Destiny

**Destiny** is a two player card game utilizing tarot cards popular among spacers and enjoyed in all eras. The most basic variation of the game only requires playing area sufficient to form a standard 64-square chess board and a standard tarot deck for each player. The game evolved from a simple oracle into a form of gambling or wagering. Destiny is played as a recreational pastime, as a means of settling disputes, and as a means of conducting high stakes business.

Great superstition has evolved around the game. Most spacers, even if they are not religious in any way, will refuse to break an agreement formed over a game of Destiny.

Originally, the game was played between adherents of Architecture and utilized by the Orders to teach certain truths of Architecture.

In the standard version of the game, each of the cards has a single set feature ability in addition to taking on the role of a chess piece.

## How to Play

1. Players take an oath of agreement to honor the outcome of the game as Destiny. Both players offer something of equal value as a wager, with the understanding that the winner of the game takes everything staked. Anything may be staked as long as both players agree.
2. Players shuffle their deck, allow each other to cut it, and trade decks. This is symbolic of each player being the "creator of the destiny" of their opponent.
3. Placement phase, eight rounds. Each player draws seven cards from the top of their deck. During each round, they simultaneously select a card from their hand to play on one of the corresponding back-row squares. Wherever the card is placed corresponds to a chess piece. At least one of these back row pieces must be High Arcana. If a player gets to the last move and only has Minor Arcana, they may discard their hand and draw from the top of the deck until they recieve a Major Arcana to fill the last spot (usually reserved for the King).
4. Players may then choose a Minor Arcana suit to form the eight Pawns of the frontline row Additionally, each player chooses a piece to be the "Secretkeeper" of their side; this piece can be any of the player's 16 but cannot be changed once chosen. In addition to capturing or mating the King of their opponent, a player must take the opponent's Secretkeeper to win the game and thus the wager.
5. Traditionally, the player who proposed or challenged the opponent to the game goes second. The game then proceeds in a turn-by-turn game of chess until a victor is declared. If a player runs out of both cards and pieces on the board, they lose by default.

## Rules and Standard Cards

### Standard Chess Piece Roles

* **King**: Most vulnerable piece along with the Secretkeeper. May simultaneously be both the King and the Secretkeeper. If this piece is a King of any of the Minor Arcana, they may move twice per turn.
* **Queen**: Most powerful piece in terms of movement. If this piece is a Queen of any of the Minor Arcana, they recieve the chance to upgrade to Empress (if not already on the board) by occupying one square of the opponent's starting row.
* **Bishops, 2**: If a Bishop is a Heirophant, they may convert an enemy piece to the player's side once per turn in lieu of combat.
* **Knights, 2**: If paired with a Chariot, move twice per turn.
* **Rooks, 2**: No special abilities. Guardian unit.
* **Pawns, 8**: If a pawn occupies the home row of their opponent, they gain one level in their suit. All pawns start as an Ace.

### Major Arcana

Major Arcana cards are powerful and possess their ability permanately and may be used without sacrificing the card unless otherwise noted. If the ability can be used multiple times, it is legal to do so.

* **I Fool**: Return this piece to its starting position as a legal move.
* **II Magician**: "as above, so below". The Magician may command all Wand Minor Arcana as a single unit and move them without using their other abilities. This counts as one turn.
* **III High Priestess**: Reveals the opponent's Secretkeeper as long as she is on the board.
* **IV Empress**: Once per turn the Empress may bring one pawn piece into play but may not exceed the maximum of 16 pieces.
* **V Emperor**: The Emperor may switch places with either the King or the Secretkeeper at any time.
* **VI Hierophant**: Can force one of the opponent's Bishop pieces to not move, once per turn.
* **VII Lovers**: Sacrifice a unit of your choice. Then, take two adjacent pieces and combine them into one. Use as if it is a single piece.
* **VIII Chariot**: Give one of your pieces the ability to move like a Knight; useable only once.
* **IX Strength**: As long as this piece is adjacent to another Major Arcana or a Sword, it cannot be taken.
* **X Hermit**: Sacrifice the Hermit. You may pause this game at the current turn, but the wager stands. Any amount of time may elapse, but the game must be finished by an agreed upon time or the wager is forfeited to the other player.
* **XI Wheel of Fortune**: As long as this card is on the board, each of you have to draw a card every three turns. Both players agree on the "value" of the card and add it to the wager.
* **XII Justice**: As long as this card is on the board, your opponent is forced to discard a card every time he takes one of your pieces.
* **XIII Hanged Man**: Choose a piece at random. Destroy that piece permanately for the rest of the game.
* **XIV Death**: As long as this card is on the board, the player may voluntarily choose to immediately forfeit the game and wager in return for forcing their opponent to owe them a wager of equal value, payable on-demand. However, the opponent does not have to accept the forfeit and may force the player to continue.
* **XV Temperance**: Prevent your opponent from using one of their piece abilities, once per turn.
* **XVI Devil**: May be activated only once. Sacrifice one of your pieces every turn. In return, gain immediate knowledge of opponent's Secretkeeper and place your three lowest remaining cards in play without exceeding 16.
* **XVII Tower**: If the Tower is adjacent to either Castle piece, they cannot move but may not be taken.
* **XVIII Star**: May be used only once. Player can return their remaining pieces to their starting positions; if squares are occupied by the enemy, they are booted to the next square nearest their starting point.
* **XIX Moon**: Playable only once. Choose an opponent's piece. That piece retains its special ability but can only move as if it was another piece (i.e. - reflecting another piece).
* **XX Sun**: Playable only once. Player can move the Sun within one square proximity of the opponent's King and declare *parley*. Under terms of parley, the two players may choose to combine their wagers to challenge a more powerful opponent as a team.
* **XXI Judgement**: If this card is adjacent to your King, once per turn the player can choose an opponents piece to not be moved for that turn.
* **XXII World**: Playable only once. The original wager is doubled, no questions asked.

### Minor Arcana

**The Suit of Cups**: Requires Fool, Wheel of Fortune, or World. For every level your pawns gain, 1% of your initial wager is safeguarded permanately.

**The Suit of Swords**: Requires Judgement, Death, or Strength. For every unit you kill on the board, your opponent must increase his wager by 1%. However, if the player loses the game he is required to pay the entire wager he would have claimed from his opponent PLUS the kill-bonuses as restitution.

**The Suit of Wands**: Requires Heirophant, Hanged Man, or Temperance. If a pawn becomes a King, they may become a High Priestess or Magician.

**The Suit of Pentacles**: No requirements. If one of your pawns becomes a King, you may crown one of them an Emperor.