointing at. Renfield then takes the mark of the bat and places it face-down in front of himself. He also puts his original mark face-down in the empty bat spot on the marks board, without looking at it.
Renfield wins as long as the vampires don’t kill anyone, even if he dies.
If the Mark of the Bat ends up on another player, it doesn’t do anything to them.
Renfield is on the vampire team, but he’s not a Vampire himself. The only exception is when there are no vampire players or players with the Mark of the Vampire, in which case Renfield is on the villager team.
“Listen up, folks! It’s vampire time. Everyone, direct your attention to the player who’s been marked as the vampire. Close your peepers, vampires! Renfield, open your eyes and do some snooping for our mysterious bloodsuckers. Once you’ve figured out who they are, subtly place the symbol of the bat in front of yourself.”
Renfield, once your eyes are wide open, it’s time to play detective. Scan the room and try to spot those crafty vampires. Once you’ve spotted them, don’t go all out. Just nonchalantly put the mark of the bat in front of you.
“Hey, vampires! You can drop your hands now. Renfield, close your eyes, please.”
Diseased
I wake up as the Diseased, and my first task is to put the Marie of Disease face down on a player next to me. I exchange their original Mark (without looking at it) with the face-down Marie on the Marks boards. If anyone votes for the Diseased player or the one with the Mark of Disease, they can’t win, even if their team does. However, any votes against me still count. If I receive the most votes, I die like any other player. But those on the winning team who didn’t vote for me will still win. It’s important to remember that I’m on the villager team. I hear the prompt, “Diseased, wake up. Place a Mark of Disease in front of the player to your left or right.” I open my eyes and choose a player on my left or right to mark.
“Diseased, dose your eyes”.
Cupid
Hey there! Have you ever noticed the way our hearts go for a spin when we catch a glimpse of someone special? It’s like an enchanting spell that casts its magic on us, leaving us mesmerized and longing for more.
Love, my friend, is a fascinating thing – a force that can turn our world upside down in the blink of an eye. It’s a thrilling adventure, full of twists and turns, that keeps us on our toes, sparking joy and excitement deep within our souls.
Cupid, the mischievous little cherub, is famous for his mischief. Armed with his trusty bow and arrow, he takes aim at unsuspecting hearts, setting them ablaze with a love that can never be tamed. Love, you see, has a way of finding us when we least expect it, turning our world into a kaleidoscope of emotions.
But let’s not forget – love is a powerful remedy that can heal wounds, both seen and unseen. It has the ability to breathe life into weary souls, rejuvenating them with a sense of purpose and belonging. Love has a way of making us feel understood, cherished, and truly alive.
So, my dear friend, if you find yourself struck by Cupid’s arrow, embrace the journey that awaits you. Open your heart, and allow yourself to be vulnerable to the magic of love. It may not always be easy, and there may be bumps along the way, but remember that love is a gift worth fighting for.
And as you embark on this adventure, keep in mind that love comes in many forms – it’s not just limited to romantic relationships. Love can be found in the laughter shared with friends, in the warmth of a family’s embrace, and in the acts of kindness we extend to strangers. It’s a powerful force that knows no bounds.
So, my friend, let love guide you on this incredible journey called life. Keep your heart open, and let it lead you to places you never imagined possible. Trust in its magic and embrace the joy it brings. After all, as they say, love makes the world go ’round.
When I’m the mysterious Cupid, I wake up with a mischievous grin on my face. It’s my duty to play matchmaker and spread love, so I place up to two Marks of Love face down in front of any two players. That means their original Marks are moved to the empty Love spots on the Marks boards without anyone peeking at them.
After the moon rises and it’s Dusk, I call out the players who received the Marks of Love. They open their eyes, and I reveal who they have fallen head over heels for. It’s a risky business, though, because if one of them meets an unfortunate end, the other follows suit. Such is the power of love. Both players with the Mark of Love stay loyal to their respective teams.
Oh, by the way, in case you’re wondering, I’m on the villager team. Even though I’m spreading love, I don’t count myself as a special team.
“Okay, Cupid, it’s your time to shine. Choose any two players and give them a Mark of Love,” says the moderator.
I open my eyes and scan the room, ready to bestow my magical Marks upon two unsuspecting souls. Love is in the air, and I’m the one pulling the strings. How exciting!
“Alright, Cupid, close your eyes now,” the moderator declares.
Instigator
When I wake up as the Instigator, I have the power to secretly choose a player and give them the Mark of the Traitor. I place their original Mark face down in the vacant Traitor spot on the Marks boards without peeking at it. It’s a sneaky move that can cause some chaos.
If a player receives the Mark of the Traitor, they will only win if someone else on their team is eliminated. It adds an extra layer of risk and strategy to the game. But if the player with the Mark of the Traitor is the sole person on their team, the Mark has no effect. In that case, they’ll have to rely on their own survival skills.
It’s important to note that the Instigator is on the villager team. So even though they have this sneaky ability, they are ultimately trying to help the villagers win. After all, every game needs a little intrigue and deception to keep things interesting. So if you find yourself as the Instigator, make sure to use your power wisely and strategically.
Now let’s look at another role in the game, the Priest.
When I wake up as the Priest, my first task is to place a Mark of Clarity in front of myself. I can also choose to give another player a Mark of Clarity by placing their original Mark face down in one of the empty spots on the Maries boards. It’s important to remember not to look at the Marks when placing them.
As the Priest, I am a member of the villager team. My role is to bring clarity to the game.
The game moderator will then say, “Priest, wake up and give yourself a Mark of Clarity. You may also give any other player a Mark of Clarity.”
Now it’s my turn to act. I open my eyes and give myself a Mark of Clarity, placing it in front of me. I can also choose to give a Mark of Clarity to another player by placing it in front of them.
After that, the game moderator says, “Priest, close your eyes.” It’s time for me to go back to sleep and let the game continue.
Now let’s move on to the next role, the Assassin.
When I wake up as the Assassin, my first task is to choose a player and secretly mark them as my target by placing their original mark in the empty Assassin spot on the Marks boards, without looking at it.
It’s essential to remember that I can only win if my target dies, regardless of which team they belong to. I don’t need to be alive at the end of the game to achieve victory.
What makes being the Assassin unique is that even if I win, other teams still have a chance to meet their own winning conditions and come out on top. This means that the Vampires, villagers, or even the Tanner can win alongside me.
However, there’s a twist. If I end up with the Mark of the Assassin myself by the end of the game, I can only win if I die. The stakes are high!
I am a lone wolf, on my own team, and I must strategize and make smart choices to secure my victory. So, when I hear the command, “Assassin, wake up and place the Mark of the Assassin in front of any player,” I know it’s game time.
I open my eyes and quickly search for my target. Once I’ve identified them, I silently approach and discreetly place a Mark of the Assassin in front of them. This secret symbol signifies their impending fate.
“Assassin, do you see your target?”
As an apprentice assassin, my skills are still developing. I must remain vigilant and execute my missions with precision. The art of assassination requires patience, agility, and the ability to blend seamlessly into the shadows.
With these qualities in mind, I carefully choose my targets and carry out my duties without hesitation. Each mark I leave behind is a testament to my growing expertise.
Being an assassin is not an easy path to follow. The risks are high, and there is always a constant element of danger. But it is a choice I have made, and one that fills me with a sense of purpose.
I understand the weight of my actions, but I also know the importance of pursuing my calling. As an assassin, I take pride in my ability to carry out my orders effectively and efficiently.
In this world of shadows and secrecy, my role is vital. I am a silent force, ensuring that justice is served from the darkness. With every mark I place, I fulfill my duty and contribute to the intricate web of deception and retribution.
When I wake up as the Apprentice Assassin, I immediately look for the Assassin. It’s like a game of hide and seek, but with a deadly twist. The Assassin is out there somewhere, and I have to find them before they find me.
If I can find the Assassin and they end up dying, then I win. I don’t have to be alive at the end of the game – just as long as the Assassin meets their demise.
But what happens if there is no Assassin? In that case, I have to take matters into my own hands. I have to place the Mark of the Assassin in front of any player, and my victory now hinges on their death. If the player with the Mark of the Assassin, including myself, dies, then I win.
I am on my own team as the Apprentice Assassin. It’s a solitary existence, always on edge, always looking over your shoulder. But that’s the price you pay for greatness.
“Assassin, wake up. Place the Mark of the Assassin in front of any player,” I hear. The Assassin opens their eyes, scanning the room, and then they carefully choose their target. The game is on.
Hey there, Apprentice Assassin! Time to wake up and start searching for the Assassin. If you can’t spot them, go ahead and place the Mark of the Assassin in front of any player. Got it?
Alright, now open your eyes and start scanning the room for that sneaky Assassin. Remember, their eyes will still be open while you search. If you can’t find them, no worries! Just grab the Mark of the Assassin and plop it in front of someone else. Easy peasy!
Now, I’m going to call out for the Assassin and Apprentice Assassin to close their eyes. Here we go!
Nighttime
Okay, folks. The sun has set, and it’s time to reveal your Marks. Open those eyes and take a peek at what you’ve got in store. But remember, no sneaking a peek at your actual cards. Just focus on those Marks.
Alright, now close those peepers again. Time to keep things secret.
Players in Love
When we close our eyes, some of us with the Mark of Love are summoned to awaken and search for our loved ones. If you have the Mark of Love, it means you are connected to someone else with the same mark. In this special bond, if one person dies, the other person will perish as well. However, if only one player has the Mark of Love due to the presence of certain roles like the Instigator, Priest, Assassin, or Apprentice Assassin, the mark has no effect. It’s important to note that having the Mark of Love doesn’t affect a player’s team affiliation. So, if you’re in love, open your eyes and find your beloved. Look for another player with their eyes open, who shares the bond of love with you. Now, let’s move on to the next role – the Marksman.
When I wake up as the Marksman, things get interesting. I have the power to peek at someone’s card or check out their Mark – not both from the same person, though.
Hey, I’m on the villager team as the Marksman.
“Hey there, Marksman. It’s your time to shine. Take a look at one player’s card and another player’s Mark,” they say.
I open my eyes and focus. I can study the card belonging to one player, while also catching a glimpse of the Mark held by a different player.
“Alright, Marksman. Time to close those peepers,” they instruct.
But there’s more – the Pickpocket.
As a Pickpocket, I start the game by waking up and having the option to exchange my Mark with another player’s Mark. Once I make the exchange, I get to see my new Mark. It’s an exciting and sneaky role to play on the villager team.
“Hey Pickpocket, it’s your turn to wake up. You have the opportunity to swap your Mark with someone else’s and take a look at your new Mark.”
I open my eyes as the Pickpocket and carefully consider my options. I can discreetly choose to exchange my Mark with another player’s Mark. If I decide to do so, I steal their Mark and replace it with mine, all while maintaining a sly grin. I then get to sneak a peek at my newly acquired Mark, keeping it a secret from everyone else.
Now it’s time for me to close my eyes and retreat into the shadows, leaving no trace behind. The village remains unaware of my cunning tactics as I wait for my next opportunity to strike.
Oh, and let’s not forget about the mischievous Gremlin…
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Imagine waking up as a mischievous creature known as the Gremlin. It’s important to understand the power you hold and the role you play in this game. Are you ready for some harmless chaos?
As the Gremlin, my objective is simple: I have the ability to switch marks or cards between any two players, but only one of those options. I cannot, however, look at the marks or cards I’m swapping.
When the time comes for me to act, the game master will wake me up with a call. “Gremlin, wake up. You may switch marks or cards between any two players.” I then have the freedom to choose the two players and swap their marks or cards. I can mix things up, creating a bit of confusion and excitement.
It’s essential to remember that I am part of the villager team. I may be a mischievous creature, but ultimately, I am on your side. Trust me; I’m here to make things interesting!
Once I’ve performed my mischief, the game master will give the signal for me to close my eyes again. “Gremlin, close your eyes,” they’ll say, and I will dutifully obey.
The World of Artifacts and Vampires
Hey there! Have you heard about artifacts? They’re these cool tokens that the Curator gives to players in Daybreak. You can find artifacts in Daybreak, Sonus Pack 1, and Bonus Pack 2.
Now, here’s something interesting about artifacts: when you’re playing with them, certain artifacts like the Claw of the Werewolf can actually change your role, overriding your card and mark. How cool is that?
Let me give you an example. Say you have the Cudgel of the Tanner artifact. It overrides the Mark of the Vampire, which itself had already changed your original role. So, instead of being a Vampire, you become a Tanner. Talk about twisting the game around!
But here’s the thing: all the other marks on artifacts only affect the role that the artifact has changed you into. So, keep that in mind while playing.
Now, picture this: if you decide to play with all the artifacts, you might just end up in an Epic Battle. Imagine having Vampires, Werewolves, and Villagers all in one game! In case that happens, there’s a whole section on Epic Battles that can help you figure out who the winners are. Pretty exciting, huh?
Doppelganger & Vampire
When you play the Doppelganger in the original One Night Ultimate Werewolf game, you’ll need an extra set of Marks known as Doppelganger Marks. These Marks are placed on the other side of the Marks Boards.
The Doppelganger Marks are only used by the Doppelganger if she needs to use a Mark. Keep in mind that there is no Doppelganger Mark for the Vampire role.
The Doppelganger wakes up before the Vampires at the start of the game (replace the “-7” token included in the Vampire expansion). She may also wake up later, depending on the presence of other night roles like the Gremlin.
So, here’s the deal: when I’m the Doppelganger, I have some pretty cool abilities. Let me break it down for you.
First off, I can mimic the actions and abilities of any role I see. That means if I see someone doing something cool, like a witch casting a spell or a werewolf howling at the moon, I can do it too. I’m like a master mimic, picking up on all the skills and powers around me.
But it’s not just about copying what others do. I can also cause some chaos with my mimicry. For example, if I see the Masons quietly signaling each other, I can do the same thing and confuse everyone. Or if I see the Insomniac secretly checking their role, I can do it too and throw everyone off.
Now, here’s the fun part. When I become the Doppelganger, I immediately take on the role of the player whose card I’m copying. It’s like I become them for a little while. And that means I get to use their abilities and make decisions as if I were them. It’s like being a whole different person, but with all their powers and knowledge.
But there’s a catch. While I’m the Doppelganger, I don’t get to keep the role I copy. Nope, as soon as the night phase is over, I go back to being just plain old me. It’s like Cinderella at midnight, but without the glass slippers.
So, there you have it. When I’m the Doppelganger, I can copy the actions and abilities of any role I see. And I can even take on their role for a little while. It’s a pretty cool power. Don’t you think?
Copycat: I do nothing. I become the role that the Copycat views. I don’t wake up at night when the Copycat uses their new center card night power, if they have any.
Vampire: I wake up with the other Vampires. I am one of them.
The Master: I wake up with the other Vampires. If a Vampire, including the original Master, points at me, I will not die. If I point at the Master, they will not die.
The Count: I wake up with the other Vampires. I wake up after the Count. I must place the Doppelganger Mark of Fear on any player.
I wake up with a jolt, my heart racing. Something is not right. I look around, trying to remember where I am. Slowly, my surroundings come into focus. It’s still dark outside, and the room is filled with an eerie silence. I can feel the weight of someone’s eyes on me. I turn my head and see Renfield, but there’s something different about him. His hands are raised, pointing directly at me.
The Doppelganger-Renfield. A mirror image of the real Renfield, but with a sinister twist. I can sense the darkness emanating from him. There’s a mark on his forehead, a symbol of his true nature. I know what I must do.
I take a deep breath and reach for the Mark of the Bat. It feels cold and smooth in my hands. I raise it to my forehead, feeling a surge of power as I press it against my skin. The mark burns, but I can’t look away. I can feel the darkness coursing through my veins, merging with my very being.
As the mark fades, I open my eyes, and everything comes into focus. I feel different, transformed. The Doppelganger-Renfield is gone, replaced by the real Renfield. But I can still feel the darkness lingering within me.
This is a double-edged sword, this newfound power. It can elevate me to new heights, but it can also consume me. I must learn to control it, to harness its energy for good. It’s a daunting task, but I’m ready.
And if you like a thrilling adventure filled with mystery and supernatural beings, then you’ll love this. With these factors in mind, you’re in for a wild ride.
In today’s world, it’s not always easy to know who to trust. In these dark times, the line between friend and foe can blur. But one thing is for sure, understanding the truth is paramount.
When someone shows you who they really are, believe them. If you’re searching for answers, follow your instincts, and don’t be afraid to delve into the unknown.
By following the path of the Doppelganger-Renfield, you’ll uncover secrets that will challenge everything you thought you knew. But remember, with great power comes great responsibility.
Hey there, I’ve got something interesting to share with you. Let’s talk about the Doppelganger-Diseased and what she can do in the game.
When the Doppelganger-Diseased wakes up, she has the power to put a special mark called the Doppelganger Mark of Disease on one of the players next to her. This mark is a way for her to show that she has infected that person with a disease.
Now, you might be wondering why the Doppelganger-Diseased would want to infect someone. Well, it’s because this mark has some pretty powerful effects. When the infected player gets the mark, they become diseased themselves. It’s like they catch a bad case of the flu or something.
Being diseased is not a good thing for the players. It can make them weak and vulnerable. They might not even know they’re infected at first, but eventually, they’ll start feeling the effects. It’s like a ticking time bomb.
So imagine being a player in the game and suddenly getting this mark, knowing you’re now diseased and that it will start affecting you soon. It can really mess with your head, right?
That’s what makes the Doppelganger-Diseased such an interesting and powerful role to play. She has the ability to create chaos and confusion among the players, making it even more challenging for everyone.
So, next time you’re playing a game with the Doppelganger-Diseased, watch out for that mark of disease. You never know when you might be the next one to catch it!
I’m Cupid, the Matchmaker: When I wake up, I have the power to unite two players with the Doppelganger Marks of Love. It’s a special connection that binds these individuals together. But here’s the twist – I can choose any two players for this bond. So, it’s possible for more than two people to wake up in love and have Marks of Love at the end of the game. However, this also means that if any of them is eliminated, it could lead to the demise of up to four people. Love can be a complicated thing!
Speaker: Hey there! I’m the Doppelganger-Instigator, and when I wake up at night, I can choose anyone to mark with the Doppelganger Mark of the Traitor.
Listener: Oh wow, that’s interesting! So what about the Doppelganger-Priest?
Speaker: Well, the Doppelganger-Priest wakes up after the Priest. She has to mark herself with the Doppelganger Mark of Clarity, and she can also mark one other player with the same mark.
Listener: That’s pretty cool! And what about the Doppelganger-Assassin?
Speaker: Ah, the Doppelganger-Assassin has an interesting role too. When she wakes up after the Assassin, she gets to mark someone with the Doppelganger Mark of the Assassin. The tricky part is that the Apprentice Assassin doesn’t know who the Doppelganger Assassin is, but they both win if any player with the Mark of the Assassin dies.
Listener: Oh, I see! So if anyone with a Mark of the Assassin dies, both the Assassin and the Doppelganger-Assassin win?
Speaker: Exactly! It’s a bit complicated, but it adds an extra layer of strategy to the game. The Assassin and Doppelganger-Assassin are always on the same team when it comes to eliminating targets.
Hey there, fellow player!
I’m the Apprentice Assassin, but with a wild twist – I’m actually the Doppelganger-Apprentice Assassin! I spring into action right before the real Assassin takes their turn, so I’m the early riser in this nocturnal adventure.
And speaking of early birds, the Marksman is right behind me. They wake up right after me, ready to take aim and strike their target.
But wait, there’s more! The Pickpocket is up next, tailing right after the real Pickpocket. They’re masters of sneaky maneuvers and quick fingers!
And last but not least – the Gremlin. They’re the final link in the chain, waking up after the real Gremlin to wreak havoc and cause some serious trouble!
Prepare for Epic Battles: Vampires vs. Villagers vs. Werewolves!
Did you know that you can mix Vampires, Villagers, and Werewolves all in the same game? It may seem chaotic, but it adds an extra layer of excitement and intrigue to your gameplay.
Now, if all three roles are not only present in the game but also active (meaning they are in front of a player and not just in the center card group), things get even more intense. During the voting phase, at least two players will be eliminated. The first one to go is the player who receives the most votes. But here’s where it gets interesting: the player with the second-highest number of votes will also be eliminated, regardless of how many votes they received (even if it’s just one vote).
Let’s say there’s a tie for the most votes. In that case, the tied players are the only ones who will be eliminated. However, if there is only one player with the most votes, but there is a tie for the second-highest number of votes, then the player with the most votes will be eliminated, along with those who received the second-highest number of votes.
If either Werewolves, Vampires, or Villagers were not in play (because those cards were in the center), then only the players with the most votes are killed, as long as they have at least 2 votes.
Both of the teams must fulfill the following win conditions to win:
Vampire Team | At least 1 Werewolf must be killed | No Vampires may be killed |
Villager Team | At least 1 Vampire must be killed | At least 1 Werewolf must be killed |
Werewolf Team | At least 1 Vampire must be killed | No Werewolves may be killed |
When all Werewolves, Vampires, or village team members are in the center, the winning conditions are normal, and only one player is killed.
Special Cases When Combining Games
- If the Prince (Bonus Pack 1) has the Mark of the Vampire, I become a Vampire and join the vampire team. But rest assured, I cannot die.
- If the Cursed (Bonus Pack 1) receives the Mark of the Vampire and a Werewolf points at me during the vote, fear not! I remain a Vampire.
- If the Bodyguard (Daybreak) bears the Marie of the Vampire, no harm can come to the player they protect. Trust me, I’ve got their back.
- If a player possesses the Shield token from the Sentinel (Daybreak), their card is safeguarded, but their Mark remains vulnerable.
- If the Copycat card initially starts as another card (you may choose any), and is subsequently given to a player by the Drunk (OneNight) or the Witch (Daybreak), that player is a member of the village team without any special abilities.
I tremble as I read the rules. The Mark of Fear prevents me from performing any action during the night, even opening my eyes. It’s a heavy burden that paralyzes me, leaving me vulnerable and powerless. However, there is a glimmer of hope. If another night action involves showing my thumb, I am obliged to do so. It’s a small gesture, but at least it reminds me that I still have some agency, even in the darkness.