If you’re asking about the Phasmophobia tarot cards meaning, the simplest way to explain it is | Phasmophobia Tarot Cards are a high-risk, high-reward mechanic in the popular ghost hunting game “Phasmophobia”. Found randomly in haunted locations, these mysterious cards can dramatically alter your investigation when drawn from the deck.

Each card triggers a unique effect – some beneficial, like revealing ghost evidence or restoring sanity, while others dangerous, potentially triggering hunts or instant death.
The unpredictable nature of these cards adds an exciting gambling element to gameplay, as players must decide whether the potential advantages outweigh the risks. The Tarot system perfectly complements Phasmophobia’s tension-filled atmosphere, creating memorable moments of triumph or terror for ghost hunting teams.
How Do Phasmophobia Tarot Cards Work?
Phasmophobia Tarot Cards work through a random chance system that players can interact with during investigations. When you find a Tarot Card deck in a haunted location, you can draw cards one by one, with each card triggering a specific effect immediately upon selection.
The deck contains 10 different card types, each with unique effects that range from helpful to harmful. Each deck typically has around 8-10 cards total, with the specific cards being randomly determined at the start of each mission. Once you’ve drawn all cards from a deck, it disappears.

To use the cards, approach the deck and interact with it (usually by pressing E on PC). This draws the top card, which is then revealed along with its effect. Some cards might restore your sanity, others might drain it. Some cards reveal ghost information, while others could trigger a hunt.
Drawing early in an investigation might give you advantages, but risky draws late in a mission could potentially undo all your progress if you pull one of the most dangerous Phasmophobia tarot cards.
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Types of Phasmophobia Tarot Cards
The Tower

The ground trembles beneath your feet as you reveal The Tower. A surge of supernatural energy radiates outward, temporarily thinning the veil between worlds. For a brief, terrifying 20 seconds, the spirits grow bold—manifesting with doubled frequency and intensity. The blue flames consuming the card seem to whisper warnings as they dance across its surface. When playing with fire, be prepared for the inferno that follows.
The Wheel of Fortune

Chance and destiny intertwine as The Wheel of Fortune appears in your hands. The card begins to burn, leaving your fate balanced on a knife’s edge. Green flames bring clarity and peace, washing away fear and restoring a quarter of your mental fortitude. Red flames, however, feed on your courage, draining your sanity and pulling you closer to the breaking point. The wheel turns, and your mind follows—either toward light or darkness.
The Fool

The trickster reveals itself, momentarily wearing another’s face before showing its true nature. The Fool shimmers with light purple flames, transforming briefly into a different card—offering false hope or dread—before revealing the cosmic joke. By the time you realize the deception, the opportunity for power has slipped through your fingers. During hunts, The Fool appears with unsettling frequency, as if the spirits themselves are laughing at your predicament.
The Devil

Pink flames lick at the edges as The Devil emerges from the deck. The temperature drops sharply, and something stirs in the darkness. The entity, drawn to the card’s unholy power, manifests nearby—targeting whoever stands closest to its domain. This is no random occurrence but a deliberate summoning, forcing an encounter with what lurks in the shadows. The Devil doesn’t attack directly—it simply makes introductions.
Death

The card burns with an ominous purple glow as Death makes its presence known. Unlike its mythological counterpart, this manifestation brings no peace or transition—only terror. The protective barriers between you and the entity shatter instantly, triggering a hunt born of malevolence rather than the ghost’s normal patterns. The hunting grounds have been consecrated, and you are the sacrifice. When Death appears, running is your only salvation.
The Hermit

Cyan flames consume The Hermit as ancient binding magics activate. The entity, regardless of how far it has wandered, is violently yanked back to its anchor point—the room it calls home. Invisible chains hold it there for a full minute, preventing its roaming but not its rage. The ghost may be trapped, but its power to hunt and manifest remains undiminished. The Hermit buys you time and location, not safety.
The Sun

Radiant yellow flames cascade from The Sun, bathing you in protective light that cleanses your mind of doubt and fear. As the warmth washes over you, paranormal influence evaporates from your thoughts, restoring complete mental clarity. The Sun’s blessing is rare but profound—granting you a fresh start with perfect sanity. This momentary connection to daylight reminds the darkness that it cannot reign forever.
The Moon

The Moon burns with cold, white fire that pulls at your sanity like the tide. As its pale light touches your skin, rational thought drains away completely, leaving you utterly vulnerable to the influence of what lurks in the darkness. Your mind empties, perceptions distort, and the boundary between reality and nightmare dissolves entirely. In the absence of reason, terror finds fertile ground.
The High Priestess

Pale yellow flames surround The High Priestess as she extends her hand between worlds. Someone lost to the dark returns—a randomly chosen fallen teammate restored to life at the site of their demise. If all still draw breath, the card’s power remains dormant, waiting to snatch the next victim from death’s embrace. The High Priestess reminds us that in this realm, even death may be negotiable—for a price.
The Hanged Man

The card appears without flames, its surface absorbing light rather than emitting it. The moment The Hanged Man reveals itself, your fate is sealed—life force draining instantly as you collapse. There is no defense, no escape, simply an end. Even the supernatural seems to recognize this card’s excessive cruelty—when entities are bound by friendlier rules, The Hanged Man cannot appear in its true form, only as The Fool’s cruel joke.
Phasmophobia Tarot Cards Insights
After investing 100+ hours in the game, we have prepared some tips for gamers who dare to use Phasmophobia tarot cards:
Hunt-Time Trickery
During hunts, the Phasmophobia tarot cards deck becomes saturated with The Fool’s energy. Every single card transforms into this trickster, rendering your draw meaningless. Save your curiosity for quieter moments when the veil isn’t actively tearing.
Capture Before They Vanish
The ephemeral nature of the Phasmophobia tarot cards cannot be overstated. Document your deck with photographs before tempting fate—once you’ve exhausted the cards, the entire deck dissolves into nothingness, taking potential evidence with it.
The Boundary Loophole
Though the mystic rules forbid drawing cards beyond the investigation zone, a temporal anomaly exists. Initiate a draw inside, then step outside while the card’s animation unfolds, and the effect still materializes despite crossing the threshold.
When exploiting this gap in reality:
- The Devil’s summoning fails entirely without players inside to witness it
- Death’s hunt won’t trigger, though its curse lingers, extending future hunts’ duration
Dancing With The Devil
The pink flames of The Devil create a narrow window for evidence gathering. The burning ritual must be completed before you can discard the deck, making ghost photography a delicate dance of timing. Singing manifestations offer the most generous timeframe, their ethereal vocals lasting longer than other appearances.
In group investigations, synchronized movements between teammates can make the difference between capturing evidence and missing the moment entirely.
Fate’s Unpredictable Hand
Unlike other cursed objects, which guarantee a hunting phase when used completely, the Phasmophobia tarot cards deck plays by its own rules. Approximately one third of all decks materialize without Death among their number. This absence can frustrate investigators hoping to provoke the entity into revealing itself to complete objectives or narrow down identification.