John Dee's Tarot
From Despoiler - We Tell Stories
RULES OF PLAY.
Dr. John Dee's Tarot is played with all of the Major Arcana but only the Face cards of the Minor Arcana. In the Final Reckoning of the game, the Minor Arcana are worthless, unless you wish to play the fool.
1. DEALING THE CARDS.
Each player is dealt 6 cards, which they may inspect, before each declaring their path. The players may choose to stick or stray from their path. If at the end of the game they attain their path with 6 or less of the cards in their hand (Lot), the player then receives points to double their path's value. Straying from your chosen path is only recommended if the player holds a higher hand than double their path's value.
(end of part 1)
2. CALLING A DUEL.
Once each player has declared their path, the player to the left of the dealer may choose any other player and call a Duel. Each Dueller must sacrifice a card blind, when both cards are upon the table they are turned over and the owner of the highest card wins the Duel. (it must be noted that the cards in the Duel are discarded and cannot re-enter the game. Also note that Aces are high unless played against a Knave) The Duel must be performed even if the players hold no Minor Arcana cards. A Major Arcana card beats a Minor Arcana card no matter what it's value.
3. SWAPPING OF CARDS.
The winner of the Duel is the Taker and asks the loser, who is the Giver, for a card to be swapped,
(end of part 2)
(cont'd), they can ask for a card by it's name, chapter or house. If the giver holds the card asked for they must swap it with the Taker. This is done blind by placing the cards face down in the middle of the table. The Taker may choose any of their cards to swap with the Giver. If the Giver holds more than one card of the chapter of house asked for, then they may decide which card to give up. If the giver does not hold the card asked for then they decline to swap, unless they wish to Make a Fool of the Taker.
(end of part 3)
4. PLAYING THE FOOL
If the Giver holds the Fool card, they may Make a Fool of the Taker by giving them this card - even if the do in fact hold the card asked for. After the swap both players pick up a card from the Deck so that they once again hold 6 cards. The turn is now over and the next player may call a Duel.
5. THE FINAL RECKONING
The game is over once all the cards in the Deck are used up or all the players are in agreement to call the final reckoning. All players show their cards and put forward the cards in their hands they wish to be judged for the Final Reckoning - these cards are called the Lot. The values of the Lots are determined by either the total of the cards presented or the doubled value of the chosen path if obtained. Whomsoever has the highest valued Lot wins.
(end of part 4)
Fools's Gold
If at the end of the game the player holds The Fool plus a royal household of the minor arcana which is The Ace, The King, The Queen, The Knight plus THe Knave of the same suit The Fool shall be valued at his higher value of 22 points. The Path of the Fool is worth 44 points if attained.
PATHS AND POINTS
(Hebrew literaral translation)
(Love) Ahav - The Path of Love - 8 points
(Respect) Kavod - The Path of Honour - 26 points
(Force) Koakh - The Path of Power - 34 points
(Red/Earth/Man) Adam - The Path of Man - 45 points
(Watered Wine) Mezeg - The Path of Synergy - 50 points
(To Walk) Halakh - The Path of Motion - 55 points
(Wise) Khakham - The Path of Wisdom - 68 points
(Flood) Mabool - The Path of the Flood - 72 points
(Bread) Lekhem - The Path of Sustainance - 78 points
(King) Melekh - The Path of Kingship - 90 points
(Sign) Siman - The Path of Passage - 100 points
HOUSE CHAPTERS
Woman Cards:
Woman of Life: The Empress (3), The High Priestess (2)
Woman of Spirit: Death (13), The Devil (15)
Man Cards:
Man of Life cards: The Emperor (4), The Pope (5), The Hanged Man (12)
Man of Spirit Cards: The Hermit (9), The Mage (1), The Fool (0)
Life Cards: The Chariot (7), The Wheel of Fortune (10), The Tower (16), The World (21),
Spirit Cards: Justice (11), Strength(8), Temperance (14), Judgment (20) (sic)
Celestial Cards: The Star (17), The Lovers (6), The Sun (19), The Moon (18).

