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Deck
GUIDE
I have mentioned this in a few of my prior posts, but I retained the Tarokka deck for further
use as a 'fortune telling' device throughout the entire game. I finally decided to collate my
notes on how I use it and will share it here.
Opening Notes
Understand that these notes are for using the Tarokka Deck as a means to give your
players hints when they are stuck. The Deck, as I use it, does not offer any mechanical
benefits. Additionally, only a full-blooded Vistani whose powers are still online (they have
not become Mortu. See this post for details on that). Keep in mind, the Vistani cannot see
their own future.
Bear in mind that doing this is a lot of work and you'll need to prepare the reading in
between sessions if you're going to do it so you can stack the deck appropriately. If you
need to justify delaying the reading in-game just make something up. Vistani seldom
explain themselves, so make some vague comment about the moon, stars, or whatever not
being right then get it ready for next session.
As an alternative, you can use this guide to random-template side quests by drawing
random cards and piecing their meanings into a quest.
Finally, keep this in mind...there is something special about the initial card reading done to
place the artifacts and such. Tarokka readings are seldom that clear (in fact, if someone
other than Eva does the opening reading, it would be interesting to have that person also
be surprised at the clarity of the reading). So, you should feel free to let the Vistana doing a
Tarokka reading for the party explain what the cards mean, and perhaps make a guess at
what the entire reading means (they are good at this, so their guess should be relatively
accurate...of course, assuming they aren't just giving them the reading with no
explanation). But what you shouldn't do is read the cards, then plainly explain what you're
trying to tell them...if you're going to be that clear, don't bother with the reading and just
DM-voice your instructions.
So, all that said, let's get started.
Basic Rules
Some basic rules covering how the Tarokka Deck is interpreted.
Order of Precedence
To the Vistani, there is an order of precedence that determines how important a card is in a
reading.
The High Deck is the most dominant...if using a layout where multiple cards are placed to
determine one thing (see below) and a High Deck card is included...all other cards will be
interpreted in whatever context the High Deck card applies. I'll explain this more below.
Beyond this, cards placed first are generally given higher priority, determining the
interpretation of subsequent cards.
Focus Card
If a Vistani is trying to obtain information about a very specific thing, they may select a
single card from the deck and place it face up in the 'subject' slot of the layout. This is how
the Vistani focus their reading on something specific. So, if a player is seeking more
information on, say, the Sunsword...then it would be appropriate to select the Artifact card
as the Focus.
The Focus card is always the first card laid down and, regardless of the layout used,
generally sits at the heart of the layout. If they do not choose a Focus, the reading is
generally less clear, but may provide insight into something the Vistana didn't know to look
into.
Layouts
Curse of Strahd introduces only one layout for the cards, but there are many other possible
ways to deal out the deck depending on what you are trying to accomplish with the reading.
Note: these images are sourced from the Domains and Denizens AD&D Ravenloft book.
Basic Cross
Basic Cross
This is the layout introduced in Curse of Strahd, with one basic change: You do not
separate the High and Common decks. Instead, they would (ostensibly, but you probably
stacked the deck) be shuffled together. There are two separate ways this cross is used
depending on what the Vistana is trying to determine. Additionally, the cards are placed in a
different order
The first method is a means of sussing out a flow of events involving a subject. It gives you
a potential flow of events that can lead to a particular outcome. This is useful if your players
get stuck and need some guidance on how to achieve something.
1. As always, the first card is the 'Subject' of the reading.
2. Refers to a relevant detail of the past that is important to this flow of events
3. Refers to the present state of the subject
4. Refers to a future action that can bring about some important result
5. Refers to the actual result that may occur if this flow is followed.
The second method is used to gather information on the present state of a subject.
1. Subject of the reading
2. Refers to an important element of the subject's past
3. Refers to something that opposes the subject. It can indicate anything from an active
enemy, to a possible set-back, or any other 'bad thing' that involves the subject.
4. Refers to a (possible) future of the subject. This card is always subject to speculation
as the future is not set in stone. It generally refers to an impending threat or event,
rather than speaking of an 'outcome.'
5. Refers to something that is an ally, friend, or boon towards the subject. As with card
3, this can represent anything 'good' that is related to the subject
Extended Cross
Extended Cross
This layout is an expansion on the Basic Cross and, like the Basic Cross, can be read in
one of two ways for the same two purposes. It represents a deeper look at the same two
things that a Basic Cross can be used to read. The Extended cross provides more
information, but is done less frequently because the extra information can confound the
reading. This is because the extra cards can either indicate an additional piece of
information of greater magnitude, OR can provide extra context to its partner card.
For a flow of events reading, the first 5 cards are identical to the basic cross. The other
four...
6. Either an additional important element that took place further in the past than Card 2, or
a clarification that provides extra detail about Card 2
7. Either something else going on in the present that is of greater importance than Card 3,
or a clarification that provides extra detail about Card 3.
8. Either something else that needs to happen further in the future (a sequence of events)
after Card 4, or a clarification.
9. Either a second Result of greater import, or a clarification about Card 5.
Information Gathering works much the same way. The first 5 cards are unchanged, the
subsequent 4 either add to, or clarify cards 2-5
6. Either an extra detail from the even-more-distant past, or clarification on Card 2
7. Either an additional opposing force of significantly greater magnitude, or a clarification on
Card 3
8. As Card 6, but referring to the future
9. As Card 7, but referring to a positive force.
Tower
Tower
The Tower, sometimes called the Divergent Cross, is used when one is examining multiple
possible futures derived from multiple past events. This layout is the easiest one to make
seem prophetic, because Tarokka cards are vague anyway, and 3 possible outcomes lets
you be even more gleefully vague than a horoscope.
As with the Extended Cross, the first 5 cards laid down can have the same meaning as the
Basic Cross, but the Tower is only used with the Information Gathering aspect of the Basic
Cross. It gathers information for context, then casts far into the past and future. Beyond the
first five...
Cards 6, 7, and 8 form a composite image of the past. All three cards should be considered
together, representing a complex image of the past.
Cards 9, 10, and 11 are each treated separately. These three cards represent 3 possible
divergent futures. Unlike card 4, these tend to speak of Outcomes rather than Future
Events. (Note: When doing a reading on a PC...feel free to always include The Horseman
(the 'Death' and 'Horrible Defeat' card) in the possible futures :D )
Pyramid
The Pyramid is a highly specific reading that is designed to predict a final outcome, and the
route one must take to get there. It is a much more advanced form of the 'Flow of Events'
cross readings, but the added complexity can make it much more confusing.
As always, Card 1 is the Subject of the Reading. Card 2 represents the forces that
presently oppose the subject and Card 3 is its mirror--representing the forces that are an
advantage to the subject.
Cards 4, 5, 6, and 7 represent distinct details or events of the past that contribute to the
coming flow of events. Unlike the Tower, each of these cards is considered separately as a
distinct happening. Cards 4 and 5 generally speak of Evil that has happened in the past,
while 6 and 7 often represent good things from the past. These 4 cards should represent
the events that have set the current 'flow of events' into motion
Cards 8 and 9 represent the near future. 8 represents an evil force that will act on the
subject in the near future, while 9 represent a good force in the same way.
Finally, Card 10 represents the final outcome of this flow of events. This card is not a
guarantee, but represents the outcome of this flow of events assuming the following: You
consider and learn from the 'past' cards, minimize or destroy that which opposes you,
bolster and sustain that which aids you, and prepare well to deal with the near future. And
even then, the future is often unclear (DM Note: Because your players are unpredictable,
as are your dice).
Dropped Cards
This is not a layout, but does matter greatly if it happens and can be very useful for on-the-
fly hints. If, by coincidence, a card falls out of a Vistana's deck either because they
accidentally dropped the deck, or one slipped out when they picked it up, or any other
happenstance, it is treated as a Really Big Deal.
A Dropped Card (or Cards) is always something of great import, but is information given
without context. If it happens during a reading, then the information usually applies to the
Subject of the reading. If it happens before, after, or at any other time a reading is not being
conducted, it applies to someone nearby...very often the Vistana themselves (which is the
only way they get information on themselves from a Tarokka Deck).
A Dropped Card is observed where it falls without moving it. It provides a single bit of
information entirely without context and is, by far, the most confusing way that a Tarokka
Deck outputs information. If multiple cards fall, their position relative to each other is also
important...though the Vistana doesn't know how it relates.
Improvise
The Vistani don't tell people all that much about themselves. It's entirely possible that they
have card arrangements above and beyond the ones listed here, so piece cards together in
any way you please, making up what their arrangement means.
Inverted Cards
To expand the range of options available to you with the cards, I recommend making the
orientation of the card matter to the reading. Pick which direction is 'up' (either upright from
your perspective, or upright from a viewer's perspective). A card that is 'right-side-up' has
the same meaning as listed in Appendix E. A card that is upside-down is inverted...either in
part or in whole.
To clarify, an upside-down card can either mean the exact opposite of its right-side-up
meaning, or a single piece of that meaning can be inverted. Some are much harder to do
partial inversions
To give a few examples...
The Darklord inverted could be entirely inverted to refer to an individual of no real
consequence. Or, it could be partially inverted to refer to a single, powerful individual of
good nature...or a single, weak individual of evil nature...or one whose goals seem small,
but have vast and far-reaching consequences.
The Marionette could be inverted to refer to a double-agent...one who appears to be a
minion, but is actually not. Or it could be partially inverted to represent a master-less toadie
(the sort of person who wants to be someone's minion, but doesn't have a master at
present)
The Executioner inverted could mean one being acquitted of a crime that should have
carried a penalty of death, or perhaps to represent rightful criminal prosecution, or the
imminent death of someone not accused of a crime
The Master of Swords (Warrior) could be entirely inverted to represent pacifism or
weakness.
The Eight of Swords (Dictator) could of course be inverted to represent just and fair
rulership
The Nine of Swords (Torturer) could be entirely inverted to represent the sort of individual
who would be a willing martyr, or one who is being tortured. Or it could be partially inverted
to represent someone evil or sadistic who IS, in fact, redeemable.
The Two of Stars (Diviner) could be entirely inverted to represent willful ignorance, or
partially inverted to represent one pursuing knowledge with no regard for consequences.
The Six of Stars (Evoker) could be inverted to represent power under control or magic used
for constructive ends
The Five of Coins (Guild Member) could be entirely inverted to represent those with no care
for their work, or partially inverted to represent a group of individuals who disagree with
each other, but are joined towards a common goal anyway.
The Seven of Coins (Thief) could be wholly inverted to represent the acquisition of
property, friendship, or reputation.
The Master of Glyphs (Priest) could naturally inverted to represent an atheist or a Chaotic
character who rejects any rules that govern their life.
The Six of Glyphs (Anarchist) could be partially inverted to represent someone whose
beliefs are put to the test, and come out the other side unchanged.
Naturally, options abound here. Be creative in your interpretations or just advise your
players of the 'rules' of an inverted card and let them come to their own conclusions about
what it could mean.
Alternative Meanings
Sometimes a card is simply the card. The Raven could refer to a literal Raven (or
Wereraven) rather than any of its other possible meanings.
Sometimes the name is a reference. The Broken One might refer to an actual broken thing,
rather than the more complex representation listed in the book.
Cards in the Common Deck have Alignments based off their number, and this may be used
to provide information as well.
1. Chaotic Good
2. Lawful Good
3. Neutral Good
4. Lawful Neutral
5. True Neutral
6. Chaotic Neutral
7. Neutral Evil
8. Lawful Evil
9. Chaotic Evil
The Master of each suit has no Alignment or, alternately, may represent all alignments.
Finally, the four suits of the Common Deck each correspond to a particular Element. Coins
represents Earth, Swords represents Air, Glyphs represents Water, and Stars represents
Fire.
Character Cards
Before considering doing a reading, look at your Player Characters. Go through the list of
cards and pick one to represent each PC. Some are simple...there are Fighter, Rogue,
Priest, Monk, and Wizard cards after all. Others are a little harder. Feel free to deviate from
'class-based' cards if you can find one that better represents a character's personality.
Additionally, consider cards that may apply to other prominent characters in the story, in
case you need a reading to refer to them. Darklord is a natural fit for Strahd, Eight of
Swords (Dictator) is easily Baron Vallakovich, Tempter could refer to Fiona Wachter, and
the Nine of Swords (Torturer) is a good match for Izek Strazni. On the 'heroic' side, the One
of Swords (Avenger) is a good match for Rictavio, the Broken One is a match for several
characters (The revenants, Donavich, Stella Wachter, etc), and of course The Innocent is a
match for Ireena.
Keep in mind, you can also use an Inverted card to represent a character. An inverted Two
of Stars (Diviner) could represent Victor Vallakovich, carrying the idea of pursuit of
knowledge, but without wisdom tempering that pursuit.
If you want to consider the PCs as a group, a good card to represent them is the Five of
Coins (Guild Member), which represents like-minded individuals joined together in a
common goal.
Sample Readings
Well, what better way to demonstrate how this can work than by giving you a few sample
readings
PIRAMIDE
Tarjetas:
1. Darklord
2. Cinco de espadas (mirmidón)
3. Invertido dos de espadas (paladín)
4. tentador
5. Nueve de glifos (traidor)
6. Tres de espadas (soldado)
7. inocente
8. fantasma
9. Maestro de espadas
10. Broken One
1. Darklord
2. Five of Swords (Myrmidon)
3. Inverted Two of Swords (Paladin)
4. Tempter
5. Nine of Glyphs (Traitor)
6. Three of Swords (Soldier)
7. Innocent
8. Ghost
9. Master of Swords
10. Broken One
Interpretación detallada: la carta 1 es nuestro tema, el Señor Oscuro: Strahd. La carta 2
habla de su oposición en forma de "grandes héroes", mientras que los que carecen de
honor e integridad lo ayudan (carta 3). Mirando hacia su pasado, vemos destellos de su
pasado como un gran soldado y guerrero (carta 6), sus interacciones con Tatyana (carta
7), la tentación de los poderes oscuros (4) y su traición definitiva de básicamente todos los
que están cerca de él ( 5) Mirando hacia el futuro, la Tarjeta 8 advierte sobre el surgimiento
de una vieja amenaza (todos los artefactos que se están redescubriendo), sin embargo, la
Tarjeta 9 habla del gran poder de Strahd en los próximos días.
Pero, al final ... La tarjeta 10 nos dice que Strahd fallará. Los detalles de su fracaso no
están claros ... tal vez fracasará en la forma de ser asesinado por las PC, tal vez no (una
vez más) dejará de poner a Su Tatyana a su lado de acuerdo con su Maldición, o, mucho
peor Tal vez Tatyana pueda estar fuera de su alcance para siempre.
ENVUELVELO
Ahí vas. Mis notas, y algunos ejemplos, de cómo reciclo el Tarokka Deck para su uso posterior
dentro de Curse of Strahd como 'ayudante de adivinación'. Para un desafío adicional, intente
dibujar cartas al azar del mazo, organícelas en uno de los patrones, luego intente armar una
'lectura' basada en las cartas. Si te vuelves bueno en esto, puedes generar eventos al azar,
misiones secundarias u otras cosas como esas simplemente con una baraja de la baraja.
Wrap-up
So, there you go. My notes, and a few examples, of how I recycle the Tarokka Deck for
further use within Curse of Strahd as a 'fortune telling aide.' For an extra challenge, try
drawing random cards from the deck, arranging them in one of the patterns, then try to
piece together a 'reading' based off the cards. If you get good at this, you can random-
generate events, side-quests, or other things like that simply with a shuffle of the deck.