Cards

All 22 Major Arcana and their effects. A card’s value is its number.

  • The Fool

    0Value 0Change your draw

    The Fool

    The lowest value. The singularity where everything begins.

    On your next turn, instead of drawing from the deck, choose any card from your own discard pile and add it to your hand. If there is no card to choose, draw from the deck as usual.

  • The Magician

    IValue 1Copy, swap, force

    The Magician

    One who manipulates the hand. A move that seizes information.

    Use the effect of the card your opponent played on their previous turn. If your opponent did not play a card, nothing happens.

  • The High Priestess

    IIValue 2Change your draw

    The High Priestess

    Hidden wisdom. Quietly sees through the whole table.

    On your next turn, you may redraw your drawn card. Redrawing is optional.

  • The Empress

    IIIValue 3Change your draw

    The Empress

    Ruler of abundance. Brings the harvest.

    On your next turn, instead of drawing, look at the top 3 cards of the deck and add 1 of them to your hand. Shuffle the rest back into the deck.

  • The Emperor

    IVValue 4Guard and dispel

    The Emperor

    The authority of rule. Imposes order.

    Remove the effects placed on you (the Judgement count, The Hermit, Strength and The Moon).

  • The Hierophant

    VValue 5Reveal, hide, seal

    The Hierophant

    A guiding teaching. Binds faith together.

    Look at your opponent's hand.

  • The Lovers

    VIValue 6Copy, swap, force

    The Lovers

    Choice and union. Divides fates.

    Each player chooses 1 card from their hand, and the chosen cards are exchanged.

  • The Chariot

    VIIValue 7Change your draw

    The Chariot

    The will to advance. Charges toward victory.

    Name any card. When you draw on your next turn, if the named card is in the deck, add it to your hand instead of drawing. If it is not, draw as usual.

  • Strength

    VIIIValue 8Reveal, hide, seal

    Strength

    Inner strength. Tames a raging power.

    Choose 1 card from your opponent's hand without seeing it. Your opponent cannot play that card during their next 2 turns. Even you do not know which card was chosen.

  • The Hermit

    IXValue 9Reveal, hide, seal

    The Hermit

    A solitary quest. Raises a lantern in search of truth.

    Until the end of this match, your opponent cannot look at your discard pile.

  • Wheel of Fortune

    XValue 10Decide the game

    Wheel of Fortune

    Turning fate. Reverses the flow.

    Reverses the victory condition (the lower total wins). Playing it again restores the original condition.

  • Justice

    XIValue 11Break their hand

    Justice

    A balanced verdict. Judges by reason.

    Compare the totals of both hands (both stay hidden). The player with the higher total returns the highest card in their hand to the deck, shuffles it, and draws 1 card. If the totals are equal, nothing happens.

  • The Hanged Man

    XIIValue 12Break their hand

    The Hanged Man

    A reversed point of view. Insight within stillness.

    Guess 1 card in your opponent's hand. If you guess right, your opponent loses. However, if you guess The World, your opponent does not lose and The World is sent to the discard pile instead.

  • Death

    XIIIValue 13Break their hand

    Death

    Ending and transformation. Every end gives birth to what follows.

    Make your opponent draw 1 card from the deck. Then, with their hand kept hidden, choose 1 card for them to discard.

  • Temperance

    XIVValue 14Guard and dispel

    Temperance

    A harmonious blend. Balances excess and lack.

    Until the start of your next turn, you are not affected by card effects that target you (effects already on you are not removed).

  • The Devil

    XVValue 15Copy, swap, force

    The Devil

    Bondage and temptation. Desire warps the table.

    On each player's next turn, after drawing, 1 random card from their hand is played automatically (its effect also activates).

  • The Tower

    XVIValue 16Guard and dispel

    The Tower

    A shattering blow. Breaks the balance that was built.

    Cancels every active effect on you and your opponent (your own The Sun, Temperance and so on are removed too).

  • The Star

    XVIIValue 17Break their hand

    The Star

    A guiding hope. A sign of rebirth.

    Make your opponent draw 1 card from the deck. Then reveal their hand and choose 1 card for them to discard.

  • The Moon

    XVIIIValue 18Reveal, hide, seal

    The Moon

    Illusion and unease. Veils true intent.

    Send 3 cards from the deck to your discard pile. Cards sent there by this effect are shown only to you.

  • The Sun

    XIXValue 19Guard and dispel

    The Sun

    The blessing of radiance. Lights up everything.

    Give yourself 2 counters. Until they reach 0, you are not affected by card effects that target you. (Each time a card effect is blocked, the count goes down by 1.)

  • Judgement

    XXValue 20Decide the game

    Judgement

    The call to awaken. Summons the final reckoning.

    Give your opponent 3 counters. When they reach 0, the match ends and the player with the counters loses. (The count goes down by 1 each time your opponent's turn ends.)

  • The World

    XXIValue 21Decide the game

    The World

    The point of completion. Promises its holder the highest-priority victory.

    If you are made to discard it by The Star, you lose. If it is in your hand when the match ends, you always win. (This effect takes priority over the victory condition and other card effects.)

The effect text is the same as the in-game card details.

Now, draw your card.

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