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TABULATED RULES

from
    http://www.angelfire.com/ab6/imuhtuk/gdmans/tarot/TABULATED_RULES.htm

Subject: TABULATED RULES
     
                       SHUFFLING, CUTTING, DEALING AND EXAMINING


     In shuffling, the mind of the Enquirer should be earnestly fixed on the
     matter concerning which he desires information. If any cards fall in the
     process, they should be taken up

     without being noticed and the shuffling resumed. The shuffling being
     concluded, and the pack placed upon the table, if any cards fall to the
     ground, or become turned in a different direction, the shuffling should be
     done again, in less important matters. In more important matters see previous
     instructions.

     A cut should be clean and decided. If any cards fall from the hand in the
     performance, the operation of shuffling should be repeated before they are
     again cut. In dealing, care should be taken not to invert the cards, and
     their relative order should be strictly maintained. In examining a pack of
     cards, their relative order should be rigidly maintained, as without care in
     this respect, one may be easily pushed under or over another, which would of
     course have the effect of completely altering the counting in the Reading.

                                           
                         THE SELECTION OF THE SIGNIFICATOR AND

                     OF THE COMPLEXION ASSIGNED TO THE COURT CARDS

     Wands generally

   Fair and red-haired person

   Cups generally

   Moderately fair

   Swords generally

   Moderately dark

   Pentacles generally

   Very dark

   Kings

   Men

   Queens

   Women

   Knights

   Young men

   Princesses (Knaves)

   Young women


     Therefore the Significators are to be thus selected. For example, a dark
     complexioned middle-aged man, King of Pentacles. A fair young woman, Princess
     (Knave) of Cups, etc.

     In the actual reading of the cards, these descriptions can be modified by
     those which are on either side of them, thus: The Queen of Cups, which
     indicates a fair woman with golden brown hair, if between cards of the suits
     of Swords and Pentacles, would show a woman with rather dark brownhair and
     dark eyes. As before stated, the Knights and Queens almost invariably
     represent actual men and women connected with the subject in hand. But the
     Kings sometimes represent either the coming on or going off of a matter,
     arrival, or departure, according to the way in which they face. While the
     Knaves show opinions, thoughts, or ideas, either in harmony with or opposed
     to the subject.



                    THE GENERAL SIGNIFICATION OF THE MAJORITY OF A

                  PARTICULAR SUIT AND OF THE PARTICULAR SIGNIFICATION


                     OF EITHER 3 OR 4 CARDS OF A SUIT IN A READING

     A majority of Wands

   Energy, quarrelling, opposition


     A majority of Cups

   Pleasure and merriment


     A majority of Swords

   Trouble and sadness, sickness, or death


     A majority of Pentacles

   Business, money, possessions, etc.


     A majority of Keys

   Forces of considerable strength, but beyond

     the Enquirer's control

   A majority of Court Cards

   Society, meeting with many persons

   A majority of Aces

   Strength often; aces are always strong cards

   4 Aces

   Great power and Force

   3 Aces

   Riches and Success

   4 Kings

   Great swiftness and rapidity

   3 Kings

   Unexpected meetings, generally shows news

   4 Queens generally

   Authority and influence

   3 Queens generally

   Powerful and influential friends

   4 Knights

   Meetings with the great

   3 Knights

   Rank and honour

   4 Knaves

   New ideas and plans

   3 Knaves

   Society of the young

   4 Tens generally

   Anxiety and responsibility

   3 Tens generally

   Buying, selling, commercial transactions

   4 Nines generally

   Added responsibility

   3 Nines generally

   Much correspondence

   4 Eights generally

   Much news

   3 Eights generally

   Much journeying

   4 Sevens generally

   Disappointments

   3 Sevens generally

   Treaties and compacts

   4 Sixes generally

   Pleasure

   3 Sixes generally

   Gain and Success

   4 Fives generally

   Order, regularity

   3 Fives generally

   Quarrels, fights

   4 Fours generally

   Rest and Peace

   3 Fours generally

   Industry

   4 Threes generally

   Resolution and determination

   3 Threes generally

   Deceit

   4 Deuces generally

   Conference and conversations

   3 Deuces generally

   Reorganization and restarting of a thing.

     The Keys are not noticed as above, by threes and fours.


                    EXTRA AND BRIEF MEANING OF THE 36 SMALLER CARDS




                                         WANDS


     Deuce

   Influence over another. Dominion.

   Three

   Pride and arrogance. Power sometimes.

   Four

   Settlement. Arrangement completed.

   Five

   Quarrelling. Fighting.

   Six

   Gain and success.

   Seven

   Opposition; sometimes courage therewith.

   Eight

   A hasty communication, letter or message. Swiftness.

   Nine

   Strength. Power. Health. Energy.

   Ten

   Cruelty and malice towards others. Overbearing strength. Revenge. Injustice.





                                         CUPS

     Deuce

   Marriage, love, pleasure. Warm friendship

   Three

   Plenty. Hospitality, eating, drinking. Pleasure, dancing, new clothes and
   merriment.

   Four

   Receiving pleasures or kindness from others, yet some discomfort therewith.

   Five

   Disappointment in love. Marriage broken off, etc. Unkindness from friends.

   (Whether deserved or not is shown by the cards with it, or counting from or to
   it.) Loss of friendship.

   Six

   Wish, happiness, success, enjoyment.

   Seven

   Lying, deceit, promises unfulfilled, illusion, deception. Error, slight success,
   but not enough energy to retain it.

   Eight

   Success abandoned, decline of interest in a thing. Ennui.

   Nine

   Complete success. Pleasure and happiness. Wishes fulfilled.

   Ten

   Matters definitely arranged and settled in accordance with one's wishes.
   Complete good fortune.




                                        SWORDS

     Deuce

   Quarrel made up, and arranged. Peace restored, yet some tension in relations.

   Three

   Unhappiness, sorrow, tears.

   Four

   Convalescence, recovery from sickness, change for the better.

   Five

   Defeat, loss, malice. Slander, evil-speaking.

   Six

   Labour, work; journey, probably by water. (Shown by cards near by.)

   Seven

   In character untrustworthy, vacillation. Journey probably by land. (Shown by
   cards near, etc.)

   Eight

   Narrow or restricted. Petty. A prison.

   Nine

   Illness. Suffering. Malice. Cruelty. Pain

   Ten Ruin

   Death. Failure. Disaster.





                                       PENTACLES

     Deuce

   Pleasant change. Visit to friends, etc

   Three

   Business, paid employment. Commercial transactions.

   Four

   Gain of money and influence. A present.

   Five

   Loss of profession. Loss of money. Monetary anxiety.

   Six

   Success in material things; prosperity in business.

   Seven

   Unprofitable speculations, employments; also honorary work undertaken for the
   love of it, and without desire of reward.

   Eight

   Skill, prudence, also artfulness, and cunning. (Depends on cards with it.)

   Nine

   Inheritance. Much increase of money.

   Ten

   Riches and Wealth.





                            BRIEF MEANINGS OF THE 22 TRUMPS





     0.

   Fool.

   Idea, thought, spirituality, that which endeavours to rise above the material.
   (That is, if the subject which is enquired about be spiritual.) But if the
   Divination be regarding a material event of ordinary life, this card is not
   good, and shows folly, stupidity, eccentricity, and even mania, unless with very
   good cards indeed. It is too ideal and unstable to be generally good in material
   things.

   1.

   Magician or Juggler.

   Skill, wisdom, adaptation. Craft, cunning, etc., always depending on its
   dignity. Sometimes occult Wisdom.

   2.

   High Priestess.

   Change, alteration, Increase and Decrease. Fluctuation (whether for good or evil
   is again shown by cards connected with it.) Compare with Death and Moon.

   3.

   Empress.

   Beauty, happiness, pleasure, success, also luxury and sometimes dissipation, but
   only if with very evil cards.

   4.

   Emperor.

   War, conquest, victory, strife, ambition.

   5.

   Hierophant.

   Divine Wisdom. Manifestation. Explanation. Teaching. Differing from though
   resembling in some respects, the meaning of The Magician, The Hermit, and The
   Lovers. Occult Wisdom.

   6.

   The Lovers.

   Inspiration (passive and in some cases mediumistic, thus differing from that of
   the

   Hierophant and Magician and Hermit.) Motive, power, and action, arising from

   Inspiration and Impulse.

   7.

   The Chariot.

   Triumph. Victory. Health. Success though sometimes not stable and enduring.

   8.

   Fortitude or Strength.

   (In former times and in other decks 8 Justice and 11 Fortitude were transposed.)
   Courage, Strength, Fortitude. Power not arrested as in the act of Judgment, but
   passing on to further action, sometimes obstinacy, etc. Compare with 11 -
   Justice.

   9

   The Hermit.

   Wisdom sought for and obtained from above. Divine Inspiration (but active as
   opposed to that of the Lovers). In the mystical titles, this with the Hierophant
   and the Magician are the 3 Magi.

   10

   Wheel of Fortune.

   Good fortune and happiness (within bounds), but sometimes also a species of
   intoxication with success, if the cards near it bear this out.

   11

   Justice.

   Eternal Justice and Balance. Strength and Force, but arrested as in the act of
   Judgment. Compare with 8 - Fortitude. Also in combination with other cards,
   legal proceedings, a court of law, a trial at law, etc.

   12

   Hanged Man or Drowned Man.

   Enforced sacrifice. Punishment, Loss. Fatal and not voluntary. Suffering
   generally.

   13

   Death.

   Time. Ages. Transformation. Change involuntary as opposed to The Moon. Sometimes
   death and destruction, but rarely the latter, and the former only if it is borne
   out by the cards with it. Compare also with High Priestess.

   14

   Temperance.

   Combination of Forces. Realisation. Action (material). Effect either for good or
   evil.

   15

   Devil.

   Materiality. Material Force. Material temptation; sometimes obsession,
   especially if associated with the Lovers.

   16

   Tower.

   Ambition, fighting, war, courage. Compare with Emperor. In certain combinations,
   destruction, danger, fall, ruin.

   17

   Star.

   Hope, faith, unexpected help. But sometimes also dreaminess, deceived hope, etc.

   18

   Moon

   Dissatisfaction, voluntary change (as opposed to Death). Error, lying, falsity,
   deception. (The whole according to whether the card is well or ill-dignified,
   and on which it much depends.)

   19

   Sun

   Glory, Gain, Riches. Sometimes also arrogance. Display, Vanity, but only when
   with very evil cards.

   20

   Judgment.

   Final decision. Judgment. Sentence. Determination of a matter without appeal on
   its plane.

   21

   Universe.

   The matter itself. Synthesis. World. Kingdom. Usually denotes the actual subject
   of the question, and therefore depends entirely on the accompanying cards.



                            THE SIGNIFICATION OF THE CARDS

     A card is strong or weak, well-dignified or ill-dignified, according to the
     cards which are next to it on either side. Cards of the same suit on either
     side strengthen it greatly either for good or evil, according to their
     nature. Cards of the suits answering to its contrary element, on either side,
     weaken it greatly for good or evil. Air and Earth are contraries as also are
     Fire and Water. Air is friendly with Water and Fire, and Fire with Air and
     Earth.

     If a card of the suit of Wands falls between a Cup and a Sword, the Sword
     modifies and connects the Wand with the Cup, so that it is not weakened by
     its vicinity, but is modified by the influence of both cards; therefore
     fairly strong. But if a card pass between two which are naturally contrary,
     it is not affected by either much, as a Wand between a Sword and a Pentacle
     which latter, being Air and Earth, are contrary and therefore weaken each
     other.

     Here the question being of the Wand, this card is not to be noticed as
     forming a link between the Sword and Pentacle.


                                    A FEW EXAMPLES

                                          By

                                 G.H. FRATER S.R.M.D.


     9 SW. 10 SW. 5 SW.

     Very strong and potent in action. Very evil.

     10 W. 10 SW. 2 W.

     Not quite so strong. Ruin checked and perhaps overcome.

     6 C. 10 SW. 10 C.

     Rather good than otherwise. It is bounty overcoming loss, like a piquant
     sauce which adds to pleasure.

     9 P. 10 SW. 10 C.

     Very weak, evil, slight loss in material things, but more anxiety than actual
     loss.

     5 SW. 2 W. 9 SW.

     Moderately strong. Rashness which brings evil in its train. Evil.

     9P.2 W.6P.

     Fairly strong. Good. Considerable gain and victory.

     10 C. 2 W. 6 C.

     Weak, evil. Victory which is perverted by debauchery and evil living. But
     other cards may mitigate the judgment.

     9 SW. 10 C. 5 SW.

     Medium strong. Evil. Sorrow arising from pleasure and through one's own
     pleasures.

     9 P. 10 C. 6 P.

     Perfect success and happiness.

     10 W. 10 C. 5 Sw.

     Rather evil. Pleasure that when obtained is not worth the trouble one has had
     in obtaining it.

     10 SW. 6 C. 9 P.

     Fairly strong and good. The Sw. and P. being opposite elements counteract
     each other. Therefore is it as if they were not there.

     10 SW. 6 C. 10 w.

     Fairly good. Some trouble, but trouble which is overcome. If 6 C. were a bad
     card the evil would carry the day.

     9 sw. Death. 3 SW.

     Death accompanied by much pain and misery.

     9 w. 9 SW. High Priestess.

     Recovery from sickness.

     6 w. Q w. King of Pentacles.

     An active woman, courageous and reliable with dark chestnut hair, and open
     fearless expression.

     7 C. King Cups. 5 Sw.

     A rather fair man but very deceitful and malicious.


                             PAIRING THE CARDS IN READING

     On pairing the cards each is to be taken as of equal force with the other. If
     of opposite elements they mutually weaken each other. If at the end of the
     pairing of the cards in a packet, one card remains over, it signifies the
     partial result of that particular part of the Divination only. If an evil
     card and the other good, it would modify the good.

     If it be the Significator of the Enquirer, or of another person, it would
     show that matters would much depend on the line of action taken by the person
     represented. The reason of this importance of the single card is, that it is
     alone and not modified. If two cards are at the end instead of a single one,
     they are not of so much importance.


                      THE EXERCISE OF CLAIRVOYANCE AND INTUITION

     In describing any person from a Significator in the actual reading, the
     Diviner should endeavour, by Clairvoyance and using the card in question as a
     symbol, to see the person implied using the rules to aid, and restrict, his
     vision. In describing an event from the cards in the reading, he should
     employ his intuition in the same manner. Personal descriptions are modified
     by the cards next to them; e. g., the Knave of Wands represents usually a
     very fair girl, but if between cards of the suit of Pentacles, she might be
     even quite dark, though the Wands would still give a certain brightness to
     hair, eyes, and complexion.
     
                                       COUNTING

     In all cases of counting from the card last touched, the card itself is 1,
     that next it is 2, and so on.

     From every Ace count 5.

     From every Knave count 7.

     From every other Court card 4 is counted.

     From every small card the number of its pips.

     From every Key answering to an Element (Aleph, Mem, Shin) 3 is counted.

     From every Key answering to a Sign 12 is counted.

     From every Key answering to a Planet 9 is counted.

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