Tarot Card
The Chariot
Effect
card into a
Steel Card
22 one-shot cards from the Major Arcana: fix a hand, grow your wallet, or both
Data from build 17459173, updated
Use a Tarot and its effect fires immediately, then the card disappears, unlike a Joker sitting in a permanent slot. Most either enhance or destroy the cards in your hand, conjure new ones out of nowhere, or just drop cold cash straight into your wallet. The set runs the full Major Arcana, and you’ll find the cards in Arcana Packs between rounds or sitting in the shop for a price. Figuring out which one to grab, and when, is half the game.
Tarots share consumable slots with Planet and Spectral cards, and a fresh run only gives you two of them (three once you’ve bought the Crystal Ball voucher). Use one as soon as you draw it and you risk wasting it on a hand that didn’t need fixing; hoard too many instead and a full inventory forces you to skip a pack you wanted. Reading a hand well enough to know which is happening is a skill most new players don’t have yet.
Tarot effects split into four buckets: enhancing the cards in your hand (The Magician turns two into Lucky Cards, The Empress into Mult Cards), destroying cards you don’t want (The Hanged Man), conjuring new ones (The Emperor pulls fresh Tarots, Judgement drops a random Joker), or straight economy (The Hermit doubles your wallet up to $20, Temperance pays out your Jokers’ total sell value). None of it permanently upgrades a hand the way a Planet card does, but that immediacy is why Tarots end up the most flexible of the three consumable types.
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