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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.