Tarot Card Meanings in Phasmophobia: A Strategic Guide to Cursed Possessions

In the immersive and often terrifying world of Phasmophobia, players encounter various cursed possessions that can dramatically alter the course of a ghost hunting investigation. Among these, the deck of Tarot Cards stands out as a particularly volatile and unpredictable tool. Each deck contains ten cards, and upon activation, the card drawn is determined randomly, introducing an element of chance that can either lead to success or bring about sudden doom. Understanding the specific meanings and effects of each card is crucial for players who wish to navigate the risks and leverage the potential benefits these mystical items offer.

The Tarot Cards in Phasmophobia are not aligned with traditional divinatory meanings; instead, they function as unique gameplay mechanics with distinct outcomes. When a player finds a deck, they can draw cards one at a time using the interact button. The moment a card is drawn, its effect is applied instantly, and the card's design, along with its burn color upon activation, helps in its identification. The deck consists of ten unique cards, each with a specific draw chance, making some outcomes far more common than others. This guide provides a comprehensive breakdown of each Tarot Card's meaning, effect, draw chance, and strategic implications for your investigation.

The Hanged Man

The Hanged Man is a card that presents a significant risk but can be strategically useful in certain scenarios. Upon drawing this card, it forces the ghost back into its ghost room by teleporting it there and trapping it inside for a duration of one minute. This effect is highly effective for controlling a roaming ghost, ensuring it remains in its designated area. However, it is important to note that this card does not work during an active ghost event or a hunt. The Hanged Man has a 10% draw chance, making it a moderately common card to encounter.

The Devil

With a pink burn color upon activation, The Devil card is another moderately common card, boasting a 10% draw chance. This card triggers a Ghost Event directed at the nearest player. While this can be a startling experience, it can also be used strategically to gather evidence or to draw the ghost's attention away from other players. However, players must be cautious, as triggering a Ghost Event can sometimes escalate into a full hunt, especially if player sanity levels are low.

Death

One of the most feared cards in the deck, Death carries a 10% draw chance. When activated, the card ignites with a purple flame, initiating a cursed hunt that lasts for 60 seconds. A cursed hunt is a particularly dangerous event that requires players to find a secure hiding spot immediately. The sudden onset of a hunt can be devastating if players are unprepared, making the Death card a high-stakes gamble.

The Hermit

The Hermit is a card that offers a degree of control over the ghost's movements. It has a 10% draw chance and, upon activation, forces the ghost back into its ghost room and traps it there for one minute. This is particularly useful for preventing the ghost from roaming and surprising players in hallways or other areas. Like The Hanged Man, this card is ineffective during a ghost event or a hunt.

The Tower

The Tower is one of the more common cards in the deck, with a 20% draw chance. When drawn, it burns blue and causes a ghost interaction while also increasing ghost activity for 20 seconds. This can be beneficial for players who are struggling to get evidence, as the increased activity may lead to more interactions and readings. However, the heightened activity can also make the ghost more aggressive, so caution is advised.

The Wheel of Fortune

Another common card with a 20% draw chance, The Wheel of Fortune is a true gamble. Upon drawing this card, it will burn either green or red. A green burn signifies a gain of 25% Sanity, while a red burn indicates a loss of 25% Sanity. This card can significantly impact the team's overall sanity level, potentially preventing or hastening a hunt. The dual outcome makes it a card of uncertainty, where the result can either be a boon or a detriment.

The Fool

The Fool is a card designed to trick players. With a 17% draw chance, it is fairly common. When drawn, it initially displays a random card, but as it burns with a light purple flame, it reveals itself as The Fool. This card has no actual effect on the game; its purpose is purely to create suspense and surprise. While harmless, it can be a waste of a draw if a player was hoping for a more impactful card.

The Sun

The Sun is a highly beneficial card, though relatively rare with a 5% draw chance. It burns with a yellow flame and provides the player who drew it with 100% Sanity restoration. This is an instant full heal without the need for Sanity Pills, making it incredibly valuable for maintaining a high sanity level and preventing ghost hunts.

The Moon

In stark contrast to The Sun, The Moon is a card players would generally prefer to avoid. With a 5% draw chance, it burns white and instantly drops the sanity of the player who drew it to 0%. This makes the player extremely vulnerable to ghost hunts and can trigger an immediate hunt if the ghost is active. This card is often considered a "death sentence" if drawn at the wrong time.

The High Priestess

The High Priestess is the rarest card in the deck, with a very low 2% draw chance. It is arguably the most powerful and sought-after card. Upon drawing it, it burns with a light yellow flame and has the ability to randomly revive a dead player. If no one is currently dead, it will instead bless the next player to die, resurrecting them upon their death. This effectively provides the team with an extra life, making it an invaluable asset, especially in higher-difficulty investigations.

Strategic Considerations for Using Tarot Cards

Using Tarot Cards in Phasmophobia requires a blend of bravery, strategy, and situational awareness. Players should search the haunted location thoroughly to find the deck. Before drawing a card, it is crucial to ensure that the entire team is ready for any potential outcome. Each draw is a risk, and the effects are entirely random. It is advisable to have a clear escape route planned before drawing, as cards like The Moon or Death can instantly create a life-threatening situation.

Drawing additional cards is an option for those feeling daring, but each subsequent draw increases the cumulative risk. The random nature of the deck means that even with a strategy, outcomes can be unpredictable. However, understanding the potential effects of each card allows players to make more informed decisions about when and how to use them. For instance, if the team's sanity is critically low, drawing a card might be a desperate gamble for a Sun card, but it could also result in a Moon or Death card, leading to a swift end.

In conclusion, the Tarot Cards in Phasmophobia are a double-edged sword. They can provide powerful advantages like sanity restoration, ghost control, and even resurrection, but they can also bring about immediate danger through cursed hunts, sanity loss, and ghost events. Knowledge of each card's meaning, effect, and probability is the key to navigating this cursed possession effectively. By weighing the risks and potential rewards, players can decide when to tempt fate and when to leave the deck untouched.

Sources

  1. Gamerant - Phasmophobia All Tarot Cards
  2. Daily Tarot Draw - Phasmophobia Tarot Cards
  3. Gamesphile - Phasmophobia Tarot Cards Guide

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