Legend has it that hundreds of years ago, a distant ancestor of yours stole a magical tarot deck from Fate herself. Today, your family is renowned worldwide as the greatest fortune tellers. The deck has significantly increased your fortunes, but it came with a terrible cost.
Every 23 years, a door appears in your house. One family member must enter and face Fate in a duel with arcane rules only known to the opponent. Generation after generation, the outcome remains the same: Fate claims their soul. Twenty-three years ago, your father accepted the challenge and lost. Today, it’s your turn.
While pacing the dueling room, you stumble across something that could change everything: your father hid a camera in the room. The tape shows him laying out the 22 cards of the major Arcana. Fate then places an additional card, the Soul, and speaks.
“You may take any card that has at least one factor on the table. I’ll then receive every factor. Take the Tower, for example. It is 16, with factors 1, 2, 4, and 8. Those now belong to me, making our score 16 to 15. If your total at the end of the game is higher than mine, you’ll win. Play again and know that if you run out of moves, I’ll take all the cards that remain.”
As the game continues, Fate remarks that if your father were to win and hold the 10, that would grant him great fortune. The 6 would bring true love. And the 2 would end the family curse forever. But none of that matters because, in the end, his total comes up short. As the video turns to static, Fate arrives.
Feeling as if you’re in a dream, you hear her offer you the Tower to begin the game. How can you defeat Fate, and what other good fortune can you win for yourself? If you want to outplay Fate, you’ll need to take the long view.
Accepting the 16 gives Fate the 1, 2, 4, and 8. She effectively has the 23, 19, 17, and 13 too, since you can’t take prime numbers once 1 is off the board. Smaller primes like 11, 7, 5, and 3 will also go to Fate, but you’ll be able to take their multiples, like 22 and 21. That means these are the remaining cards in play. You can eventually claim at most half of them, rounded down, since Fate gets at least one for each card you take.
So the best you can possibly do is take the seven largest cards. Add those together with the 16 and your total would be 138. And Fate’s total? Also, 138. Ties go to Fate, so it’s clear that by offering your ancestors the 16 before explaining the full rules, Fate has been manipulating the game to guarantee her victory. But thanks to your father, you now know better.
Speaking of your family, if you want to take the 2 and break the curse, you’ll have to do it on your first turn, since it’s prime. If you do, Fate will get 1, and once again, Fate is guaranteed the high primes. In theory, you can get at most 8 of the remaining 17 cards. Taking the eight largest would give you a nail-bitingly narrow victory of 140 to 136. But is it possible?
You need Fate to get as few cards as possible for each one you take. You can start with the 22 and 14. With the 7 gone, you can take the 21, then the 15. You still need these, and the next one you take will give Fate two cards. That’s okay though. Try the 16, for example, and Fate gets the 4 and the 8, but you’ll still get the 12, the 18, and the 20. Following similar reasoning, you could take the 23 on your first turn and win the 10 or the 6. But claiming more than one reward is impossible. So do you take wealth, love, or break the curse? Fate is waiting, but the choice is up to you.
Solve a series of math problems based on the factors of the numbers on the tarot cards. For example, if you take the card with the number 16, list all its factors and calculate the total score for both you and Fate. This will help you understand the mathematical strategy behind the game.
Write a short story or a diary entry from the perspective of the main character. Describe your thoughts and feelings as you prepare to face Fate. Include details about your strategy and what you hope to achieve—whether it’s wealth, love, or breaking the family curse.
In groups, role-play the duel with Fate. One student can be Fate, while the others can be family members trying to outsmart her. Use a deck of cards to represent the tarot cards and play out the game, making strategic decisions based on the rules provided in the article.
Design your own tarot card that represents a new concept or power. Explain its significance and how it could change the outcome of the game. Present your card to the class and discuss how it fits into the existing rules and strategies.
Hold a debate on the ethical implications of using the magical tarot deck. Discuss whether it’s right to use the deck knowing the cost it brings to your family. Consider different viewpoints and support your arguments with evidence from the article.
tarot deck – a set of 78 cards used for divination, often associated with fortune-telling or spiritual guidance. Example sentence: I asked the fortune teller to use her tarot deck to gain insight into my future.
fortune tellers – individuals who claim to have the ability to predict future events or provide spiritual guidance. Example sentence: The fortune tellers at the fair were surrounded by curious visitors, eager to hear what the future held for them.
dueling room – a designated area or space where individuals engage in duels or combat. Example sentence: The dueling room was filled with tension as the opponents prepared to face each other in a sword fight.
major Arcana – a subset of tarot cards consisting of 22 trump cards that represent significant life events, archetypes, or spiritual lessons. Example sentence: The major Arcana cards in the tarot deck often symbolize important turning points in one’s life.
factors – elements or circumstances that contribute to a particular outcome or situation. Example sentence: There are many factors to consider when making a decision, such as cost, time, and personal preferences.
score – a numerical representation of points or achievements in a game or competition. Example sentence: The final score of the basketball game was 98-92, with the home team emerging as the victor.
game – an activity or sport with defined rules and objectives, often played for entertainment or competition. Example sentence: We gathered around the table to play a board game and spend quality time together as a family.
family curse – a belief or legend within a family that predicts misfortune or negative events recurring through generations. Example sentence: According to the family curse, every firstborn son in our lineage will face a tragic fate.
strategy – a plan or approach designed to achieve a specific goal or desired outcome. Example sentence: The team devised a clever strategy to outwit their opponents and secure victory in the game.
outcome – the result or consequence of a particular event, action, or situation. Example sentence: The outcome of the experiment confirmed the scientist’s hypothesis and opened new possibilities for further research.