Night is a card type that may be played during one's Night phase, which comes after one's Buy phase. During their Night phase, players may play any number of Night cards. Night cards are introduced in Nocturne.
The ordinary vanilla bonuses that many Action cards provide are not useful in the Night phase, so Night cards have to benefit the player in other ways. They include Attacks, gainers, trashers, and Durations that provide benefits in the following turn's Action phase.
Most Night cards have their typing because their effects have to take place after your Buy phase: some care about cards you have in play or cards you've gained this turn, and several are gained directly to your hand so they can be played the turn they are bought. A couple, though, are Night cards purely for flavor reasons, such as Cobbler and Vampire. Either way, having a new type and a new phase to be played in has the following consequences:
- Night cards can never be drawn dead, and are always non-terminal.
- In general, there is no way to multiply a Night card with a Throne Room variant (the exception being calling Royal Carriage on Werewolf).
- Cards that care about specific types will not have their usual effects when dealing with Night cards, whether positive (e.g., Ironworks or Magpie) or negative (e.g., Rabble).
- Cards that care about specific phases (e.g., Villa) will not have their usual effects in the Night phase. Haunted Woods is particularly brutal, as it prevents you from playing any of your Night cards if you buy anything.
 List of Night cards
- Guardian, Monastery
- Changeling, Ghost Town, Night Watchman
- Devil's Workshop, Exorcist
- Cobbler, Crypt, Den of Sin, Vampire, Werewolf
 Official Rules
- Nocturne adds Night cards and the Night phase.
- In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up.
- In your Night phase, you can play any number of Night cards.
 In other languages
- Russian: Ночь (pron. noch')
 Secret History