Lord of the Rings Booklet

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Lord of the Rings

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  • Tarot developed by Terry DonaldsonArtwork by Peter Pracownik

    Game rules by Mike FitzgeraldPublishers

    U.S. GAMES SYSTEMS, INC.Stamford, CT 06902 USA

  • Copyright 1997 U.S. Games Systems, Inc.The Lord of the Rings Tarot Deck and Card Game

    Copyright 1997 Tolkien Enterprises, a division of the SaulZaentz company, Berkeley, CA. The Lord of the Rings andall characters and places therein are trademark properties ofTolkien Enterprises.

    All rights reserved. The illustrations, cover design, and con-tents are protected by copyright. No part of this bookletmay be reproduced in any form without permission from thepublisher, except by a reviewer who wishes to quote briefpassages in connection with a review written for inclusion ina magazine or newspaper.

    ISBN 1-57281-017-3

    99 10 9 8 7 6 5 4 3 2 1

    Booklet printed in the USA

    U.S. Games Systems, Inc.179 Ludlow Street

    Stamford, CT 06902 USA

    Acknowledgments:

    These people have contributed to the creation of this tarot deck. Manythanks are due for their efforts and contributions, and for just plainbeing there:

    Jazz Deville, Shelly Pink, Lou Gallant, Ian Percival, Rebecca Pracownik,Evelyne Donaldson, Sammy Wilcox, AstralAsia the music band, andeveryone at the Riggs Diner in Tintagel, Cornwall. An especial thankyou to Laurie Battle of Tolkien Enterprises for her support, advice, andpersonal enthusiasm for this project, and a tip of the ol hat to AnnaMay Wegbreit, formerly of U.S. Games Systems, who is now, we hear,somewhere in Florida.

    Terry and Peter welcome feedback about their work. Please dropthem a line if you want to at the following address:

    London Tarot Centre25 Gisburn Road, HornseyLondon N8 7BS, England

    tel: 0-181-340-3788 fax: 0-181-348-8665For an actual tarot reading by Terry using The Lord of the Rings Tarot deck,

    phone (44)-374-50-50-65

  • Dedicated to GandalfLong may his friendship be with us

    In The Hobbit and The Lord of the Rings, J. R. R. Tolkien accessed a rich dimension ofmythological symbolism which, once started,cannot be put down. The Lord of the Rings isthe archetypal story of the struggle betweengood and evil, light and darkness. The world isin danger from a powerful Dark Lord, and theFree Peoples of Middle-earth must overcometheir differences and come together to thwarthis purpose. Arrayed against them are theDark Lords vast magical powers, massivearmies of ferocious Orcs, giant spider-like crea-tures, demons, and dragons. Elves, Dwarves,Hobbits, and humans form alliances whichbring the One Ring back to the fiery furnace ofMount Doom.

    Tolkien wrote The Lord of the Rings overthe space of 13 years as a sequel to TheHobbit, in which a Hobbit gets caught up in amagical adventure with a team of Dwarveswho are attempting to gain the treasure of adragon called Smaug. In this tale, Bilbo Bag -gins comes across a creature called Gollum atthe bottom of a mountain in an undergroundlake. Gollum asks Bilbo to solve a number ofriddles. As Bilbo is answering, he finds that asmall metallic ring he has unexpectedly come

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  • across is of great significance. He slips it on,becomes invisible, and is thus able to escapeGollums lair. Invisibility is the first of severalpowers which the ring may confer to itsowner. The Hobbit concludes with Bilbo mak-ing it back to the Shire, his home region, andresuming his quiet lifestyle.The Lord of the Rings begins where the

    Hobbit leaves off, and suddenly it seems thatBilbos ring is of much greater significancethan even he could have known. The ringconfers great powers upon whoever is itsmaster (i.e., wearer), but it has a will of itsown, and is constantly trying to make its wayback to its original creator and master,Sauron, the Lord of Mordor. A fellowship isformed consisting of representatives of thedifferent races known collectively as theFree Peoples. They sally forth to negatethe power of the ring by taking it to MountDoom, where it was forged, and rid theworld of its influence by dropping it into theflames of the volcano there. En route, ouradventurers have to endure many privations,undergo tests and challenges, and eventuallywin against the odds.

    Everyone will find something differentwithin any epic tale such as this. In this tarotdeck, which has been formulated along tra-ditional tarot lines, great respect has beenpaid to both the spiritual tradition of the

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  • tarot and the world of Middle-earth: we havehere a special marriage of these two realms.But we have also gone a step further andbrought in a dimension of a game that mayalso be played with the deck. Thus we havecontinued the bardic tradition of bringing funinto what can otherwise become an overlyacademic or serious area of study and eso-tericism, and we feel that the spirit ofGandalf is right behind us in making thatdecision. We have, in truth, brought togeth-er three different realms into what we believeis a Master Deck: uniting three into one. As itis written: Three Rings for Elven Kings.

    J. R. R. Tolkien originally wrote The Hobbit forfun, reading it as he wrote it to his three sons.We can look at his work as if it were a fairystory, but in doing so we would be missing thepoint. Tolkiens work was in reality a monu-mental act of channeling, and in The Hobbit,The Lord of the Rings, and especially in TheSilmarillion, Tolkien has presented a symbolichistory of the universe and many spirituallessons for us to apply in our own lives as well.

    We have the story of how a small group ofpeople, divided by history but united by theloyalty they feel for one another, overcome animmensely powerful enemy whose resourcesand magical powers overwhelm their own. Yet through perseverance, honesty, and

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  • dedication to their purpose, the Free Peoplesovercome adversity and successfully save thefuture of their people. In the end, they sailaway from persecution in Europe toward theAmericas, in a sense another kind of BlessedRealm, where gods and mortals dwell, towhere they could live their lives in freedomand in justice.

    It has been said that the world is dividedinto those that have read The Hobbit andThe Lord of the Rings, and those that aregoing to read them. And in reading Tolkiensworks, each of us will derive different insightsand at different times. For those of us whohave already read The Hobbit, The Lord ofthe Rings, and The Silmarillion, to go backand read them again will bring new percep-tions, new realizations. For those to whomTolkiens work is as yet unfamiliar, to beginsuch a major quest may seem at first to be abit daunting. Yet in the beginning of such aquest we should ask ourselves what wewould like to derive from it. Some see thestories as parables, others as entertainment;indeed, there is no major contradictionbetween these realms of experience.

    Perhaps the most important character inthe story is Gandalf, a wizard who inspires,defends, directs, and protects the FreePeoples he is trying to unite and supportagainst the Dark Lord of the eastern kingdom

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  • of Mordor. The name Gandalf is taken fromthe Prose Edda, an ancient Icelandic legend ofgods and demons, and is a name or titlemeaning wizard. He is a Merlin-archetype,that interconnecting link of guide and teacherbetween the realm of mortals and the king-dom of the gods which we find in every culture, spiritual tradition, time, and region.

    In creating The Lord of the Rings Tarot, wehave felt, at the ragged edges of our ownreality, the occasional presence of thisarchetype: it is playful as well as full ofgreat teaching. It is thus fitting that this tarotdeck should also contain the aspect of agame, encompassing the principal of fun andadventure that Gandalf so epitomized.

    We wish you fun and fulfillment as yourjourney begins, and hope that you will enjoytraveling in the realm of Middle-earth asmuch as we have. Who knows, we may evensee you there!

    Following are basic card meanings. On eachcard, youll find a caption that acts as a promp -ter to the cards symbolism and significance.

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  • THE MAJOR ARCANAThe Major Arcana represents the major spiri-tual mysteries or lessons of life.0 The FoolA new chapter of life opens up. A sense ofadventure. Eccentricity, originality.Reversed: Dissipation of energy.I The MagicianPutting your message out to a wider audi-ence. Commanding the material aspects oflife. Using your will to make things happen.Messages.Reversed: Insufficient information; trickery.II The High PriestessAllowing your inner thoughts and feelings tobe your guide. Not knowing why you areprompted to do something. Trusting intu-ition. The call of the wild. Influences of thepast, usually unconscious.Reversed: Superstitious; superficial; image-conscious.III The EmpressUtilizing your creativity. Manifesting; allow-ing things to grow and develop around you.Growth and prosperity.Reversed: Too easygoing; the need to standup for your rights.

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  • IV The EmperorThe struggle for independence. Refusal to sub-mit to others authority. Pushing back externalinfluences which encroach upon ones territory.Reversed: Too headstrong. Unable to heedthe advice of others.V The HierophantPowerful teachers and teachings enter ones life.Influences behind the scenes. Rituals and cere-monies which work to influence objective reali-ty. Rites of passage; shamanistic influences.Reversed: Stuck in tradition.VI The LoversIntensity. Choices in relationships. Devotionto whatever or whoever is sacred in onesheart. Sexuality as expression. Physical love.Reversed: Obsessive love. Flightiness.VII The ChariotFocus all your resources on attaining what ismost important, one step at a time. Pulltogether disparate forces to create a semblanceof order. Discipline, especially self-discipline.Reversed: Unable to finish anything.VIII StrengthAllowing ones immediate impulses to bedirected by the use of reason. Creating bridgesbetween this realm and the realm of higherenergies. Opening oneself as a channel forthese forces.

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  • Reversed: Not using your own abilities andpowers.IX The HermitDont rush into new sets of commitments.Check out everything involved before mak-ing that final plunge. Caution.Reversed: Overly cautious.X The Wheel of FortuneThe ebbs and flows of lifes opportunities.Temporary gratification versus ones destiny.Lifes ups and downs. Consider how to main-tain well-being when things are going well.Reversed: Too optimistic. Look out for possi-ble pitfalls.XI JusticeAchieving a new sense of balance. Harmony,and how it is attained. Taking responsibilityfor ones own errors rather than blaming oth-ers for ones lot.Reversed: Lack of balance. Too much or toolittle mercy shown.XII The Hanged ManDont be swayed or influenced by the con-siderations of others. Dealing with ones ownhang-ups. Waiting for something to happen.Stalemate.Reversed: Looking at the world upside down.Unnecessary sacrifices.

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  • XIII DeathClearing away negative conditions in orderfor something better to flow in. Giving upsomething of lesser value in exchange forsomething of much greater long term value.The spirals of lifes progression.Reversed: Unable to free oneself from theinfluences of the past.XIV TemperanceLooking into the past in order to be able tobetter understand the present. Using onesexperience in order to deal more effectivelywith present problems. Healing, self-analysis.Reversed: Unable to learn from the past.XV The DevilDont let your own negativity hold you back.Become aware of your own invisible ceilingsand thermostats. Avoid self-sabotage. Thosearound you are negative.Reversed: Suppressive, invalidating influences.XVI The TowerThe need to build upon solid foundations,i.e., principles of honesty, truthfulness, andhumanity. Putting the interests of what youbelieve in before your own interests.Reversed: Anger, possible danger.XVII The StarPeace, serenity, realization. Understandingones purpose in life.

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  • Reversed: Lack of humanitarianism; lack ofprinciples.XVIII The MoonThings are not as they may seem at firstglance. There are deeper reasons for whathappens. Strange connections between peo-plebeyond their own understanding.Reversed: Living in a fantasy realm. Unableto distinguish the difference between objec-tive reality and what exists purely in theimagination.XIX The SunGrowth and harmonious development in allaspects of life. Conscious planning. Building,organization, objective and measurable phe-nomenon.Reversed: Overly intense. Burning the candleat both ends.XX JudgmentMajor transformation, possibly emigration.Moving on to a completely different life style.In the grip of powerful forces, seeing yourlife explode around you before the changesbecome visible.Reversed: In the grip of obsessive forces.Feeling that one is a pawn in a game playedby the gods.

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  • XXI The WorldSuccess, but the need for greater self-confi-dence. The fulfillment of responsibilities,duties, and commitments. How we growthrough dealing with life; not avoiding thechallenges it presents us with.Reversed: Heavy burdens, excessive duties.Carrying the world upon ones shoulders.Fears, especially about responsibilities.

    THE MINOR ARCANAThe Minor Arcana represents 56 every-daysituations and people that we all come acrossone way or another in our lives.

    You will notice that I have given reversalsfor the Major Arcana, but not the MinorArcana. The Major Arcana reversals are muchmore definitive, whereas with the MinorArcana you have to find your way through.Basically a reversal shows a question markover the nature of the influence of the card(s)concerned. It shows something coming toosoon, too late, too much, or too little.

    SWORDSRepresenting the element of air, Swordsshow states of mind and states of conflict.Ace of Swords: Breakthrough; sudden reso-lution. The use of power in just the rightmeasure. Effective and timely intervention.

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  • Two of Swords: Good advice given andreceived. Considering all the possibilitiesbefore committing oneself to any of them.Weighing up the consequences of any possi-ble action.Three of Swords: Heartbreak, but the needfor greater communication is a way of resolv-ing this. A problem that is shared is a prob-lem that is halved. The need to confide andunburden oneself. Comforting a friend orloved one in a time of need.Four of Swords: The lifting of tensions. Relieffrom suffering. Dissipation of obstacles.Five of Swords: Crossed swords and a part-ing of the ways. Ones road in life veers awaysuddenly, and one is alone. Dealing with sud-den loss.Six of Swords: Sailing away from negativeand limiting conditions. Disconnecting fromtroublesome or suppressive people. Refusalto have turbulent people around oneself.Retreat, but one step back out of the situa-tion is actually the way ahead.Seven of Swords: Being ripped off by others.The need for greater security, greater vigi-lance. Also, scenarios involving importantsacrifices being made.

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  • Eight of Swords: Frustration, but the needfor greater patience in order to find a wayout of the limitations. Dont struggle; waituntil you know that your energy will makethe difference. Unable to see the road whichlies ahead.Nine of Swords: Feeling that your hands aretied. The will of another limiting and influenc-ing your life. Obsessions, phobias. The needto open up new channels of communication.Ten of Swords: Major life-changing experi-ences occurring without warning. Shocks andsudden surprises. Feelings of betrayal. Guiltabout what one could have done, or shouldhave done. Trapped in the same old patterns.Conspiracies.Page of Swords: Dont rush into battle,either ones own battle or other peoples.Oaths, commitments, promises; possible dif-ficulties in fulfilling these. Observing withoutmentally censoring what one sees.Knight of Swords: As a person: a man ormasculine archetype who has won the war,but who now needs to apply diplomacy asthe next stage of his battle plan. As a situa-tion: a time for calling off the dogs and talk-ing things through with those involved.Avoiding overreaction and unnecessarydestructiveness.

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  • Queen of Swords: As a person: a woman orfeminine archetype who has shown personalpower, but who now needs to cultivate allies.As a situation: a time to draw up boundaries.Good fences make good neighbors. Loyalfollowers to be rewarded.King of Swords: You have won the war, nowyou must win the peace and make sure thatyou and others get the practical benefit ofthe victory which you have achieved.

    WANDSWands are the suit of fire, and indicate ener-gy, action, and power.Ace of Wands: New initiative being taken.The beginning of a new cycle of action:cause-effect. Inspiration. A new idea whichwill have far-reaching consequences.Two of Wands: Good advice given andreceived. Guidance, direction being given tothose that value it. Resistance to oppression.Three of Wands: Exercising leadership byexample. Others will follow suit, but some-one has got to be the first to stand up andresist negativity.Four of Wands: Working with others towarda common purpose. Uniting people with thesame objective against those that wouldwhittle away freedoms for the sake of some16

  • greater common good. Mutual respectand integrity of purpose.Five of Wands: Stiff opposition, and theneed for greater determination to overcomeit. Competing forces, blockages, pressure.Six of Wands: Victory. The turning of the tide.The seemingly stronger enemy suddenly rout-ed. A strong sense of accomplishment. Timefor oneself to be given a pat on the back.Seven of Wands: Cutting down your prob-lems one by one. Dont let issues build upand overwhelm you. Resist attack, evenwhen it comes in subtle forms.Eight of Wands: Things are happening quick-ly. Messages are relayed from one terminal toanother. Life as a flying carpet of experienceand adventure.Nine of Wands: Break down your barriersonly when you feel that the other person canbe trusted. Establish this first and foremost.Ten of Wands: Carry the burdens of othersonly for a definite time period and for a def-inite reason; dont do so indiscriminately.Page of Wands: Learning, traveling. Movingthrough life in a traveling/student mode.Knight of Wands: Dynamic male/masculineenergy. Taking the necessary steps in order toeffect a change.

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  • Queen of Wands: Able to act despite limita-tions and pressure to succumb. Independent/dynamic female/male energy. Resistance lead-ing on to resolution of an old scenario.King of Wands: A man/masculine archetypeof leadership. Having to be strong in times ofchallenge. Being strong by experiencingones emotions, not denying them.

    CUPSThis suit represents the element water, andshows emotions and feelings.Ace of Cups: Emotional fulfillment at findingones destiny. The value of love in ones life.Two of Cups: A new relationship starting, ora new stage in an existing relationship.Friendship, loyalty, togetherness.Three of Cups: Reunion with old friends.Celebration, taking down the barriers.Four of Cups: Reaching out for new friend-ships and associations. Realizing the value ofwhat is being offered by others, and of whatoneself has to offer.Five of Cups: Disillusionment with what hashappened, having to make new plans toaccommodate a seeming setback. Negativeemotional states.Six of Cups: Learning to share on an emo-

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  • tional level. The growth of a friendshipthrough all its phases.Seven of Cups: Confusion stemming fromthe vision of so many seeming options. Theneed to get ones priorities in order and workout a game plan.Eight of Cups: Looking for something on amuch deeper level than the status quo.Going beyond the superficial to follow onestrue path or destiny. Renunciation of thatwhich is now unimportant.Nine of Cups: Experiencing life as a celebra-tion. The center of attention. Attraction overothers. Being able to realize a long-held wish.Ten of Cups: Emotional commitments ful-filled. Now one is able to go on in life towhatever lies ahead.Page of Cups: New social and other con-tracts. Learning social skills and applyingthem. The influence of children in ones life.Knight of Cups: As a person: a man/mascu-line archetype who is emotionally sensitive tothe needs of others. As a situation: a scenarioin which more giving is required.Queen of Cups: As a person: a female/fem-inine archetype who is emotionally sensitiveto the needs of others. As a situation: a sce-nario in which more receiving is required.

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  • King of Cups: One who is emotionally ful-filled, and able to help and support others.

    COINSCoins represent earth and the material andfinancial conditions of life.Ace of Coins: A new doorway opening up,work-wise. Dealing with the material ques-tions of life with a new spirit of adventure.Two of Coins: The same line of work, in adifferent place. Juggling with finances, keep-ing several different things on the move atthe same time.Three of Coins: Learning new skills anddeveloping new abilities. Study, application,love of books, and appreciation of other peo-ples ideas.Four of Coins: Getting financial and materialconditions organized. Accounting for whathas been spent; budgeting for future costs.Putting a bridge between two differentrealms so that people can move from onerealm to another.Five of Coins: Unforeseen expenses/difficul-ties. The unexpected barrier, which is not abarrier at all, but rather a doorway. Turning aproblem into an opportunity. People bandingtogether to form a column of mutual supportagainst whatever the future might hold.20

  • Six of Coins: Wanting to be generous, butthere is a need for discrimination in terms ofwho gets what. Choices concerning divisionof the spoils, decisions as to who is deserv-ing. Identifying an individuals and societyspriorities and how they converge.Seven of Coins: Hard work. Persevere inorder to attain the harvest. Continued appli-cation; rededication of effort; refusal to giveup. Dedication to ones role in the GreatWork, i.e., ones mission in life.Eight of Coins: Skill, especially the applica-tion of knowledge from study, books, teach-ers. Using ones knowledge in order to fulfillones own life and serve others. Crafts -manship, professionalism.Nine of Coins: Gaining recognition in theeyes of others. Moving through the Paths ofLife, and recognizing the worth of what onehas experienced. The joys of the physicalplane, of the senses, and of sense gratifica-tion. Feelings of accomplishment.Ten of Coins: Joint finances and importantinvestment decisions. Major economic poli-cies coming into effect. Large amounts ofmoney; the movement of moneys aroundthe planet. International finance as a vehiclefor planetary change.

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  • Page of Coins: Wanting to change ones lineof work, or take on more responsibilities.Moving up and on in life through fulfillingexisting duties. Able to refer back to onessuperior in order to get a decision.Knight of Coins: As a person: a man whowants to develop his career or vocation. As asituation: finances require more activeinvolvement to realize full potential.Queen of Coins: As a person: a woman whowants to develop her career or vocation. As asituation: patience/passivity is required inorder to see a benefit realized.King of Coins: A man/masculine archetypeon the material plane who has demonstratedeffectiveness, and who now needs greaterchallenges.

    MEDITATIONSIn The Lord of the Rings there is a huge sup-ply of symbolism that we can meditate upon.The value of meditation is that we can learnhow to be still within our own minds, so as toopen the doorways for greater realization toflow through. The tarot, particularly when fil-tered through the symbolism of Tolkiensworld, is quite potent for such purposes. Thearchetypes (the characters in the story) are

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  • powerful and can lead us to understandingour lives more deeply.

    To meditate, you dont need to sit in anyparticular position. Just breathe deeply,allowing your mind to clear of all its present-time problems. After a few minutesandyou shouldnt try to rush thisallow theimage of, say, Gandalf to come into yourmind. What would he say to you? Wherewould he take you? Later on, you can sum-mon the images of Frodo, Galadriel, Smaug,and so on.

    In this form of meditation, you are effec-tively going on a journey which will stimu-late your imagination, and quite possibly castlight on your past to illuminate your presentand future. Try it and see for yourself.The Lord of the Rings gives us many

    hints as to psychic techniques that we canuse. Take, for instance, the scene whereSaruman shows Gandalf his aurait hasturned from white to many colors. Here is atechnique we can all use; concentrate onemanating a particular color from aroundyou. Create different colors in your ownaura. So the next time you find yourself at aloss for something to do, dont just standthere, emanate a color, or just let certain col-ors flow through you! Again, try it and see.

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  • SPREADING THE CARDSIn laying out the cards, you might like to usethe famous Celtic Cross spread. Following is adiagram to guide you in laying out the cardsand putting each card meaning into context.1. The general situation.2. Other aspects of the general situation.3. What is on your mind.4. Background influences of the last three years.5. Recent influences.6. The influences of the coming year.7. Doorway from the present into the future.8. Domestic life.9. Hopes or anxieties.10. Overview, or any other business. The tenth

    card does not show the final outcome, butshows us anything there not covered by thepreceding nine cards in this spread.

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  • 25

    1 6

    3

    5

    4

    10

    9

    8

    7

    2

    CELTIC CROSS SPREAD

  • The Lord of the Rings Tarot Card GameRules by Mike Fitzgerald

    For 2-6 players, ages 10 to adult

    The Lord of the Rings Tarot Card Game iseasy to learn and quick to play. All playersstart out as Free Peoples of Middle-earth ona journey to Mount Doom with hopes ofdestroying the One Ring so it wont fall intothe evil hands of Sauron. The journey is rep-resented by the playing of cards from yourhand onto the Journey Pile (discard pile).The players as a group reach Mount Doom(i.e., the round ends) as soon as one playerhas run out of cards. Along the way, playerswill be influenced by the forces in Middle-earth, and some may be pulled by the DarkForces to join Sauron in his attempt to gaincontrol of the Ring. This is represented byplaying Dark Forces cards and earning DarkPoints.

    Players earn Victory Points in their jour-ney, representing bravery and their dedica-tion to the cause of either Gandalf orSauron. At the end of the game, the playeror players with the most Victory Points is the winner. Three rounds constitute a game.Each round represents one of the threebooks in Tolkiens The Lord of the Rings trilogy.

    To play, you need The Lord of the RingsTarot deck; coins or counters to keep track

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  • of Dark Points; and the score sheet (pp. 42-43) to keep track of the scores after eachround and determine the overall scores atthe end of the game. Please also refer to the Quick Reference

    rule guides on pages 38-40, and the QuickGuide to Victory Points card included withthe deck.

    Object of the GameIn their quest to reach Mount Doom, playerstry to acquire the highest number of VictoryPoints.

    5 Victory Points are awarded at the end ofeach round to: The first player to go out (play all the

    cards in their hand). The player who has earned the least Dark

    Points at the end of each round. (5 bonusVictory Points are awarded if the RingAffiliation is Free.)

    The player who has earned the most DarkPoints at the end of each round. (5 bonusVictory Points are awarded if the RingAffiliation is Dark.)

    The player who is the Ring Bearer at theend of the round.

    Note: If players are tied in any of theseVictory Point conditions, they are eachgiven the full 5 Victory Points.

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  • Players also earn 5 Victory Points each forhaving the most Dark Points at the end ofthe game, and for having the least DarkPoints at the end of the game.

    The DeckThe playing deck is the 78-card The Lord ofthe Rings Tarot deck, comprised of: 10 numbered cards in each of the four

    suits of the Minor Arcana (Swords,Wands, Cups, Coins). These are referredto in the rules as Minor Arcana cards.

    Four Court Cards (Page, Knight, Queen,King) in each of the four suits of theMinor Arcana.

    22 Major Arcana cards ranking from theFool (0) to the World (XXI).In the upper right corner of each card is a

    symbol to delineate the affiliation of the card:1. Free Peoples Symbol: These cardsrepresent Gandalf and the forces ofgood in Middle-earth. There are 51

    Free Peoples cards in the deck, each with agreen background.

    2. Dark Forces Symbol: These cardsrepresent Sauron and the forces of evil

    in Middle-earth, and give players DarkPoints which are used to determine howgood or evil the player is in the journey.There are 20 Dark Forces cards in the deck,each with a red background.

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  • 3. Neutral Symbol: Neutral cards canbe associated with either good orevil. During the game, a player

    declares a Neutral card Free or Dark when itis played. There are six Neutral cards in thedeck, each with a gold background.

    4. One Ring Symbol: This appears onlyon the Wheel of Fortune (MajorArcana X), representing the Ring in

    this game. At the start of each round, theRing is placed in the center of the table; dur-ing the round, it is passed around amongthe players depending on who is the RingBearer (see p. 33). This card is not consid-ered to have a numerical rank in this game.

    Setup1. Before play begins, remove the Ring(Wheel of Fortune) from the deck and placeit face up in the middle of the playing area.This card represents the Ring that the groupis carrying to Mount Doom to destroy.2. Randomly designate one player to deal.Put about 30 coins or counters in the playingarea where everyone can reach them. Theserepresent Dark Points. The dealer now givesseven cards to each player.

    In the second and third rounds of play, allplayers study their hands and select twocards to pass to another player. (See instruc-tions to follow.)

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  • First Round No cards are passed.

    Second Round All players pass two cards tothe player on their left.

    Third Round All players pass two cards tothe player on their right.

    3. The dealer now turns up the top card fromthe Draw Pile and places it face up next to the Draw Pile to start the Journey Pile.The player to the left of the dealer playsfirst, and play proceeds clockwise.

    During the game, players will decidewhether they will try to align themselveswith Gandalf and the Free Peoples, or jointhe Dark Forces of Sauron. The Free Peoplesgroup will play as many Free Peoples cardsas they can, while trying to avoid DarkPoints (see pp. 34-35). Those aligned withSaurons Dark Forces will try to play as manyDark Forces cards and score as many DarkPoints as possible. While players will have agood idea whether they will try to be Free orDark when they first look at their hands bynoting how many Free or Dark cards theyhold, they may change their associations inthe course of the game. Neutral cards aredeclared to be either Free or Dark whenthey are played.

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  • The PlayThere are four options for play:1. Play a card from your hand to the Journey

    Pile that matches the top card on theJourney Pile in suit or rank.

    2. Play a Major Arcana card to the Ring. 3. Draw a card from the Draw Pile, and then

    play a card as described in play option 1 or 2. 4. Draw a card from the Draw Pile, and then

    elect to end your turn without playing acard to either the Journey Pile or the Ring.Playing onto the Journey Pile brings the

    group closer to their goal of reaching MountDoom to destroy the Ring.

    Playing to the Ring determines the forcescontrolling the Ring, i.e., the Free Peoples orthe Dark Forces; playing to the Ring alsodetermines which player is the Ring Bearer. 1. Play a card from your hand to the JourneyPile that matches the top card on the JourneyPile in suit or rank.Example: Top card is the Two of Cups: playany Two or any Cup.

    The Major Arcana cards are wild cards;players may play any Major Arcana to theJourney Pile at any time and declare a newsuit. The next card played must match thedeclared suit, or be another Major Arcana card.Example: Card played on top of King ofWands is Temperance; player declares

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  • Coins as new suit. Next card played canbe any Coin or any Major Arcana.

    Similarly, if the first card in the JourneyPile is a Major Arcana card, the dealerdeclares the suit (Swords, Wands, Cups,Coins) for the first player to match.Note: You may play a Minor Arcana card tothe Journey Pile on top of a Major Arcana ifit matches the numerical rank of the MajorArcana card. This only applies to the MajorArcana cards ranked I-IX. Example: Top card is the Empress (III): playany Three or any Major Arcana.

    But if the top card is the Hanged Man (XIIMajor Arcana), and the new suit is declaredto be Cups, the next player can play any Cupor any Major Arcana wild card; in this game,no Minor Arcana card matches rank with aMajor Arcana card above the rank of 9. The CourtCards do not have numerical ranks in this game.2. Play a Major Arcana card to the Ring.Major Arcana cards can be played to theRing in order to gain control of the Ring.The rank of the card played to the Ringmust be higher in rank than the last cardplayed to the Ring.Example: The Hierophant (V) is on the Ring.A Major Arcana ranked above V (5) maythen be played to the Ring.

    32

  • Exceptions: The Ring, although a Major Arcana card,

    is not considered to have a numericalrank in this game. The first card played tothe Ring, therefore, may be of any rank.

    Although the Fool (0) is the lowest rank-ing Major Arcana card, it can be playedon top of any other Major Arcana card tothe Ring. Once this is done, any MajorArcana card of a higher rank than theFool (0) may be played on top of it.When a player places a Major Arcana

    card on the Ring, they must immediatelydraw a card from the Draw Pile to theirhand to replace that Major Arcana card(even if the card played empties their hand,the player must draw a new card and is notyet out). Becoming the Ring Bearer:Whoever plays a Major Arcana to the Ringgains the honor of becoming the groupsRing Bearer, placing the Ring in front ofthem with the Major Arcana card on top ofit. This player represents the brave travelerwho carries the Ring to Mount Doom. Theplayer who is the Ring Bearer at the end ofthe round will earn 5 Victory Points.

    In addition, the Ring Bearer may elect toadd or remove one Dark Point to or fromany players score (including their own) in

    33

  • the beginning of his or her turn. The RingBearer announces which player is to receiveor lose one Dark Point before any other playaction is taken. (A Dark Point taken awayfrom a player is not given to another player;nor is a Dark Point assigned to a playertaken from another player.)3. Draw a card from the Draw Pile, and thenplay a card as described in play option 1 or 2.Remember that each time you play a MajorArcana card to the Ring, you must drawanother card from the Draw Pile. Therefore, ifyou draw a card from the Draw Pile and thenplay a Major Arcana card on the Ring, youstill must draw a second card into your hand.4. Draw a card from the Draw Pile, and thenelect to end your turn without playing a cardto either the Journey Pile or the Ring if youcannot or do not wish to play any card youpresently hold in your hand.

    Dark PointsDuring the round, players will acquire DarkPoints (use counters or coins to keep track ofeach player's Dark Points during each round).These symbolize the extent to which each play-er is influenced by the Dark Forces of Sauron.

    Dark Points are acquired in the followingfour ways:1. Playing a Dark Force card or a Neutral

    card declared to be Dark to the JourneyPile = 2 Dark Points

    34

  • 2. Playing a Dark Force Major Arcana card ora Neutral card declared to be Dark to theRing = 3 Dark Points

    3. A Dark Force card held in a player's hand atthe end of a round, or any Neutral cards ina player's hand at the end of a round thatare declared Dark = 1 Dark Point each

    4. At the beginning of each of the RingBearer's turns, he or she may assign or takeaway 1 Dark Point to or from any player(including themselves).

    At the end of each round, all players recordtheir total Dark Points on the score sheet, andstart the next round with zero Dark Points.

    Ending the RoundA player should alert the others when onecard remains in their hand. To do this, theplayer announces One Ring. There is nopenalty for not doing this. The round ends assoon as one player has gone out by play-ing their last card to the Journey Pile.

    If the Draw Pile is depleted before a playergoes out, the round ends with no VictoryPoints given for going out. All other VictoryPoints are awarded normally.

    If any player has more than seven cards intheir hand at the end of a round, that playerdoes not score any Victory Points. However,that players Dark Points are added to theiroverall Dark Point totals for the game.

    35

  • ScoringThe player who goes out first is the bestguide in the group. This player gets 5 VictoryPoints for finding the quickest way to MountDoom for the group.

    The Ring Bearer at the end of the roundhas shown tremendous courage in bringingthe Ring to Mount Doom, and gets 5 VictoryPoints for bravery.

    The player with the most Dark Points hasbeen influenced by the Dark Forces and hasjoined Sauron in his fight against the FreePeoples, and receives 5 Victory Points as a reward from Sauron for his loyalty. Add 5 more Victory Points to this players scoreif the Ring has a Dark Force card on it at the end of the roundan extra bonus from Sauron for keeping the Ring from being destroyed! This is shown asRing Affiliation on the score sheet.

    The player with the least number of DarkPoints has remained true to the Free Peoplesof Middle-earth and receives 5 VictoryPoints as a reward from Gandalf and thegood forces in Middle-earth. Add 5 moreVictory Points to this players score if theRing has a Free Peoples card on it at the endof the round, as an extra bonus fromGandalf for helping to destroy the Ring atMount Doom. This is also shown as RingAffiliation on the score sheet.

    36

  • 37

    Record all players Dark Points at the endof each round on the score sheet. At the endof the game, the player with the highesttotal Dark Points receives 5 more VictoryPoints, and the player with the lowest totalDark Points also receives 5 Victory Points. If more than one player has the highest orlowest total Dark Points, they each get5 Victory Points. After totaling all theVictory Points, the player with the highestoverall total of Victory Points wins thegame.

    When playing with two players, note thatthe game will depend upon which playergoes out first, which player is the RingBearer, and which forces control the Ring inthe end, since each player will automaticallyget the Victory Points for having the most orleast Dark Points.

  • 38

    Quick Reference: Play Options for The Lord of the Rings Tarot Card Game

    Play a card from your hand to the Journey Pilethat matches the top card on the Journey Pilein suit or rank. Play a Minor Arcana card: must match top

    card on Journey Pile in suit or rank

    Play a Major Arcana card: declare a new suitto be played by next player

    Take 2 Dark Points if you play a Dark Forcescard, or a Neutral card that you declare tobe Dark

    Play a Major Arcana card from your hand tothe Ring

    Play a Major Arcana card of higher numericalrank than the last card played to the Ring

    EXCEPTIONS:

    > The first card played to the Ring maybe of any numerical rank. The Ring hasno numerical value in this game.

    > Although the Fool (0) is the lowestranking Major Arcana card, it can be played on top of any other MajorArcana card to the Ring. Once this is done, any Major Arcana card of a higher rank may be played on top of the Fool (0).

    Take 3 Dark Points if you play a Dark Forces card, or a Neutral card that youdeclare to be Dark

    Always draw another card after you haveplayed a card to the Ring

    You are now the Ring Bearer. You may assignor take away a point to or from any player inthe beginning of each of your turns

    option 2

    option 1

  • 39

    Draw a card from the Draw Pile, and then playa card as described in play option 1 or 2

    Draw a card from the Draw Pile, and then elect toend your turn without playing a card to either theJourney Pile or the Ring if you cannot or do notwish to play any card presently in your hand

    option 3

    option 4

    Quick Reference: Dark PointsDark Points are awarded as follows. Keep track ofDark Points in each round with coins or counters.Players begin each new round with zero Dark Points.

    Dark Force card or Neutral card declared to beDark played to Journey Pile = 2 Dark Points

    Dark Force Major Arcana card or Neutral carddeclared to be Dark played to Ring = 3 DarkPoints

    Dark Force card held in a players hand at the endof a round, or any Neutral cards in a players handat the end of a round declared Dark = 1 DarkPoint each

    Optional points given to or removed from anyplayer by Ring Bearer = plus or minus 1 DarkPoint

  • Quick Reference: Winning the GameTo win the game, you must score the highest number of Victory Points. 5 Victory Points areawarded at the end of each round to:

    The first player to go out (play all their cards)

    The player who has earned the least Dark Points (5bonus Victory Points awarded if the Ring Affiliationis Free)

    The player who has earned the most Dark Points(5 bonus Victory Points awarded if the RingAffiliation is Dark)

    The player who is the Ring Bearer at the end of theround

    At the end of the game: The player with most DarkPoints overall and the least Dark Points overall

    40

  • About the Creators of The Lord of the Rings Tarot Deck & Card Game

    From the first time he read Tolkiens books,Peter Pracownik knew he would one day paintthe scenes and characters. He painted theDragon Tarot and Wyvern. Peter has lived inGlastonbury and Tintagel, England, for most ofhis life, has held art exhibitions throughout theworld, and runs an art gallery in Glaston bury.

    Terry Donaldson is a professional Tarot reader,astrologer, and counselor, and the founder/director of the London Tarot Centre. He is theauthor of Step-By-Step Tarot, Principles ofTarot, and The Dragon Tarot, and was co-cre-ator of the Dragon Tarot deck and Wyvern.Terry is married and has a daughter, Claudia.

    Mike Fitzgerald is an accomplished gamedesigner. He created the collectible card gameWyvern for U.S. Games Systems, as well asCharlie Brown Plays Baseball and Peanuts

    Comic Strip card games.

  • PLAY

    ERS----------->

    GOINGOU

    T+5

    RINGBE

    ARER+5

    RINGAF

    FILIATION+5

    MOS

    TDA

    RKPO

    INTS+5

    L EAS

    TDA

    RKPO

    INTS+5

    FIRSTRO

    UNDTO

    TALS

    GOINGOU

    T+5

    RINGBE

    ARER+5

    RINGAF

    FILIATION+5

    MOS

    TDA

    RKPO

    INTS+5

    L EAS

    TDA

    RKPO

    INTS+5

    SECO

    NDRO

    UNDTO

    TALS

    GOINGOU

    T+5

    RINGBE

    ARER+5

    RINGAF

    FILIATION+5

    MOS

    TDA

    RKPO

    INTS+5

    L EAS

    TDA

    RKPO

    INTS+5

    THIRDRO

    UNDTO

    TALS

    DARK

    POINTS1S

    TRO

    UND

    DARK

    POINTS2N

    DRO

    UND

    DARK

    POINTS3R

    DRO

    UND

    TOTALDARKPO

    INTS

    MOS

    T/LEAS

    TDA

    RKPO

    INTS+5

    FINAL

    SCO

    RES

    Also refer to the Quick Guide to Victory Points card included with the deck. Players may reproduce this score sheet.

    Lord of the Rings Tarot Card Game Score Sheet

  • Also refer to the Quick Guide to Victory Points card included with the deck. Players may reproduce this score sheet.

    PLAY

    ERS----------->

    GOINGOU

    T+5

    RINGBE

    ARER+5

    R INGAF

    FILIATION+5

    MOS

    TDA

    RKPO

    INTS+5

    LEAS

    TDA

    RKPO

    INTS+5

    FIRSTRO

    UNDTO

    TALS

    GOINGOU

    T+5

    RINGBE

    ARER+5

    RINGAF

    FILIATION+5

    MOS

    TDA

    RKPO

    INTS+5

    LEAS

    TDA

    RKPO

    INTS+5

    SECO

    NDRO

    UNDTO

    TALS

    GOINGOU

    T+5

    RINGBE

    ARER+5

    R INGAF

    FILIATION+5

    MOS

    TDA

    RKPO

    INTS+5

    LEAS

    TDA

    RKPO

    INTS+5

    THIRDRO

    UNDTO

    TALS

    DARK

    POINTS1S

    TRO

    UND

    DARK

    POINTS2N

    DRO

    UND

    DARK

    POINTS3R

    DRO

    UND

    TOTALDARKPO

    INTS

    MOS

    T/LEAS

    TDA

    RKPO

    INTS+5

    FINAL

    SCO

    RES

    Lord of the Rings Tarot Card Game Score Sheet