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2 Divinity
side of the Battlefield place the Major (Major arcana)
Key Terms
• Minor Arcana:
A tarot deck contains 4 suits: Pentacles, Wands, Swords, and Cups. Each suit has 14
cards: 10 numbered cards and 4 court cards. The numbered cards range from One
(or Ace) through Ten. The court cards are the Page, Knight, Queen, and King. These
four suits are collectively called the minor arcana and will be used as your troops
in battle and castle defence.
• Major Arcana:
In addition to the minor arcana, a tarot deck contains 22 cards without a suit called
the major arcana. These cards are numbered 0 through 21 and named after
archetypes starting with The Fool and ending with The World. These cards represent
your kingdom’s divine signs and can be cast as powerful arcane spells to turn the
battle in your favour.
• Troop:
A single Minor Arcana card on the Battlefield.
• Army:
A stack of one or several Troop cards in the same suit. An Army can be a single Troop card. The top of the
cards designates which way an Army is facing and attacking.
• Flanking:
Any Army who faces an adjacent enemy Army’s side becomes a Flanking Army. An
Army in the Left Lane or Right Lane can be declared as Flanking in the Actions
phase by turning it to face an adjacent enemy Army;s side in the Middle Lane.
Flanking Armies have Advantage which means any Damage they deal can kill the
receiving Army’s Troops before they have a chance to attack.
• Power:
The number designated on the Minor Arcana card. All court cards (Page, Knight, Queen, and King) have a
Power of 10. Power also represents how much Damage a troop can take before dying and going to the
Graveyard.
• Damage:
Damage is equal to the troop’s power. In battle, damage from opposing armies is applied simultaneously,
unless one army has Advantage.
• Advantage:
When an army has advantage, it deals damage before the enemy army during the Advantage Combat phase. The army
without advantage may lose troops before they have a chance to deal damage themselves.
• Initiative:
The term used to designate which player goes first in a round. This is determined by the highest Divine Sign that
was drawn during the Upkeep phase.
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How to win
Each player starts with a Life Total of 20. If a player reduces their opponent’s Life Total to zero or below they win.
Order of Play
1. Upkeep
Each player draws a Divine Sign from the Deck of Divinity and 5 cards from the Deck of Fate. Then, reveal a Favoured
Suit from the deck of fate. (Players do not have a maximum hand size.)
2. Actions
Starting with the player who has Initiative (drew the highest Divine Sign this round), take one of the following actions:
• Rally:
Play one card from your hand into one of the three Lanes in Your Territory only. A card can be played into any
empty space in Your Territory or on top of a card you control in Your Territory that shares the same suit. This is
called building up an Army. Each individual card is called a Troop. An Army can consist of one Troop.
• March:
Choose an Army and move it into an adjacent valid space. A valid space is an open space on the Battlefield with no
other Armies or it can also be another Army you control in the same suit. Movement happens forwards, left, or right. You
cannot March backwards or diagonally. If the army had been declared as Flanking, return it to its upright position.
You may March part of an Army. To do this, pick the bottom most Troop in the stack which you want to March, and you
must March all the Troops above it on the stack. If you March an Army onto another Army you control in the same suit
you must place your marching army on the top of the stack.
• Flank:
If an Army of yours is to the left or right of an enemy Army in the Middle Lane it can be declared as Flanking by turning
it to face the side of the enemy Army. Flanking Armies have Advantage.
You may not undeclare a Flanking Army, however, if the army is moved in any way due to a march action, court card
ability, or Divine Sign, reset it to its upright position. It is no longer flanking the Middle Lane.
• Pass:
If you do not want to perform more actions, you may Pass. If both players Pass consecutively or if one player Passes two
turns in a row the Actions phase ends and Battle begins.
3. Battle
All Armies on the Battlefield facing an adjacent enemy Army deal Damage based on their total Power. Power is
the total number designated on the cards in the Army stack. With court cards having a Power of 10. The Army’s facing
direction is determined by which way the top of the card is pointing. Damage is only dealt to an enemy Army in front of your
Army, not to any Armies that may be Flanking its sides.
Damage is first applied to the Troop on top of an Army stack. When Damage is applied to a Troop and it matches or
exceeds its Power value, it dies. It is placed in the owner’s Graveyard. If there is any remaining Damage left from the
attack, apply it to the next Troop in the Army until all Damage has been dealt. If the Damage isn’t high enough to kill a
Troop on top of the stack, you cannot pass that Damage onto any Troops underneath it on the stack.
1. Advantage Combat:
Starting with all Armies that have Advantage, deal Damage simultaneously. Damage resolves and any Troops that
receive enough Damage die and are sent to their Graveyard.
2. Standard Combat:
All remaining Armies on the Battlefield without Advantage deal Damage simultaneously. Damage resolves and any
Troops that receive enough Damage die and are sent to their Graveyard.
If an Army in the Middle Lane makes its way to the Enemy Territory, they deal their Damage to the enemy Castle,
affecting your opponent’s Life Total.
Once the Battle is over, return all Flanking Armies to their upright position in relation to who owns them.
4. Castle Defence
After Battle each player in turn can choose to discard any number of cards in their hand to release an arrow volley attack
from their Castle at any designated enemy Army in their Territory. The Favoured Suit bonus for the round applies to
Caste Defence Damage as well. So if you have enemy Armies in Your Territory, remember to hold onto some cards in
your hand for this phase.
• Ace: Aces are not court cards, they have a Power of 1. However, if an Ace is in an Army that has no
court cards, that Army has Advantage against enemy Armies.
(In the spirit of anti-royalist sentiment, this army can be referred to as ‘The People’s Army’.)
Deck of fate
• Favoured Suit
(Minor arcana)
Minor Arcana cards of the Favoured Suit deal Double Damage to any Army of a
different suit.
Favoured suit
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Divine signs have priority against other actions in the game, so you can interrupt your opponent’s regular action to resolve
your divine sign. This can happen even after your opponent has declared their intention.
Divine signs can be saved for use later in the game and do not have to be used in the round in which they were drawn.
You may use multiple divine signs in the same round.
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Battle Example
1. A Flanking Army:
Player 1’s (P1) army of Swords is flanking Player 2’s (P2) army of Wands. Since the army of Swords is flanking, it has
advantage. It will deal 13 total damage (10 from the Knight +3). 10 damage is first applied to the Knight of Wands as it is on top
of the army stack and so it dies and is sent to the graveyard. The 3 remaining damage is not enough to kill the 6 of Wands
and so is disregarded. P1’s army of Swords is also flanked due to P2’s army of Pentacles in the right lane facing its side.
The army of Pentacles with a power of 8 does not deal enough damage to the Knight of Swords with a power of 10 so
nothing happens. With flanking armies done with advantage combat, they are returned to their upright position in relation
to who owns them.
2. Standard Combat:
Two armies are facing each other, P1’s army of Cups with a power of 15 (10 from the Page +5) and P2’s army of Wands.
Since P1s army of Swords killed the Knight of Wands during advantage combat, this army is now only the 6 of Wands and so
has a power of 6 for standard combat. Wands, however, is the favoured suit this round and so will deal double damage
of 12 to P1s army of Cups. Simultaneously, P1s army of Cups deals 15 damage to P2’s army of Wands. P1’s army of Cups
receives the 12 damage first on the 5 of Cups and so that troop is sent to the graveyard. The remaining 7 damage is not
enough to kill the Page of Cups with a power of 10 and so is disregarded. P2’s army of Wands is decimated with the damage
of 15 and so the 6 of Wands is sent to the graveyard. After battle with the middle lane front line now open, P1 may
choose to march the Page of Cups army as a free action into the front line because of the Page’s court card ability.
3. A One Man Army:
Player 2
Armies are best composed
of multiple troops to boost
their total power. However, an
army can consist of just one
troop.
4. Behind Enemy Lines:
P2’s army of Pentacles is in
P1’s territory. In the castle
defence phase P1 will be able
to discard minor arcana
cards from their hand to deal
direct damage to P2’s army of
Pentacles. For their sake, let’s
hope they saved cards with
Flanking Army enough power. Like battle,
1 any damage is first dealt to the
troop on the top of the army
stack. Once the top troop on
the stack is killed, the remaining
damage may continue to the
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Thanks
A special thanks to Caitlyn Rooke for playtesting & feedback, but most of all for being my wonderful partner & life collaborator.
A big thank you to the following people for playtesting & feedback on the beta iterations of the rulebook: Manuel Correia,
Darren Kearney, Simon Kenny, Bram Dingelstad, Florian Gaehtgens, Alex Tsotsos, Govinda Grings, 1GAM Galway, and the
Break My Game group & community.
Thanks to all the people who downloaded the rulebook, shared it with their friends, and donated. Hopefully you found it
enjoyable, but may this revised edition of the rulebook improve your BATTLE of TAROT games even more.
And a final thanks to the ghost of Pamela Colman Smith for her fantastic illustrations that inspired this game.