Phasmophobia is a cooperative horror game where teams hunt ghosts. The spectrum includes both harmless and aggressive spirits. In addition to standard gear, players can uncover occult items scattered in demon habitats. This guide explains why tarot cards matter and how to use them effectively.
Guides to Phasmophobia
- Microphone in Phasmophobia – Troubleshooting and Setup
- How to talk to ghosts in Phasmophobia
- Types of ghosts in Phasmophobia – how to identify them
- Co-op in Phasmophobia. How to play online with a friend. Can you play as a ghost?
- Crucifix in Phasmophobia – how to use a crucifix
- How to change the difficulty in Phasmophobia
- How to restore mental health in Phasmophobia
- Ouija Board in Phasmophobia – How To Use
- Where are the save files located in Phasmophobia
- Tarot cards in Phasmophobia – where to find them and why they matter
Why tarot cards matter and how to find them in Phasmophobia
A Tarot deck can appear in a location with about a one in six chance. When you encounter the deck, it’s smart to photograph it first to preserve evidence and earn an extra reward.
Ten cards make up a full deck. After a card is drawn, it vanishes. If the deck runs dry, every subsequent ghost hunt will last twenty seconds longer, regardless of which cards are drawn.
Using the deck during an active hunt is not helpful. At that stage, all cards empty. The Fool is always discarded.
Cards bring both positive and negative effects, depending on the card drawn. This section explains what each card can do.
Predicting the exact card is not possible. A draw can swing outcomes toward victory or complicate tasks. Tarot cards are valuable for players who want an element of chance in the experience.
Meaning of all tarot cards in Phasmophobia
- “The Tower.” Effect: 20% chance. Forces interaction with the environment by turning devices on or off, throwing objects, or triggering calls.
- “Wheel of Fortune.” Effect: 20%. If green, sanity rises by 25%; if red, it drops by 25%.
- “Fool.” Effect: 15% drop chance when not hunting, 100% during a hunt. It appears as a card but acts as a dummy with no effect.
- “Death.” Effect: 10%. Starts a cursed hunt, pushing the ghost into an aggressive phase.
- “The Hermit.” Effect: 10%. Teleports the ghost back to its haunt for exactly one minute, during which hunting cannot be activated.
- “The Devil.” Effect: 10%. Triggers a paranormal event. If you witness it, complete the task to become a paranormal witness.
- “Moon.” Effect: 10%. Reduces every player’s sanity toward zero.
- “The Sun.” Effect: 5%. Restores all players to full sanity.
- “The High Priestess.” Effect: 2%. Resurrects a random dead player at the moment of death. If the resurrected player is still alive, the first death will trigger resurrection again.
- “The Hanged Man.” Effect: 1%. Kills the player who drew this card.