by Frater Pyramidatus 22
Krummy is a game using Tarot cards, and although the choice of deck is a personal issue, the object is tolearn the correspondences of the Hermetic Tree of Life. It is designed to teach groups the variouscorrespondences of the Hermetic Qabalah in a painless and fun way. The method used is called that of 'Yetzirah'. This basically means the different symbol sets are intermingled in a way which is not disciplinedQabalism, but tangential and rather skew wise. Although Qabalists do not properly mix up the symbol setswithout much forethought, this game does teach one over time. 'Krummy' is obviously a play on words with'rummy', I believe this game is also known as 'Karbuncle'. I should also add that this is my own version of 'Krummy' and that older, and probably more concise and streamlined, versions exist. I can only refer anystudents to historical sources, especially 'The Royal Game of Life' by Papus, and perhaps Hoyle as well. Ihave embellished the Krummy game that I discovered on the World Wide Web many years ago. This in itself does not require an apology, rather a disclaimer that what I call 'Krummy' is a variation of something far older.
One – The Dealing
Deal alternately, ie. one card at a time, clockwise or anticlockwise, between five and eleven cards a person.
Two – The First Lay
After all the players have picked up and had a moment or two to look at their cards, the dealer lays a card,face up, in the centre. The first card laid depends on whoever is quickest. If one mistakenly lays down acard that has no Qabalistical connection then that player is annulled from that particular hand, and has to stay put until the cards are reshuffled. If a perfect correspondence is laid, then the player gets three points.
Three – The Points System
A maximum of two points may be scored per turn (with two exceptions where three points can be scored).They may be scored in two ways: a) playing a trick, or b) emptying your hand.Playing a Trick -A card with only a loose association may by played yet score no point. For example one could play the Four of Swords on top of The Fool due to the Elemental connection of Air. One point is scored for an unarguableassociation. For example the Princess of Swords on top of the Ten of Swords, as they are both of one Suit,and they are both stationed on Malkuth, the tenth Sphere. Two points are scored for a 'trick'. However, atrick must be the third card dealt in a row. So if the two previous cards were, for instance, the Three of Swords then the Four of Swords, you could come in with the Five of Swords for two points. The same goesfor three, four, five, six, seven or eight of a kind. It is this rule that stops the game becoming too tangential.Arguments -If a player claims a point with a Qabalistic correspondence, and another believes this to be a spurious andillegitimate claim, argument is not allowed during play. It is up to the player to make a note of the two cardsin question and point it out after play, and then debate the connection or lack thereof.Emptying Your Hand -The object of Krummy is not to empty your hand, but rather to score points. As play revolves, a player whocannot score a trick simply does not lay. A player who deals his last card earns two points. One may deal allone's cards simultaneously it they either a) connect Qabalistically in an undeniable manner, or b) form asequential trick of all least three cards, or a three/four/five/six/seven/eight of a kind trick, or combination of sequence
same kind. This is a quick way of scoring two points. Once a player has emptied his or her