
Using the power of Cups, your first tiny minion grows and expands until it becomes a horde of several larger minions. Then, using Wands, these minions move out across the landscape, taking over new territories one by one, until the whole of the known land is occupied. As the world becomes crowded, you direct some of your minions to attack your enemies using Swords, while others use Pentacles to discover new lands. And among the new lands, you find ancient powers: Death, Justice, Strength, the Tower, and more. But your enemies also discover and draw upon the powers of the Arcana, and your minions struggle with the enemies' as you explore, destroy, and conquer the world.
Zarcana is a board game played with Icehouse pieces (either real-snazzy Icehouse pieces, or simpler-to-make Zarcana pieces) and tarot cards. The board in this game is made up of tarot cards. During the game the board may grow, shrink, and split, as players destroy and create new parts of their "world". The players use their pieces, which are called minions, to create, move into, and defend the territories represented by the cards. Each player attempts to have the highest total of territorial values by the end of the game. Zarcana can be played with two or more players; but three seems to be an ideal number, and five might be right out. A game can last between 30 minutes and an hour (games are faster with more experienced players).
Minions - the playing pieces
Each player should have 15 minions (Icehouse pieces) -- five large,
five medium, and five small -- of a different color than other players'
minions.
Color, size, orientation, and location of minions
A minion's color shows which player it belongs to. In general, the
larger a minion is, the more resistant it is to being clobbered. A minion's
orientation
(the
direction it is pointing) limits its actions and shows which space it is
targeting
(pointing
at). A minion's territory
(i.e. the card it is sitting on) gives
it the power to perform the action represented by the card. If a minion
is sitting on wasteland
(a space without a territory card), it has
no powers inherited from the space.
Tarot cards
A tarot deck is also needed. It is recommended that a "common" type
of tarot (56 cards of four suits plus 22 trump cards) be used, such as
Rider-Waite.
These rules use the standard trumps and suits (Wands, Cups, Swords, and
Pentacles) from the Rider-Waite deck, simply because it is the most
available tarot deck in Northern America.
| Technical note: Suits, trumps, games,
and fortunes
Traditional tarot decks which are used for playing games refer to the four suits as suits, and the remaining non-suit cards as trumps (or in some games, trumps and a fool). In many fortune-telling circles, the suit cards are called Minor Arcana and the trump cards are called Major Arcana. Zarcana takes from the gaming genre, using the terms suit cards and trump cards. In some decks the suits have other names (for instance, in Tarot of the Ages there are Batons, Cups, Swords, and Coins; while the PoMo Tarot has TVs, Bottles, Guns, and Money). Most types of tarot decks can be used with little or no modification of these rules. Some exceptions are the Oswald Wirth deck (which has 22 trumps and no suit cards) and the Morgan deck, which has wacky cards with titles like "Tomato, Potato, Eggplant" (that's one card), and has no suit cards. Neither of these decks is in fact a true tarot deck (because one can't play Tarot with them), but both are called tarot decks by lots of people. In the event that a tarot deck cannot be obtained, small modifications of the rules allow a regular deck of playing cards to be used (see Zarcana with Playing Cards). Zarcana was developed using the Witches Tarot, but has been tested on many different decks. Each type of deck lends a different flavor and feeling to the game, and (with the exception of the Aleister Crowley deck) no screams have as yet been heard emanating from the cards. If you are worried about playing a game with fortune-telling cards (gasp!), remember that tarot cards most likely originated in Italy and were designed for tarot games, not fortune-telling. Conversely, you can treat a game of Zarcana as one big tarot reading. |
Suit cards
The suit cards used in Zarcana are comprised of four types of suits
-- Wands, Cups, Swords, and Pentacles. During the game, suit cards control
how minions are going to act. A minion using a Wands card can move to another
territory; Cups allow a minion to grow; Swords let a minion attack another
minion or territory; and Pentacles let a minion create more territory.
More details will be given later -- for now it is only important to remember
that the cards' suits are used for playing the game; the values are used
only at the end to determine who the winner is.
Trump cards
In addition to suit cards there are also about 22 (in most decks) special
cards, usually numbered from 0 to 21. In the game these cards are called
trump
cards, and in general perform like the suit cards -- with modifications
to make them more powerful. For instance, the Death card is played like
a Swords suit card (allowing a minion to attack to destroy)
twice in
one turn.
| Optional rule: playing Zarcana without
trump cards
Zarcana can be played without the trump cards and their associated special actions. Just remove all of the trump cards from the deck before playing. This may be a good way to teach some people the game, but it is not quite as exciting as the normal trump-laden deck. |
Card values
All cards in Zarcana have values, usually represented by the number
displayed on the card. Values for cards which do not display numbers are:
| Technical note: Royalty in other
decks
A card is considered "Royal" if it is a suit card without a displayed value (except Aces, which are not Royalty). Examples of Royalty from different decks are King, Queen, Jack, Prince, Princess, Page, Knight, Child, Man, and Woman. |
Deal out hands and game board
The deck is shuffled and a hand of three cards is dealt face down to
each player. Players may look at their hands, but should keep the cards
concealed from other players while playing the game. After dealing hands
out, the initial game board is created by dealing out nine cards face up
as territories on the table. In Zarcana, the territory cards that are used
as game spaces are referred to collectively as the board.
| Optional rule: alternate setup for four players
After dealing out the territories, deal out four extra territories attached to the North, South, East, and West sides of the board. The initial board will have 13 territories arranged in a diamond pattern, instead of the nine territories shown above. Important: keep the horizontal-vertical tile pattern throughout the game). |
Draw pile and discard pile
The deck is placed aside, face down, as the draw pile, and space
on the table is made for a discard pile. During the game, players
will occasionally draw from the draw pile to replenish their hands. When
cards are played from players' hands, they are placed face up on the discard
pile. When the draw pile is exhausted and a player needs to draw a card,
a new draw pile is made by shuffling the discard pile.
Minions start off the board
All minions start the game off the board, with each player owning 15
minions of a particular color. A player's unplayed minions are placed in
a stash -- an area away from the board. A stash pad (a blank
piece of paper or card) may be used by each player to hold unplayed minions.
Decide starting player
The first player can be decided by conventional means (dice, rock-scissors-paper,
roll of a die, etc.), or the following optional rule may be used (which
is also kind of fun):
| Optional rule for deciding who starts
Players choose one card each from their hands and put them face down on the table. When all players have placed cards down, the cards are flipped over and discarded. The player who played the card with the lowest value becomes the starting player. If there is a tie for lowest card, only the players who tied select cards from their hands and try for lowest value again. This means that players who are not included in the tie-breaker begin the game with more cards. If, through some strange luck, the tied-up players continue to tie and run out of cards, each player draws one card from the draw pile and plays it face up. |
The starting player takes the first turn. Turns in Zarcana are very short and sweet. On any turn, a player has one of several options. Generally, only one turn option may be done for a player's turn. For instance, if a player chooses to draw cards for a turn, that's it -- the player draws some cards and then it's the next player's turn. Players are never allowed to play cards out of turn.
Card play usually determines what a minion's action is.
If a player is taking a card action for his turn, he first chooses
a minion that will perform the action. That minion then either performs
a territorial action (the action designated by the territory it
occupies), or takes a hand action (an action designated by a card
discarded from the player's hand).
Declaring the end of the game after a new draw pile has been shuffled.
Turns in Zarcana go clockwise around the table, until after the draw
pile is exhausted and a new draw pile has been made. The discard pile is
shuffled and put face down (as a new draw pile) once a player needs to
draw a card and there are none available. This signals that the game is
almost over. After the second draw pile has come into play, any player
may (as a turn option) declare that the game will end. Each player then
gets one more turn, and the game ends.
| Technical note: making a new draw pile, and declaring the end
The option to declare the end is available after the discard pile has been shuffled to create a new draw pile. The discard pile can only be shuffled once a player needs to draw a card. It can be the case that there is a discard pile and no draw pile, and no player is allowed to call the end -- because until a player needs a card, the discard pile cannot be shuffled, and until the new draw pile is made, no player can use a turn to declare the end round. |
Scoring - add up values of owned territory.
After the game is over the board and all minions are left in place.
Players add up values of cards for those territories which are exclusively
occupied
by their minions. The player who has the highest total is the winner of
the game. For each territory stack, only the top card of the stack
is counted in the score. Note: Tie games are possible.
TURN OPTIONS
On any turn, a player may perform one and only one of the following actions:
The suit of a card determines whether the minion will grow, move, attack, change nearby territory, or perform special actions. The minion's orientation determines whether that action can be performed, and which minion or territory it will affect. The size of a minion sometimes affects the strength of the card action that the minion is performing. In general, these rules should be kept in mind for all card actions:
CUPS grow or duplicate a minion.
A minion using Cups may either grow one step larger (e.g. a medium minion
can become a large), or duplicate by adding one minion of the same
size or smaller to its territory.
Growing: The standing minion is replaced by another minion of
the same color, but one size larger, from the player's stash.
Duplicating: A minion of the same or smaller size is moved from
stash into the duplicating minion's territory.
Legal: A minion may use Cups only if it is standing upright.
The minion must occupy a territory card. The population of the territory
card
must be three minions or less after the minion has duplicated. A small
or medium size minion may grow larger no matter what the population is,
because the number of minions in the territory remains the same.
Illegal: A minion cannot use Cups if it is lying down and pointing
at an adjacent space, or if it is in a wasteland space. A minion may not
grow larger if there are no pieces available in the player's stash which
are one size larger. A minion may not duplicate itself if the population
limit has been reached (i.e. there are already three or more minions of
any color in that space)
Concept: Cups represent population growth. A minion using cups
must direct all of its energy into its own growth or duplication, and therefore
must be pointing at the territory it occupies. Furthermore, minions in
the wasteland may never use cups, because it is difficult enough just to
survive in the wasteland.
WANDS move a minion to an adjacent space.
A minion using Wands moves in the direction it is pointing to the space
adjacent to its own, and is set upright so that it is no longer pointing
at any adjacent space.
Legal: A minion may use Wands to move only if it is lying down
and pointing at an adjacent space. A minion may use Wands to move in or
out of a territory or wasteland space, as long as the space being moved
into is under its population limit (i.e. is occupied by zero, one, or two
minions) before the minion moves. A minion may move into a territory which
is occupied by enemy minions (again, if the population limit is obeyed).
A minion may move from one wasteland space into another wasteland space,
as long as both spaces are adjacent to territory card(s). A minion must
be set so that it is standing upright at the end of its movement.
Illegal: A minion may not move if it is standing upright. A
minion may not move into a space that has reached (or is beyond) its population
limit. A minion may not move to a wasteland space which is only adjacent
to wasteland spaces.
Concept: Wands represent movement and invasion. Minions that
use Wands must have a direction in which to move. Therefore, if a minion
is standing upright, it may not use Wands. Wasteland spaces may be moved
into, provided there is a nearby (adjacent) territory. Minions that end
up in wasteland that is not adjacent to territory get lost and die off.
SWORDS allow a minion to attack another minion, or destroy empty territory.
A minion using Swords attacks to reduce or destroy a minion in the space that the attacking minion is targeting, or to destroy (discard) an adjacent empty territory card (i.e. a card that no minions occupy) that the attacker is targeting.
Reducing a larger minion: If the minion is attacking a larger minion, the attacked minion is reduced in size by one. If no minions are available that are one step smaller in the player's stash, the larger attacked minion is invincible. Invincible minions cannot be reduced by smaller minions.
Destroying a minion: If the minion is attacking a minion that is the same size or smaller than the attacking minion, the attacked minion is destroyed (sent to its stash).
Destroying empty territory: If the minion is using Swords to
destroy an empty territory card, the card which is being targeted is removed
and put face up on the discard pile. Any territory cards which happen to
be stacked under the destroyed card remain intact (see Stacking territories,
in the PENTACLES section).
Legal: A minion may only attack in the direction it is pointing.
If it is standing upright, it may attack minions in its own territory.
A minion may attack any other minion of any size, color, or orientation,
as long as the attacking minion is pointing at the attacked minion's space.
A minion may attack from a wasteland space or toward a wasteland space.
Illegal: A minion may not attack itself (but may attack minions
which are the same color). A minion may not destroy its own territory,
nor any other territory that happens to be occupied. A minion is not allowed
to attack a larger minion which has no available minions in stash to reduce
it one step in size.
Concept: Swords represent combat; specifically, an attack from
a minion towards another minion or territory. Minions may attack other
minions in their own spaces or adjacent spaces, which means that
a minion using Swords may be standing upright or pointing at another space.
Minions can carry weapons into the wasteland, so using Swords (as a hand
action) from a wasteland space is allowed.
PENTACLES allow a minion to create new territory.
A minion using Pentacles draws a card from the draw pile and places it face up on the territory or wasteland space that the minion is targeting. New territory can be created in empty (having a population of zero) wasteland, stacked on top of empty territory card(s), or created in a space (wasteland or territory) which is occupied only by minions that are the same color as the acting minion.
Creating territory into the wasteland: This is the way that the Zarcana board grows in size. The new random territory is put face up in the adjacent wasteland space that is being targeted by the player's minion. The tile pattern which was begun during the initial layout is kept intact, so that any card put down on the board in a north/south orientation is adjacent to card(s) of an east/west orientation, and vice-versa. The wasteland space which is being changed by the minion's action should be either empty or only occupied by minions of the same color as the acting minion.
Stacking territories: If a minion uses Pentacles on an empty
(or solely occupied) territory, the existing territory stays in place,
and the newly created territory is placed on top of the old territory.
When a territory has several cards stacked on top of each other, only the
topmost card may be used by a minion as a territorial action.
| Technical note: Stacked territories
During the game the board layout will change as territories are created and destroyed. Since territories can be created on top of one another, it is possible for a minion to be occupying a stack of cards. Only the top card of a stack is referred to for both territorial action and for the score at the end of the game. Cards underneath the top card only come into play when they are revealed through the destruction (usually by Swords) of the top card, or by the movement of the top card (See the Trump Card Actions section: the Moon). |
Legal: A minion may be lying down or standing upright to use
Pentacles. If the minion is standing upright, it is targeting its own space.
Illegal: A minion may not use a Pentacles action from a
wasteland space (using a minion in a territory space to create a territory
underneath a friendly minion that is in an adjacent wasteland is permitted,
though). A minion may never use Pentacles on a space which is occupied
by minions of other colors.
Concept: Pentacles represent the growth and change of an area's
intrinsic culture, power, or structure. For example, if a minion is occupying
a Wands territory, the space can be thought of as a land where traveling
to other areas is made easier, perhaps via a system of roads. If that minion
then uses a Pentacles card and changes its territory to a Swords card,
the action implies that some sort of cultural upheaval has taken place,
and the land, though more difficult to move out of is now easier to defend.
A minion using Pentacles may change its own territory or an adjacent space,
provided no internal conflicts in the changing space exist. This means
that no enemy minions can occupy an area that is being changed. Minions
using Pentacles need a territorial base to act from; for this reason, a
minion which occupies wasteland may not change its own space, nor any adjacent
space.
TABLE OF SUIT CARD ACTIONS
Use this quick reference to see whether a minion can use a particular
action while standing up, lying down, or occupying a wasteland space.
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THE TRUMP CARDS allow minions and players to perform special actions.
As mentioned before, trump cards (the non-suit cards numbered from 0
to 21) allow players to make special actions or turn options which are
unique to each card. A list of trump card actions is included for players
to refer to during the game. After you play Zarcana for a few games, you
will begin to remember what each trump card's special ability is. Many
of the trump card actions are adaptations of the regular suit card actions
(or turn options), and the pictures or names can usually be used as mnemonics.
For example, the Chariot allows a minion to move faster (like using two
Wands actions in one turn), Death is like using Swords twice, and Judgement
(which represents the last judgment or resurrection) allows a player to
draw from the discard pile, thus resurrecting cards which have been
destroyed.
| Technical note: Multiple turn options
do not allow a card to be used twice!
At times an trump card will allow a player to take two or more turn options in one turn. If a player has multiple turn options, a card may not be used twice in the same turn. For example, if a player's minion is occupying the High Priestess territory, the player may use the card's special ability to draw two cards and take another turn option. As a second turn option, the player is not allowed to draw two cards again (and take another turn option), because the High Priestess has already been used. If the player has another minion sitting on the World card (which is like a wild trump card), the High Priestess action may be used twice in one turn, because the World is playing the action the second time. |
| Technical note: A hand or territory
action is carried out by a single minion.
In almost all cases, actions in the game are carried out by a specific minion, rather than a whole territory. For example, Strength allows for two cups actions; however, both actions must be used by the same minion. Two minions that occupy the same territory cannot each grow once. Similarly, the Chariot allows one minion to move twice - it does not permit two minions to each move once. The main exceptions to this rule are the Fool, which allows a player to take two random actions with one or two minions; and assorted other cards like Justice and the Lovers, which do not require a minion to be present on the board. |
TRUMP CARD ACTIONS
Fool
Random Action: draw and play two cards.
Player using the Fool draws a card from the top of the deck and plays
the card's action as if it was played from his hand. The random action
may originate from any one of the player's minions on the playing field.
The player must play the card drawn if it is at all possible, even if it
means attacking friendly minions or territory. Whether or not the action
is possible, the drawn card is discarded. Then the whole process is repeated
a second time -- draw, perform the action, discard. Any royalty cards drawn
and played cannot be played as wild cards when the Fool is played.
Magician
Wild Suit Card: play as any suit.
The Magician can be played as a card of any suit (but not any Zarcana
card). This is similar to a royalty card played from hand, except the magician
is also wild when it is played as a territory.
High Priestess (Popess)
Informant: draw 2 cards and take a turn.
The player using the Priestess draws the top 2 cards of the deck and
adds them to his hand before immediately taking any other turn option.
The hand limit of six cards must be obeyed.
Empress
City: grow, ignoring population limit or wasteland.
The player may use the Empress as a cups card, ignoring the usual population
limit. If the acting minion is on a territory that has reached or exceeded
its population limit, or in the wasteland, it may still grow or duplicate.
As when using cups, the minion using the Empress must be standing upright.
Emperor
Taxation: take cards from defeated minion.
Using the Emperor, a minion may attack to destroy (similar to a swords
card). The player may destroy a minion or territory as in normal swordplay,
and
he
may demand up to three cards from the player's hand (defending player picks
the cards) who owns the reduced or destroyed minion. Hand limit of six
must be obeyed. This card may be used as a normal sword. An invincible
minion can still be attacked by the Emperor (if it is not affected, it
still must pay tax).
Hierophant (High Priest, Pope)
Conversion: defeated minion changes color.
Using the Hierophant a minion may attack another minion (similar to
a swords card). Instead of destroying a minion or reducing its size, the
player replaces the minion with one of his own from his stash. Replacement
must be same size as the destroyed minion or smaller, and is placed upright.
This card may not be used as a normal sword.
Lovers
Creation: minion appears in wasteland.
The player who uses the Lovers may place one minion of any size from
stash to an empty wasteland space that is adjacent to any territory on
the board.
Chariot
Speed: minion moves twice, ignores orientation.
The minion using the Chariot card uses it as a rods card, up to twice
in one turn, ignoring orientation of the moving minion. Minion must
be placed upright at the end of the turn.
Strength
(Fortitude) Power: minion grows twice.
The minion using the Strength card uses it as a cups card, up to twice
in one turn. Strength must obey population limits.
Hermit (Seeker) Stealth:
minion moves, ignoring population limits and orientation.
The minion using the Hermit card uses it as a rods card, ignoring the
population limit of the invaded territory, and ignoring initial orientation.
Wheel of Fortune
Luck: minion creates secret territory.
The minion using the Wheel of Fortune uses it as a pentacles card,
but instead of placing the new territory face up, he places it face down
without showing the face of the card to anyone except himself (the player
may peek at the new territory just before he places it, after that no player
may look). A minion in the new face-down territory has no special or territorial
ability. At the end of the game the territory is turned face up and points
are given to the player who controls it.
Justice
Balance: players trade hands.
The player who uses Justice trades his hand with any other player.
Hanged Man
Sacrifice: minion destroys self, space, and fellow minions.
All of the minions in the territory of the minion that uses the Hanged
Man (including that minion itself), and the territory itself, are destroyed
(discarded and put in the stash). Territories which happen to be residing
underneath the destroyed territory remain intact.
Death (Transition)
Genocide: minion may destroy twice in one turn.
The minion using the Death card uses it as a swords card, twice in
one turn, or it may eliminate an invincible minion. This card may be used
as a normal sword.
Temperance Subterfuge: minion
may change territory occupied by enemy minions.
The minion using Temperance uses it as a pentacles card, ignoring types
of population in the attacked territory (population can be any color, and
territory will change underneath it). When Temperance is used from the
player's hand, a minion may use its power while in the wasteland.
Devil (Horned One, Materialism)
Confusion: minion reorients all nearby minions.
The minion using the Devil may reorient any and all minions of all
colors in its own territory and all territories and wastelands that are
adjacent to it.
Tower
Disaster: minion may destroy occupied territory.
Using the Tower, the minion may attack to destroy (similar to a swords
card). Instead of destroying a minion or reducing its size, or destroying
an empty territory, the player may destroy an occupied territory, possibly
turning it into wasteland. Minions of a destroyed territory remain intact.
This card may be used as a normal sword.
Star
Abundance: player draws 4 cards; ignores hand limit.
The player using the Star card draws 4 cards from the deck, ignoring
the card limit for his hand.
Moon
Enchanted Land: minion's territory moves.
The minion using the Moon card picks up the territory that it occupies,
along with all of the minions occupying it, and places it on any empty
territory card or on any empty wasteland space (wasteland space must be
adjacent to another territory). All minions in the transported territory
are switched to upright position. Any territory which is under the territory
using the moon stays put.
Sun
Choice: minion creates territory from player's hand.
The player using the Sun uses it as a pentacles card, with this exception:
instead of drawing the territory card from the deck, he selects it from
his hand.
Judgement (Aeon)
Resurrection: player draws from the discard pile.
The player using Judgement may draw up to 3 cards from the top of the
discard pile. Card limit for hand must be obeyed. If Judgement was played
from hand, it is placed on the discard pile after the 3 cards are
drawn.
World (Universe)
Wild Arcana Card: played as any face up Arcana card.
The World can be played as any Arcana card which is (on the turn that
the World is played) displayed as a territory. The World cannot be
played as a suit card.
OPTIONAL TRUMP CARDS
This section is included for those decks which have blank or special non-suit cards which could pose as trump cards, or for changing the standard trump card actions as a "house option". For the purposes of scoring, remember that unless the card is numbered, it is considered to have a value of zero.
Alchemist
Create a stack of two territories.
The minion using the Alchemist card uses it as a Pentacles card, twice
in one turn. The second territory must be placed on top of the first.
Assassin
Attack; ignore orientation.
The minion using the Assassin card uses it as a Swords action, ignoring
orientation of the attacking minion. This means that the minion can be
targeted on one territory and attack another.
Doppelganger
Duplicate last discarded action; changes in value.
The minion plays the top card of the discard pile as if it was just
played from the player's hand, if the player has played the Doppelganger
from his hand; or as if from the minion's Doppelganger territory. This
card is similar to the World, except it can only have the same power as
the top card on the discard pile. Important: Doppelganger has a
changing value. At the end of the game, its value is the same as the value
of the top card of the discard pile.
Evil Eye
Devalue a territory.
The minion using the Evil Eye makes the value of the territory that
is targeted by the minion worth a negative 2. A mark of the Evil
Eye, such as a penny, is put on the targeted territory to remind players
of the card's new value. If the marked card is destroyed or covered by
another card, any marks disappear.
Holy Grail
Grow; ignore orientation and wasteland space.
The player using the Holy Grail uses it as a Cups action, ignoring
orientation of the growing minion. If the acting minion is in the wasteland,
it may still grow. The grown or duplicated minion keeps the same orientation
as the minion using the Holy Grail.
Miser
Discard some of the cards in your hand.
The player using the Miser discards some of the cards in his
hand, and keeps the good ones.
Plague
Destroy multiple minions and one empty territory.
The player who uses the Plague card announces a plague. Each player
in the game must immediately destroy one of his/her own minions from anywhere
on the board. The plague destroys a minion belonging to the announcer as
well. The announcer also discards one empty territory of his/her choice
from the field.
Gate
Teleports minion to a random territory.
The minion using the Gate card moves to any territory on the board
which is of the same suit as the territory that the minion currently occupies.
If the top card is a Trump, the minion moves to any Trump card on the board.
The minion must be placed upright, and may not teleport to a card which
has already reached its population limit.
Ghost
Take a turn option for the invisible player.
The player who uses the Ghost takes a turn option for the invisible
player. The invisible player has its own color of pieces, its own stash,
and its own hand, which is dealt out at the beginning of the game. Only
those players who play the Ghost from hand or use it as a territorial action
may look at the invisible player's hand, and/or take any turn options for
the invisible player. At the end of the game, the player who owns the Ghost
territory (or has it in hand) gets the invisible player's score added to
his/her score. If no one owns the Ghost, the Invisible player gets its
own score.
Catapult
Attack a minion or territory up to two cards away.
The minion that uses the Catapult uses it as a swords action, attacking
another minion or empty territory. The target of the attack can be up to
two spaces away from the attacking minion in the direction that the minion
is pointing.
ZARCANA WITH PLAYING CARDS
If you don't own a Tarot deck, don't despair. With a few modifications to the rules, you can use a regular deck of playing cards to play Zarcana.
The easiest way to play Zarcana with playing cards is to simply ignore all of the special trump rules, except for the fool. Use a joker as the Fool. (You can even play with two fools in the deck if you wish.) Then play as normal, with suit translations.
Of course, the game is much more fun and exciting with the Trump powers, so this chart provides a means of making appropriate substitutions. Note that if you choose to use the Royalty as Trump cards, they cannot then be used as wild suit cards when played from the hand. They should instead be treated as Trump cards, although they are still worth 11 points each when scoring.
Game design and author of the rules - J W Cooper, whose favorite
territory is the Moon.
Minions who became addicted to playtests - Kristin Looney, Andy
Looney, and Keith Baker.
Additional minions who weren't so addicted - Bruce Beard, Dave
Choat, Dan Russett, Paul Johnson, Larry Schroder, Rick Dutton, Gina Mai
Denn, Leah Spevak, Rob Bryan, and Michael Cusick.
Written rules playtesters - Ian "Tusky" "Cheez-O-Man" McCowen,
Tapas "Mo" Misra, Nick Fung, and Albert Mao.
Assorted editors and kibitzers - Andy Looney, Chris Welsh, and
Keith Baker.
Chaotic game tweaker - J W Cooper (sorry Zarf).
Demon with deadline and illustrations - Andy Looney, whose favorite
territory is also the Moon.
Patient goddess - Gina Mai Denn, whose favorite territory is,
after much meditation, the World.
Amazing minion who put the gist of the rules on one sheet of paper
- Andrew Plotkin!
Other minions I forgot to mention - I don't know, I forgot.
But Jacob Davenport is one.