Thursday, May 1, 2025
HomeTarotHow do you use the Demonologist Tarot Cards Guide? Follow these simple...

How do you use the Demonologist Tarot Cards Guide? Follow these simple steps for easy readings.

Alright, let’s talk about those tarot cards in Demonologist. When I first started playing, finding that deck was always a bit of a thrill, you know? Didn’t really know what to expect, just saw ‘Tarot Cards’ and thought, “Okay, this oughta be interesting.”

So, the first few times, I just picked ’em up and started drawing. No real plan, just pure curiosity. Click, draw a card. Sometimes nothing seemed to happen immediately, other times, bam! Lights flicker like crazy, or the ghost suddenly appears right in your face. It was chaotic, honestly. My friends and I would just randomly draw cards, sometimes all at once, which usually ended badly. Lots of yelling involved.

Figuring Things Out, Slowly

After getting wiped out a few times because someone drew the wrong card at the wrong time, I figured I should probably pay more attention. I started trying to remember what happened after each card pull. It wasn’t scientific or anything, just mental notes, like, “Okay, last time I drew that skull-looking one, the ghost went nuts.”

Here’s kinda what I started piecing together from just playing around with them:

  • The Sun card seemed like a good one. Pulled it a few times when my sanity felt low, and it felt like it bumped it back up. A real lifesaver sometimes.
  • The Moon card felt like the opposite. Draw that, and suddenly you feel way more vulnerable, sanity just tanks. Not great when you’re trying to stay calm.
  • Death… yeah, that one’s usually bad news. More often than not, drawing Death meant a hunt started almost immediately. Learned to brace myself or yell “RUN!” if that card popped up.
  • The Devil card always seemed to cause some intense ghost event. Not necessarily a hunt, but lots of spooky stuff happening all at once. Made things pretty tense.
  • The Tower also amps things up. Seemed to make the ghost interact with stuff more, throw things around, open doors. Good if you need activity, bad if you’re hiding.
  • The High Priestess was a bit of a mystery at first, but then I saw it bring a dead teammate back! Only saw it happen once or twice, but wow, super clutch when it works. Seems rare though.
  • The Hanged Man is the absolute worst. Instant death. No warning, just bam, you’re dead. Happened to me once, scared the crap out of me. You basically just lose that round. Total gamble.
  • The Fool card was tricky. Sometimes I’d draw it, and it looked like another card for a second, then revealed itself as The Fool. Didn’t seem to have a huge effect, maybe just wasted the draw? Still not 100% sure on that one, feels like a dud sometimes.

My Approach Now

So now, I’m a bit more careful. I don’t just draw cards wildly anymore, especially not if the ghost is already active or a hunt just ended. If things are quiet and we need something to happen, maybe draw a Tower. If sanity is critically low for everyone, maybe risk drawing for The Sun, but you gotta be ready for The Moon or worse.

My biggest takeaway? Those cards are pure chaos. They can save you, help you find the ghost, or just kill you outright. It adds a layer of randomness that keeps you on your toes. I don’t always pick them up anymore, depends on the team and how the investigation is going. But when I do, I make sure everyone knows I’m about to draw, just in case it’s Death or the Hanged Man. It’s definitely made for some memorable (and loud) game nights.

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