Here’s a good little solitaire game that will give you some time with Tarot. It’s called Queens of Fate. It’s a good metaphysical and Occult themed game that even though it’s mundane in aspect really carries alot of symbolism if your paying attention. I’ve been playing it for some time and even though the rules at first are strange, it doesn’t take long to get the hang of it.
So, if you have a bit of free time and want to give it a go, the rules can be found here: Queens of Fate
Perhaps I’ll do a Youtube video on it. It’s a pretty challenging game, and I like to use it as teaching aid. When a card comes up I’ll go over its meaning and depending on the time I have I’ll see how it interacts with whats already on the table. It’s also fun to see what cards ‘defeat’ others or work together to clear another from play.
This is me playing Queens of Fate with my Star Wars Tarot deck:
The main focus of the game takes place with the cards on the blue mat > I keep my Queens at the top, the next layer down are the Court cards, and the next the Minors that come into play. On the left of the mat the draw pile (Destiny) is on the bottom left, drawn cards go directly to the right (challenge area), and Fate cards above that. My two discarded piles are for Major Arcana which with this Tarot deck are the black boarder cards face up, and the one laying horizontal on the top left face down are the minors along with the court cards – basically anything not a Major Arcana. My play area differs a little from the rules, but I accomplish the same thing.
I’m not gonna go over the rules, because it takes a bit of practice to understand them fully. I may post a video shortly playing a few hands.
Overall this is a fun game to play that if you’re open enough can not only be entertaining but also enlightening.
I took this idea from a post found at Runesoup a few years back.
“How would you introduce someone to magic using only books? He or she has
a month in a lake house and will read whatever you tell them in the
exact order that you tell them to. Not even any peeking at other books
on the list.”
1.. Fiction is allowed.
2.. You have to specify what brand of magician you want to build
beforehand. (Hermeticist, chaos, etc.)
3.. You can’t tell the subject this.
4.. You must include books from at least three disciplines. (This is to
stop you just giving the Complete Golden Dawn and then declaring the
subject a GD-style magician at the end.)
5.. It’s only books. No guru teaching, no magical training. Just books.
(It’s a book game.) Presume they will do the exact same amount of
exercises out of the books that you did.
6.. The subject goes into the house without any belief in magic. They
are a smug, modern agnostic.
7.. A maximum of ten titles. Trilogies count as three books.
My Answer: This was a pretty difficult task. I used only books that I
have personally read and used, so there’s nothing second hand on the
list, this was very important to me. You’ll notice that there are no
1st level sources on my list, in other words no mythology or original
cosmological/ancestral sources…In my opinion the task wasn’t calling
for these, it merely asked how to create a magician, not a functioning
pagan or scholar, nor was it worried about how to worship or how best to
integrate a “spirituality” into a persons life, it only asked to expose
an agnostic to magic theory and how to get them practicing competently.
I’ve tracked down a few of the books online, but I would recommend
finding (then reading) magic(k) related books in the material world at
your local used book stores or from half.com, ebay, or some other
It’s important to remember that the books will be read in order…
– The Magician I’m choosing to create is a Runic-Chaos Magician
Cosmic Trigger #1 by Robert Anton Wilson I’ve seen this book on many
Magicians’ lists, and it was one that popped into my mind right away,
before looking at any others. It’s a great book, the first one in the
trilogy, and really shakes up one’s psyche, and forces them to realize
or at least contemplate the possibility that the world is merely what we
want it to be – manifested from a soup of coincidence, action, and what
we feed our minds.
Way of Wyrd by Brian Bates A good fiction novel informed by historical
events. Exposes readers and future Magicians to a Saxon/Teutonic
inspired world view that isn’t just made up wishful thinking.
Futhark by Edred Thorsson A great primer on Rune magic(K), ritual, and
practice. This book has helpful ways to meditate and begin ritual
practice with the Runes that will aid the flowering Rune Magician. Also
has a bit of good historical data.
Magical Workbook by Donald Tyson Usually I wouldn’t recommend anything
by Donald Tyson, but this book has excellent techniques geared toward
the creation of an able Magician. Most are taken from other sources so
it’s not just Tyson pulling cool techniques out of the air. These
practices are very common among most magical lodges and orders and force
the Magician to think more magically and thus more powerfully throughout
his/her day to day.
Condensed Chaos by Phil Hine This will be the Magician’s first exposure
to chaos magic(k). After working with the Magical Workbook, and
possibly still doing so, a good foundation of practice and technique
will have been established.
Post Modern Magic by Patrick Dunn More good technique here. This is a
very modern look at magic(K). Classics are included like the LBRP, but
it tends to deal more with psychological magic(k) and builds upon what
Phil Hine exposed the fledgling Magician to in Condensed Chaos.
Rune Might by Edred Thorsson Good book that will expose the Magician
to the early days of the Runic Revival in Germany and other Teutonic
countries (mainly Germany). Discusses the use of Runes by various
Occult lodges in the early 1900’s, revealing their techniques.
Pop Magick (Article by Grant Morrison) Grant Morrison is a comic book
writer and a Magician. This article reflects his belief that magic(k)
is nothing to be feared, but played with and experimented with. After
the heavy information in the previous books, the Magician should take a
deep relaxing breath with this small article, and begin to understand
that magic(k) is about living and having fun.
Seidways by Jan Fries Back to the heavy stuff. All about Seid
magic(k). Any good Runic-Chaos Magician should begin delving into this
Teutonic Magic by Kveldulf Gundarsson Notice that this is the only book
that delves into mythology and how it relates to magic(k)al practice.
Mostly this list is not about gods and goddesses or the beings that
dwell in a more mythic realm. The Magician by this time is probably
wondering about what beings inhabit the realms of Yggdrasil and this
will help. Even though Futhark exposed him/her to gods and other
beings, the focus has been on magic(k) and not necessarily religious
development. This final book will give the Magician more fuel for
enlivening his practice.
*A list I found elsewhere that I would like to delve into:
Brand of Magician; A Contemporary Cunning Practitioner
1. The Way of Mystery Nema Maat
2. Re-Visioning the Earth Paul Devereux Eco- psychology
3. My Life with the Spirits Lon Milo DuQuette Golden Dawn
4. Living Magical Arts RJ Stewart North West European Mystery Tradition
5. The War of Art Steven Pressfield Psychology of creation
6. Visual Magick Jan Fries Freestyle Shamanism
7. Basic Psychic Hygiene Sophie Reicher Modern Magick
8. The Faery Teachings Orion Foxwood, Trad Witchcraft/Conjurer
9. Wyrdwalkers Raven Kalder Northan Tradition Shamanism
10. Traditional Witchcraft A Cornish Book of Ways Gemma Gary
…game creators are artists and will eventually realize that giving people virtual weapons in which to enact their bloodlust simply should not be the end result of this amazing technological canvas.
One of the most extraordinary things a game can accomplish is making the gamer think and see differently.
Myst: UrU is such a game, and like any other Myst game it has you running about worlds and strange environments solving puzzles that are contained in mysterious landscapes. These puzzles are sometimes obvious and small, but many times extraordinarily complex and extensive even requiring an extra set of hands to solve. The beauty of UrU is that others can help and do help because it’s online.
UrU is a game that you experience, not so much as play. This game forces you to investigate every inch of your surroundings and this is why I think it is so powerful. In an age when we can virtually sleep through our days without recognizing anything wondrous, miraculous, or awesome perhaps we need more tools that force us to awaken. UrU does that. Not only do you get the chance to walk among monstrous constructs of engineering marvel in incredibly detailed environments but you get the sense when doing so that UrU is somehow an organic place, that even though it is completely fictional perhaps it has a life beyond just that of its virtual bytes.
As I’ve hinted at UrU is a place, yes it’s virtual but logging in requires you to shift your reality foothold and realize that maybe, just for awhile, another can roll over you. One thing UrU does is suspend your disbelief through the way it requires you to investigate each world with abject specificity. One is required to look out across great vistas and once inhabited fantastic cities and know that each door in that city leads to a corridor or a room that wants to be explored. It is after all about exploration, plain and simple. Not at all is UrU about running and rushing through areas, you’ll need to take your time to see everything, to be a tourist in a strange land.
As an Occultist I think games are entering a threshold period. Game creators can either keep creating violent war games that dull our senses and our humanity, creating generations of drone prone violent hyper-actives – or they can begin to utilize this Virtua medium to enliven awareness and a living compassion. Being that games are the new mass drug, perhaps I’m being a little to optimistic when I say that game creators are artists and will eventually realize that giving people virtual weapons in which to enact their bloodlust simply should not be the end result of this amazing technological canvas.
UrU is a reminder that games can require more of players than running fast, blowing up and/or hacking things to pieces. Maybe.
Some good sites to explore:
Myst Journey : Galleries and information on the worlds of Myst:UrU