Major Arcana - Print Pages.pdf

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The following pages contain rules and instructions for
standalone games and experiences, each inspired by and
named after a card from the major arcana of a tarot deck.
Some are to be played alone, others are for groups, some
can work either way, and others need not be played at all.
At the bottom of 19 of the 22 rulesets is guidance as to
the ideal number of players and materials required for
play. 1d6 is a six-sided dice, 1d10 is a ten-sided dice. The
other 3 rulesets are provocations to react to as you wish.
In all rulesets you are encouraged to fill in the gaps
between the prompts with narrative or responses,
to whatever extent you wish. Some warrant shorter
responses, others warrant longer ones, the rulesets
these statements apply to is a choice for you to make.
Space has been provided for you to journal in this zine
after each appropriate ruleset. I encourage that you use
these to mark it as your own.
Writing, Design & Layout - Alex Wilcox
Illustration - Morgan Noll
Editing & Playtesting - Will Smith
INTRODUCTION
The rulesets ahead are reflections and responses on
the meanings of each card. As such, they can deal with
heavy, negative themes.
If playing alone then be mindful of your limits and I
encourage you to stop if you approach or pass them.
Before you begin playing a ruleset with others, always
discuss your boundaries together. Establish a safe-word
or a signal that you can make to pause or stop playing.
Never cross boundaries that have been established.
At all times I advise reading a ruleset in full before
playing and considering how it may affect you.
Below is a list of possible trigger and content warnings.
Death - IV, VII, XII, XVI
Past relationships - VI
Addiction & eating disorders - XIV
Excessive Violence - XVI
Bullying - XX
SAFETY
Toss a coin. Do not catch
it or look at it.
Call the result.
Later, if you find the coin
again, see if you remember
the result you called.
Players: Solo, Requirements: A Coin
O - THE FOOL
You and at least one other are warring magicians, either in a single
arena or a battle of wits across decades. You each have four magics:
Swords, Pentacles, Cups, and Wands. Assign each a different
number between 1 and 4.
Swords refer to body magic. Pentacles refer to material magic.
Wands refer to energy magic. Cups refer to soul magic.
Each time you attempt to physically or reputationally harm one
of your warring rivals with your magic, state what you wish to
attempt and which magic it refers to. Roll a number of six sided
dice equal to the magic used.
1 or 2 - The magic horrifically backfires and harms the caster instead.
3 or 4 - The magic happens as desired and harms the rival as intended.
5 or 6 - The magic is much larger than intended, harming both the
caster and rival.
It can be all of these at once. The caster describes how their
magic occurs as desired, their rival decides how it backfires, one
unaffected (or all involved if there is none unaffected) describes
how it is larger than intended.
Magic can and should be used to counter magic. These rolls negate
harm on a 3-4, or compound it on a 1-2 or 5-6.
When you are harmed you must reduce one of your magics by 1.
When all are reduced to nothing your opponent has won.
I - THE MAGICIAN
Players: 2+, Requirements: 4d6
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