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Updated September 30, 2026. Rules: final v1.0 guides (September 26); Stigmas: September 29 CSV revision.

Nature and victory

Clair means Good; Obscure means Evil. Every Vampire is Obscure, but not every Obscure character is a Vampire. Oni is Obscure; an unconverted Novice remains Clair.

Check victory at the start of Day and after Judgment; resolve immediate conditions when triggered.

Combined role table

13 roles, 19 cards. Use the Vampirized ability after conversion.

Role Initial nature Copies Base Vampirized
Original Vampire Obscure 3 Enables collective Infection while at least 1 Original lives. Votes even when dead; a dead Original does not enable Infection. Already a Vampire.
Cleric Clair 1 2 attempts/game: cure a Novice before conversion; an incorrect target still spends the attempt. On death: cured of Vampirism, leaves Vampire decisions, gains 1 cure attempt from the grave; failure spends it.
Paladin Clair 1 Each Night: protect 1 from Assassination/Infection. May target self; cannot repeat a target on consecutive activations; no Judgment protection. Every 2 nights: up to 2 targets, same restrictions.
Wizard Clair 1 Each Night: learn 1 target's Clair/Obscure nature. Novice = Clair; Oni = Obscure. Each Night: learn 1 Role, not State.
Illusionist Clair 1 Each Night: learn whether an actual Vampire was investigated and which Vampire was investigated. Every 2 nights: allows false announcements/counts derived from that Night.
Mentalist Clair 1 Every 2 nights: 1 target may only communicate publicly with Yes/No during the next Day. Every 2 nights: 1 target has 5 words per intervention and must wait for another speaker; may vote.
Bard Clair 1 Every 2 nights: silence 1 during the next Day; may vote. Every 2 nights: silence up to 2 during the next Day; may vote.
Blacksmith Clair 1 Every 2 nights: 1 living player's next Judgment decision counts as 2. May target self. Every 2 nights: 1 living target's vote becomes Abstention; announce at Judgment's start.
Alchemist Clair 1 Every 2 nights: remove 1 Adverse State, excluding Novice, Vampirism, Stigmas and immune effects. Every 2 nights: move 1 Adverse State with remaining duration. Excludes Novice, Vampirism, Blessing, Stigma, death, Oni condition and instant effects.
Rogue Clair 1 On death: assassinate 1 player; resolve the new effect first. Once/game: collective Infection affects 2 targets, then normal cooldown.
Oni Obscure 1 From Day 3, Assassination/Execution wins immediately. Does not share Vampire victory. Loses personal victory; on death infects 1.
Outlander Clair 5 No special ability. No additional ability; participates as a Vampire.
Explorer Clair 1 Once/game: swap 2 living players' Roles; may include self. Does not move Vampirism/Adverse States or reset uses/cooldowns. Every 3 nights: retroactively cancel 1 personal action that Night, never the collective Vampire action.

Resolution

Resolve the latest effect first. If a death triggers a new effect, resolve it before returning to the earlier chain. When victory conditions collide, the most recent effect has priority; a draw is exceptional.

Paladin protects against Assassination/Infection, not Judgment or a missed Infection Word. Self-protection is allowed; the same target cannot be repeated on consecutive activations. Rogue and special assassinations are not blocked by default; the Narrator may allow a justified active protection.

Swapping Roles does not move Vampirism or Adverse States and does not reset uses or cooldowns. Vampirized Explorer reverses reversible effects and invalidates communicated information, but never cancels the collective Vampire action.

Night counts are optional: living Vampires/non-Vampires or Clair/Obscure. False announcements require explicit permission from a rule, such as vampirized Illusionist.