The named cards
The Major Arcana
Twenty-two cards run from zero to twenty-one, and the order is doing more work than most people notice. Read as a sequence they stop being a list to memorise and start being an argument.
The run divides into three movements. The first seven face outward and build a world you can act in: someone who makes, someone who perceives, two thrones, a teacher, a choice, and a victory won by pulling yourself together. Nothing in that stretch asks who you are. It asks what you can do with what's in front of you.
Then the deck turns inward and the tools stop working. Strength answers the Chariot's question by refusing its method. The Hermit withdraws, the Wheel takes control away, Justice removes deniability, and the Hanged Man removes momentum, so that by the time Death arrives you're carrying almost nothing. Temperance closes the act by putting a person back together slowly enough that it holds.
The last seven go somewhere else again. The Devil, the Tower and the Star read as one long event caught at three moments, and the sequence then spends its remaining cards on recovery, which tells you plainly what it thinks the collapse was for. It ends with a dancer inside a closed wreath, and then it hands you back to the Fool.
The three-act shape isn't decoration either. You can feel it in a reading: a spread heavy in the first seven is usually about circumstances and what to do about them, while one that leans on the middle stretch is asking something you can't fix by acting harder. Knowing which act a card came from tells you what kind of question you're actually in.
Learn it this way and the Majors stop being twenty-two things to remember. They're one argument with a shape, and knowing where a card sits will tell you most of what it means before you've memorised a single keyword.
The sequence · Fool to World 22 cards
0The FoolGoing before you're ready
IThe MagicianEverything needed, already on the table
IIThe High PriestessShe knows before she can say
IIIThe EmpressPlenty that doesn't need proving
IVThe EmperorSomeone has to hold the frame
VThe HierophantBorrowed knowledge, and its price
VIThe LoversYou become what you commit to
VIIThe ChariotOne direction, at last
VIIIStrengthGentleness doing what force cannot
IXThe HermitThe lamp was always yours
XWheel of FortuneFind where the turning can't reach
XIJusticeAn honest reckoning of what is
XIIThe Hanged ManUpside down on purpose
XIIIDeathWhat closes lets the next open
XIVTemperanceSlow work in the middle
XVThe DevilChains loose enough to lift off
XVIThe TowerThe lie falling
XVIIThe StarThe quiet return
XVIIIThe MoonNo end in sight yet
XIXThe SunGood, with nothing withheld
XXJudgementAnswering to your own name
XXIThe WorldAll the way around, at last
The rest of the deck
Fifty-six minor cards in four suits. Their pages are being written; the guides cover how the suits work in the meantime.
The Wands14 cards · fire · driveComing soon
The Cups14 cards · water · feelingComing soon
The Swords14 cards · air · thoughtComing soon
The Pentacles14 cards · earth · matterComing soon
Chapter VI is the majors, card by card
A reference page tells you what a card means. Little Grimoire teaches you to work it out — the sequence, the imagery, the position — until an unfamiliar card is something you can reason about instead of look up.
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