Pentacles -
- Ace of Pentacles
- Two of Pentacles
- Three of Pentacles
- Four of Pentacles
- Five of Pentacles
- Six of Pentacles
- Seven of Pentacles
- Eight of Pentacles
- Nine of Pentacles
- Ten of Pentacles
- Page of Pentacles
- Knight of Pentacles
- Queen of Pentacles
- King of Pentacles
Swords -
- Ace of Swords
- Two of Swords
- Three of Swords
- Four of Swords
- Five of Swords
- Six of Swords
- Seven of Swords
- Eight of Swords
- Nine of Swords
- Ten of Swords
- Page of Swords
- Knight of Swords
- Queen of Swords
- King of Swords
Cups-
- Ace of Cups
- Two of Cups
- Three of Cups
- Four of Cups
- Five of Cups
- Six of Cups
- Seven of Cups
- Eight of Cups
- Nine of Cups
- Ten of Cups
- Page of Cups
- Knight of Cups
- Queen of Cups
- King of Cups
Wands -
- Ace of Wands
- Two of Wands
- Three of Wands
- Four of Wands
- Five of Wands
- Six of Wands
- Seven of Wands
- Eight of Wands
- Nine of Wands
- Ten of Wands
- Page of Wands
- Knight of Wands
- Queen of Wands
- King of Wands
Major Arcana -
- I The Fool - Upon activation, flip a coin. If heads, you choose to either draw a card
or discard one of your opponent's. If tails, your opponent has the choice.
- II The Magician - When activated, this card allows you to shuffle your hand back into
your deck and redraw the same amount of cards shuffled in.
- III The High Priestess - This card allows you to shuffle your hand into your discard pile
and redraw the same amount of cards.
- IV The Empress - This card can be used as an exact copy of any card you like in your deck.
At any time, you may switch the card it represents.
- V The Emperor - this card can be used as an exact copy of any card you like in your deck.
You may not switch it at any point or time.
- VI The Hierophant - When activated, this card allows you to take any one card from your
discard pile and place it on top of your deck.
- VII The Lovers - When activated, this card allows you to swap any one card you control
with an opponent's.
- VIII The Chariot - When activated, you may search your deck for any one card and place it
in your hand. Show it to your opponent.
- IX Strength - When activated, this card allows you to automatically win the next challenge
issued.
- X The Hermit - When activated, you may exchange one card you control for another,
ignoring whether it is in discard pile, hand, deck, or play area. If the card is out of play,
it can not be exchanged for another.
- XI The Wheel - Upon activation, roll a 6 sided die. Depending on the roll, something
different will happen:
-- 1 -- You draw one card.
-- 2 -- Your opponent draws one card.
-- 3 -- You discard one card.
-- 4 -- Your opponent discards one card.
-- 5 -- You put one card from the top of your deck on top of your discard pile.
-- 6 -- Your opponent puts one card from the top of their deck on top of their discard pile.
- XII Justice - When activated, this card allows you to pick any one card from your discard pile
and use it against an opponent immediately after an action is taken.
- XIII The Hanged Man - When activated, you may pick one card from the opponent's hand at random
to be discarded. They may in turn pick one from your hand for discarding.
- XIV Death - When activated, this card forces both players to discard their entire hands.
- XV Temperance - This card can be activated in reaction to any other card. It nullifies
any effect that card may have had and puts it in the opponents discard pile
- XVI The Devil - When activated, this card allows you to discard a number of cards from your
opponents hand as long as you discard twice that much from the top of your deck.
- XVII The Tower - When activated, this card allows you to place any number of non-Major Arcana cards
from your discard pile back into your deck.
- XVIII The Star - When activated, this card allows you to look at half of your opponents hand.
The cards are chosen randomly.
- XIX The Moon - When activated, this card allows you to turn any and all cards on your play
area face down and rearrange them.
- XX The Sun - When activated, this card allows you to look at all face down cards your opponent has.
- XXI Judgment - When activated, this card allows you to mimic the last action taken against you.
- XXII The World - When activated, this card resets the game entirely. After use, it is taken out of
play for the rest of the match.
Object(s) -
- Collect two complete suit of cards in your suit area(this is only possible if
there are enough cards in your deck to allow it), or
- Make it to where all of your opponents can not draw any more, thus stopping them
from winning
- Win by points. Whoever reaches the predetermined game value first wins. If x turns
have passed and no one reaches the value, the person with the highest point count
wins. Point count is determined by the values of the cards in each person's play area
after x turns have passed, where x is equal to the number of cards in the decks.
Deck rules -
- Deck size
-Must contain a number of cards that is a multiple of 8.
EX, 16 24 32 and 40 cards are fine. There is no deck limit. The bare min is 16 cards.
- You can only have one copy of a specific Major Arcana in your deck at one time.
- Your deck can not consist of more than 1/4 Major Arcana.
- A card is deemed 'Major Arcana' if it has a Roman Numeral before its' name
- You can have up to 5 copies of any other card in your deck.
Play Rules -
- The players determine a 'Point Total' that is to be strived towards during game play
- Each person shuffles their deck and allows the opponent(s) to do so too if they
wish
- The game starts by each person drawing X cards, where X is 1/8 of the total amount
of cards in your deck
- The hand limit is 5 cards. If, at the end of the turn, your hand exceeds the limit,
you must either place cards face up in your play area until the limit is met, or
discard until it is so done.
- Only one card may be played per turn by any one person
- You can play or pass your turn after you draw
- You must draw one card per turn and only one card per turn(unless dictated
otherwise)
- At any point you wish, during your turn, you can lay down any number of cards in
front of you, that
being your suit play area.
- At any point, an opponent may challenge a person for any one card in their suit
play area(once a turn). The challenge must be accepted. The challenges are carried
out as follows. Both people shuffle their deck and set face down a number of cards
equal to 1/4 the original deck size minus 1. Then, they take one more card and place
it face up. If, however, they have a fewer amount of cards in their deck than can
be played(ex, 8 cards in a 40 card deck left), then the last card would be turned
face up to be judged The person with the higher value puts all of their cards picked
on the top of their deck in any order they wish. The loser gives over the card
challenged for, and it is placed in the other persons suit area. Also, the loser
must put their cards picked in the discard pile.
- Ace counts as 1
- Page to King count as 10 each