BloxNote ID Cards: Reading, Stealing, Dropping, and Recovery
What BloxNote ID cards are, how close-range ID steals work, how bodies drop readable IDs, how ID checks and showdowns play out in meetings, and what recorded gameplay shows about dropping and recovering an ID.
In BloxNote, your ID card is the concrete identity object behind every kill: the Death Note only kills once Kira has inspected a player, learned their in-game ID, and written that name. Community guides describe the core killer loop as steal a target's in-game ID, write the name in the notebook, and watch the kill land roughly one second later, while the tutorial states that Kira eliminates players by stealing IDs near people. The ID is not a collectible item on the map — it is the identity record each player carries, and the friction of acquiring one is what gates every kill.
How an ID is read or stolen
Acquiring another player's ID requires physical proximity: standing close to a player lets the killing team read their name, and close proximity is mandatory. The ID-steal is described as a short close-range interaction, so the timing problem is purely positional — killers steal in busy task rooms for cover rather than empty hallways, and avoid stealing right after a meeting ends. The inspection step is a separate ability with its own 20-second cooldown (community-reported, not developer-documented), which is why aggressive killers cycle between two or three high-value targets instead of trying to learn the whole lobby.
For the town side, the counterplay is spatial: keep distance, avoid blind corners, and treat every unexplained close approach as a potential ID steal in progress. Recorded gameplay even captures a victim realizing mid-chase that a player was stealing their ID. Note that visibility of the steal is currently inconsistent in player reports — some recorded footage shows a player stealing an ID openly ("I stole his ID in front of him"), while guides frame the steal as a covert close-range read. Watch how other players position near you to judge your server's behavior.
Dropping an ID and where it stays
The only directly observed drop-and-recovery behavior comes from recorded first-match gameplay: a player drops their ID, realizes it is gone, asks how to get it back, and later returns to the drop location to find it still there. The footage shows the dropped ID remaining in the same spot rather than disappearing immediately, with another player approaching the owner while the ID was on the floor.
What that clip does not establish: whether another player can pick up and carry a dropped ID, or what happens if the ID is left until the round ends. The owner recovered it themselves, and other players' pickup behavior was not shown. There is also no documented carrying UI, explicit drop-control list, or pickup-rule set in the current build, so treat these as open questions and test them in-game.
Readable IDs on bodies
Beyond stealing from a living player, the killing team has a second name-acquisition route: reading an ID card off a freshly killed body, whether from other factions' kills or self-inflicted accidents on the map. Because bodies despawn if untouched, positioning near body spawns early matters — a full-round demo shows a Kira clearing the name step in under 90 seconds by camping a high-traffic body spawn, a tactic that works because the map's first body almost always drops a readable ID. For everyone else, this means a corpse is not just a report trigger but an identity leak that killers can harvest.
IDs as social evidence
ID cards also function as social evidence during the round. L can request an ID check on a player within a short proximity window, and the result is partial — a yes/no on whether the target is a Killer, delivered only after a delay. The check is described as server-authoritative, so killers cannot fake the result; their counter is the Follower sacrifice, walking into L's proximity first to burn the check on a wrong target. One point to verify in-game: descriptions of L's tool differ, with some guides calling it a proximity ID check and others describing a camera card, so confirm which version your current build uses.
In meetings, players use IDs as a challenge: a community-reported tactic is to demand a voluntary ID showdown from two paired suspects, and refusing that challenge is described as one of the strongest soft-confirms — the room usually votes the refuser out on the spot.
What is not established
A few common questions remain open. Whether an ID can be permanently taken or transferred between players by non-killer roles is unverified — the one recorded attempt was inconclusive, and the owner's ID stayed in place. Exact proximity radii and pickup ranges for the ID-steal interaction are unknown beyond the reported 20-second inspection cooldown. All of the above reflects Early Access reporting and gameplay recordings, so recheck card handling, pickup rules, and any theft or transfer behavior after updates.
Related Guides
ID System
Understand how hidden roles, close-range ID access, exact names, and notebook eliminations form one identity system.
Custom ID Names
Learn what cosmetic ID-name changes affect, how Shinigami Eyes interacts, and which setup details remain unconfirmed.
Death Note
Trace the notebook's identity requirement, name-entry flow, elimination timing, cooldowns, tells, and access limits.
