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Tarot Poker is a fun version of five-card draw poker using a deck of tarot cards rather than the standard 52-card deck. The game is great fun to play, but does require a bit of learning to get all the rules down.


Equipment

The Use of Trumps

In addition to the normal set of 52 cards that you'd find in a normal poker game, Tarot Poker uses an additional 26 cards known as trumps.

For the purposes of Tarot Poker, the set of trumps consists of the 22 "major arcana" PLUS the four suited Knights. The Knights are not considered part of the suit, leaving only 13 cards per suit.

The trumps have an array of different values:

In addition to their various face values, all trump cards have special abilities. These abilities fall into one of six types:


Order of Hands

Because Tarot Poker is a five-suited game, the order of the poker hands are different. Specficially, a flush ranks higher than a full house and there two new hands:



Play

Tarot Poker is played, for the most part, just like regular 5-card draw poker. All players put in an ante to receive cards from the dealer. (Blinds may be used as well.) Starting at the dealer's left, a round of betting occurs followed by an optional redraw of some of your cards. This is followed by a second round of betting following by the show of hands to determine the winner of the hand.

In addition to the introduction of the fifth suit, Tarot Poker also injects a few extra rules into the betting and show phases of the game.

During the betting phases, a player whose is turn it is to bet may play any number of action cards, attack cards, or shield cards they hold in their hand. These cards may be played in any order the player wishes, but any such must be done before the player bets or folds. Placing a bet or folding ends the player's turn.

When the player has finished playing any cards he or she wishes to play, the player must bet or fold. If the player is holding any bet cards, they must bet according to the rules of those cards.

Lastly, when it comes time for the show of hands, value cards may drastically affect the value of the hand shown.



Bet Cards

Bet cards force the player to bet a certain way. Players should not announce they are betting the way they are because they hold a bet card.


0 - The Fool
A fool and his money are soon parted...
Value: Null. Card has no value.
The holder of this card must fold rather than bet.


XII - The Hanged Man
The stakes continue to go higher...
Value: Queen of Trumps as the 12th card of the suit
The holder of this card can not call or check. The holder must either raise or fold.


XVIII - The Moon
The madness of Luna: Wild but you are unable take advantage of it
Value: Wild Bug. Can complete any straight, flush, or rainbow
The holder of this card can not raise. The holder must either call, check or fold.



Action Cards

Action cards are played during the player's turn to bet before the player either bets or folds. The player may play as many or as few action cards as he or she likes during the turn. The player plays the card by placing it face up on the table and following its instructions. After the instructions are followed, the action card is discarded and the player is dealt a new card to replace it.


III - The Empress
It's good to be the queen...
Value: 3 of Trumps
The player discards one other card in his or her hand and is dealt a new card to replace it. This effectively replaces two cards in the player's hand (the chosen card and The Empress).


IV - The Emperor
It's good to be the king too...
Value: 4 of Trumps
The player discards two other cards in his or her hand and is dealt two new cards to replace them. This effectively replaces three cards in the player's hand (the two chosen cards and The Emperor).


X - Wheel of Fortune
Spin the wheel of fate...
Value: 10 of Trumps
The player casts his or her fate to the wheel of fortune by discarding his or her entire hand. The player is then dealt new cards to replace them.


XIV - Temperance
It's time to chill out a little bit...
Value: Null. Card has no value.
The player shows temperance by deeming all wilds and bugs to be null for the rest of this hand.


XX - Judgement
Make your best choice...
Value: Null. Card has no value.
The player is given two cards to replace Judgement. The player must pick one of the two cards to keep and discard the other.



Attack Cards

Attack cards are played just like action cards. The only difference is that attack cards affect another player of the attacker's choosing. The player may play as many or as few attack cards as he or she likes during the turn. The player plays the card by placing it face up on the table, choosing a victim, and following its instructions. After the instructions are followed, the attack card is discarded and the player is dealt a new card to replace it.


I - The Magician
Presto Change-o!
Value: Ace of Trumps as it's the first card of the suit
The attacker first chooses another card from his own hand to give to the victim. The attacker than picks a card at random from the victim's hand. The attacker and victim then trade the chosen cards.


II - The High Preistess
All it takes is a little blind faith
Value: 2 of Trumps
The attacker picks a card at random from the victim's hand. The victim then must immediately discard the chosen card. The victim is then dealt a card to replace it.


V - The Hierophant
All it takes is a lot of blind faith
Value: 5 of Trumps
The attacker picks two cards at random from the victim's hand. The victim then must immediately discard the chosen cards. The victim is then dealt two cards to replace them.


XIII - Death
End of the line...
Value: K of Trumps as it's the 13th card of the suit
The victim must immediately fold his or her hand.


XVII - The Star
Starlight, starbright. Show me your hand tonight.
Value: Wild Bug. Can complete any straight, flush, or rainbow.
The victim must allow the attacker to see his or her hand. The attacker is under no obligation to keep it a secret, either.


XXI - The World
Having the whole world in your hand earns you a new hand.
Value: Wild Bug. Can complete any straight, flush, or rainbow.
The victim must discard his or her entire hand. The victim is then dealt new cards to replace them.



Defense Cards

Defense cards are played in response to an attack. If a player is a victim of an attack, the victim may immediately play a defense card by placing it face up on the table. Playing a defense card immediately nullifies the attack and instructions for the attack will no longer be followed. Additionally, most defense cards provide some kind of retribution against the attacker. This retribution can not be thwarted by additional defense or shield cards. Once the instructions for the defense card are carried out, both the attack and defense cards are discarded and new cards are dealt to replace them. However, maintaining a defense comes at a cost as most defense cards are worth null.


VIII - Strength
Any force can be resisted with enough strength
Value: 8 of Trumps
The attack is nullified and the attacker must discard his or her entire hand. The attacker is then dealt new cards to replace them.


XI - Justice
Karma is the fairest justice in the world
Value: J of Trumps as it's the 11th card of the suit
The attack is nullified. However, the defender "turns the tables" on the attacker by immediately following the attack's instructions against the attacker as retribution.


Knight of Swords
The knight in shining armor... with the sword of judgement
Value: Null. Card has no value.
The attack is nullified. The defender picks a card from the attacker's hand at random, which must be immediately discarded. The defender is then dealt two cards. The defender picks one of the two cards to give to the attacker and discards the other.


Knight of Coins
The knight in shining armor... with the permanence of gold
Value: Null. Card has no value.
The attack is nullified and the defender can not be attacked again by anyone for the remainder of the hand.


Knight of Cups
The knight in shining armor... and the cup of knowledge
Value: Null. Card has no value.
The attack is nullified. The attacker must then show his or her hand to the defender. Because this is done before the attack card is replaced, the defender will only be able to see four of the attacker's cards.


Knight of Wands
The knight in shining armor... and Zzzzap!
Value: Null. Card has no value.
The attack is nullified. The attacker must immediately fold his or her hand.



Shield Cards

Shield cards are played like action cards, except they are not immediately discarded. Shield cards nullify certain effects against the shielded player. The player plays a shield card by placing it face up on the table in front of him or her and receiving a replacement from the dealer. The protective effect of the card is immediately active and remains so for the remainder of the current hand and the next hand. The card is kept in front of the player the whole time it is active and is only discarded at the end of the following hand. Shield cards can only be played during the holder's turn and can not be used as defense cards.


VII - The Chariot
A valuable defense
Value: 7 of Trumps
For the rest of this hand and the next, this player is not affected by value cards, be they beneficial or detrimental.


XVI - The Tower
The perfect defense against attack
Value: Null. Card has no value.
For the rest of this hand and the next, this player can not be attacked. This card does not prevent defense card retributions.


XIX - The Sun
Problems are best solved when light is shined on them
Value: Wild Bug. Can complete any straight, flush, or rainbow.
For the rest of this hand and the next, this player is can not affected by bet cards.



Value Cards

Value cards are not played. Value cards change the value of itself or the whole hand depending on various circumstances.


VI - The Lovers
Love takes two hearts to live
Value: 6 of Trumps or Full Wild
If there is another Trump card or knight in the hand, The Lovers is a full wild card, able to stand in for any card. If it is the only trump in the hand, it is the 6 of Trumps. If shielded, it is always the 6 of Trumps.


IX - The Hermit
The hermit demands to be alone
Value: 9 of Trumps or Full Wild
If there is another Trump card or knight in the hand, The Hermit is only worth the 9 of Trumps. If it is the only trump in the hand, it is a full wild card, able to stand in for any card. If shielded, it is always the 9 of Trumps.


XV - The Devil
The devil always loses
Value: Null. Worse than Null, really.
A hand containing The Devil is considered a losing hand, ranking lower than any other hand. If shielded, The Devil is still worth null, but the hand is not an automatic loser.



Quick Reference Guide

I understand that remembering all 26 trumps can be difficult when it is not printed directly on your tarot deck. Therefore, I've provided this Quick Reference Guide. You can also view the the guide as a PDF document.


The text of these rules are released under the Creative Commons BY license. This means as long as you attribute me (M. Long) and this website, you can do anything you like with the text of the rules. Period.
Also, thanks goes to a certain someone (S. L.) who finally got me off my duff to finish this page :)

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