The ChariotBeginning: a journey pulled two ways at once. Turn: the driver lets go of one rein. End: they arrive by will alone.
DeathBeginning: a way of life is over on the first page. Turn: what could not go on finally stops. End: the ground is clear for something new.
The DevilBeginning: a bargain that looked easy. Turn: the chain turns out to be loose. End: someone walks away from what held them.
The EmperorBeginning: a rule nobody remembers agreeing to. Turn: the one in charge is asked why. End: the big chair is given up gladly.
The EmpressBeginning: a house where everything grows. Turn: someone is looked after more than they wanted. End: the garden outlasts the quarrel.
The FoolBeginning: someone sets out with one bag and no plan. Turn: a beginner's mistake opens the right door. End: the road starts again, lighter.
The Hanged ManBeginning: someone is stuck, and stops struggling. Turn: seen upside down, the problem is a different one. End: something is given up willingly.
The HermitBeginning: someone lives alone with a single lamp. Turn: a visitor climbs up to ask one question. End: the light is carried down to the town.
The HierophantBeginning: a teacher with one way of doing things. Turn: the keeper of a custom breaks it. End: the lesson is passed on, changed.
The High PriestessBeginning: one person knows, and will not say. Turn: a secret is kept one day too long. End: the answer is given without a word.
JudgementBeginning: a call that cannot be ignored. Turn: the past stands up to be counted. End: a second chance is taken.
JusticeBeginning: an old wrong comes up to be weighed. Turn: the scales tip on one small fact. End: each gets what is fair, and no more.
The LoversBeginning: two people must decide something together. Turn: two good roads, and only one can be taken. End: a promise is said aloud.
The MagicianBeginning: a stranger arrives who can mend anything. Turn: the trick turns out to be plain skill. End: the tools pass to a new pair of hands.
The MoonBeginning: a night when nothing is what it seems. Turn: the narrator has misread everything. End: morning shows what was really there.
The StarBeginning: one small hope after a bad year. Turn: help comes quietly, unasked. End: someone sleeps well at last.
StrengthBeginning: someone gentle meets something fierce. Turn: patience does what force could not. End: the fierce thing walks beside them.
The SunBeginning: a day so good it has to be earned back. Turn: the truth comes out, and it is good news. End: everyone stands in plain daylight.
TemperanceBeginning: two things that should not mix are mixed. Turn: someone finds the right measure. End: a calm that took the whole story to pour.
The TowerBeginning: something built to last comes down. Turn: one flash, and the plan is gone. End: the view is clear from the rubble.
Wheel of FortuneBeginning: luck changes overnight. Turn: top and bottom trade places. End: the wheel comes round to where it began.
The WorldBeginning: someone comes home from a long way off. Turn: the last piece falls into place. End: the circle closes, and the journey is whole.
Wands 14
Ace of WandsBeginning: an idea arrives that will not wait. Turn: the first spark catches. End: something stands where nothing was.
Eight of WandsBeginning: eight messages arrive at once. Turn: everything speeds up, and one message is late. End: the news lands where it was aimed.
Five of WandsBeginning: five people want to lead one project. Turn: the quarrel turns into a game. End: the rivals find they have built something.
Four of WandsBeginning: a celebration is being built in a field. Turn: the party starts without its host. End: the frame stays up for the next feast.
King of WandsBeginning: a founder with a vision and no patience. Turn: he must let someone else finish it. End: the vision outgrows him, and he is glad.
Knight of WandsBeginning: a rider leaves before the plan is finished. Turn: someone bold arrives and changes the pace. End: the rider learns how to stay.
Nine of WandsBeginning: someone tired stands one more watch. Turn: the last test comes when strength is lowest. End: the fence holds, by a single post.
Page of WandsBeginning: an apprentice turns up with a wild plan. Turn: a young messenger brings an invitation. End: the beginner is handed a workshop key.
Queen of WandsBeginning: someone runs a workshop everyone wants to join. Turn: her confidence is tested in public. End: she lights other people's fires.
Seven of WandsBeginning: one person holds a hill against all comers. Turn: the defender is asked what the hill is for. End: the ground is kept, and shared.
Six of WandsBeginning: someone rides home with the prize. Turn: the crowd cheers the wrong person. End: the winner hands the wreath to the team.
Ten of WandsBeginning: someone carries more than their share. Turn: one stick too many is added. End: the load is set down, or split.
Three of WandsBeginning: ships have been sent out and are not yet back. Turn: the first sail is sighted. End: the work travels farther than its maker.
Two of WandsBeginning: someone plans a journey from a high window. Turn: the map is finished and the door still shut. End: the first step is taken.
Cups 14
Ace of CupsBeginning: a feeling arrives that has no name yet. Turn: a kindness spills over. End: a heart long shut stands open.
Eight of CupsBeginning: someone walks away from a full table. Turn: what was enough stops being enough. End: a quieter life is found over the hill.
Five of CupsBeginning: something is spilled that cannot be gathered. Turn: someone grieving turns and sees what is left. End: the bridge home is crossed.
Four of CupsBeginning: someone bored is offered a gift and does not look up. Turn: the fourth offer is the one that matters. End: the cup is taken at last.
King of CupsBeginning: a calm captain in rough water. Turn: the steady one finally loses his temper. End: he steers by feeling and lands safe.
Knight of CupsBeginning: a visitor arrives with an offer and a poem. Turn: a charmer is asked to mean it. End: the invitation is honest this time.
Nine of CupsBeginning: a wish has been granted, and it is perfect. Turn: the host is content, and a guest envies it. End: the feast is shared.
Page of CupsBeginning: a dreamy child brings an odd message. Turn: a shy note reaches the wrong hand. End: the youngest says what everyone felt.
Queen of CupsBeginning: someone listens so well that people confess. Turn: she feels what the room is hiding. End: she is asked, at last, how she is.
Seven of CupsBeginning: seven wishes, and only one may be had. Turn: the best-looking choice is empty. End: the dreamer chooses, and wakes.
Six of CupsBeginning: a childhood friend comes back. Turn: an old toy unlocks a memory. End: a gift is passed to a child.
Ten of CupsBeginning: a happy family under one roof. Turn: the good day comes, and someone is missing. End: everyone is home.
Three of CupsBeginning: three friends meet after years apart. Turn: a toast brings out an old secret. End: the friends dance anyway.
Two of CupsBeginning: two strangers find they are alike. Turn: a truce is offered across a table. End: a partnership is sealed.
Swords 14
Ace of SwordsBeginning: one clear idea cuts through a muddle. Turn: the truth is said in a single sentence. End: the question is settled.
Eight of SwordsBeginning: someone believes there is no way out. Turn: the ropes were never tied. End: she walks free by thinking it through.
Five of SwordsBeginning: someone wins an argument and loses the room. Turn: a victory is not worth what it cost. End: the swords are handed back.
Four of SwordsBeginning: someone is ordered to rest, and hates it. Turn: a pause in the fight changes every mind. End: the sleeper wakes ready.
King of SwordsBeginning: a judge who has never been wrong. Turn: his own rule is turned on him. End: he rules fairly against himself.
Knight of SwordsBeginning: someone charges in with the facts and no tact. Turn: a fast talker meets a slow truth. End: he learns to stop and listen.
Nine of SwordsBeginning: someone lies awake counting worries. Turn: the worst fear is said aloud at three in the morning. End: daylight makes it smaller.
Page of SwordsBeginning: a curious student asks the forbidden question. Turn: a young listener overhears the truth. End: the one who asked is proved right.
Queen of SwordsBeginning: someone sees through every excuse. Turn: she says the thing nobody else will. End: her honesty is thanked.
Seven of SwordsBeginning: someone slips out of camp with what is not theirs. Turn: a clever plan has one witness. End: the thing is put back unseen.
Six of SwordsBeginning: a boat leaves a troubled shore. Turn: the crossing is quiet, and nobody talks. End: calmer water is reached.
Ten of SwordsBeginning: the worst has already happened. Turn: there is nothing left to lose, and that helps. End: the long night ends at dawn.
Three of SwordsBeginning: a hard truth arrives by letter. Turn: three words wound a friendship. End: the hurt is spoken, and starts to mend.
Two of SwordsBeginning: someone refuses to choose, and shuts her eyes. Turn: the blindfold comes off. End: a truce holds because both looked.
Pentacles 14
Ace of PentaclesBeginning: a coin is found, or a job is offered. Turn: a small sum arrives at the right hour. End: a seed is planted that will pay.
Eight of PentaclesBeginning: an apprentice makes the same thing eight times. Turn: the eighth one is finally right. End: the bench is passed on.
Five of PentaclesBeginning: two people out in the cold pass a lit window. Turn: help was close, and they never knocked. End: the door is opened to them.
Four of PentaclesBeginning: someone holds on to every coin. Turn: the saver is asked for a loan. End: a tight hand opens.
King of PentaclesBeginning: a merchant who has everything but time. Turn: he is offered a deal that costs something real. End: he gives the business away well.
Knight of PentaclesBeginning: the slowest, steadiest worker on the farm. Turn: the plodder is the only one who finishes. End: the long job is done right.
Nine of PentaclesBeginning: someone has built a good life alone. Turn: a guest arrives in the walled garden. End: she enjoys what she earned.
Page of PentaclesBeginning: a student with one coin and a careful plan. Turn: a small offer of work arrives. End: the learner earns a first wage.
Queen of PentaclesBeginning: someone keeps a house where no one goes hungry. Turn: the provider needs providing for. End: her kitchen feeds the town.
Seven of PentaclesBeginning: a gardener waits on a slow crop. Turn: half grown, it has to be left or tended. End: the harvest is worth the wait.
Six of PentaclesBeginning: someone gives, and counts what is given. Turn: giver and receiver change places. End: the debt is forgiven.
Ten of PentaclesBeginning: an old family house, full of heirs. Turn: the will is read. End: three generations sit at one table.
Three of PentaclesBeginning: three craftspeople share one commission. Turn: the apprentice's detail is the one that works. End: the building is finished together.
Two of PentaclesBeginning: someone juggles two jobs and a debt. Turn: one ball is dropped on purpose. End: the balance is found, still moving.
How it works
Using tarot for writing prompts takes no deck: this page deals three of the 78 cards, and under each are a beginning, a turn and an end written for stories.
Read the full guide
Tarot spread writing prompts: three cards, one plot
A spread gives each card a place. Here the first card is where the story begins, the second is what changes and the third is how it ends, so read one line from each. The Tower, the Six of Cups, the Hermit: something built to last comes down, an old toy unlocks a memory, and the light is carried down to the town.
Tarot card writing prompts, suit by suit
The Major Arcana are the named cards: the Fool, Justice, the Moon. The Minor Arcana come in four suits, commonly held to stand for will and creativity (Wands), emotions (Cups), reason (Swords) and material matters (Pentacles). The court cards may stand for people one meets, so here each is a character.
With a deck of your own, draw three and look each card up in the full list below.
A cheerful card in the middle is still a turn: good news that costs something.
For a one-card prompt, read all three lines of a single card as one short story.
Questions and answers
How do you use tarot cards as writing prompts?
Draw three, then read each card as a character or an event, never as a prediction. Ask what joins the first card to the second: that link is the plot.
How many cards are in a tarot deck?
A standard pack has 78: 22 Major Arcana, typically numbered 0 to 21, and 56 Minor Arcana, fourteen in each of four suits. A suit runs from ace to ten and today commonly has four court cards: page, knight, queen and king.
Is this a tarot reading?
No. Nothing is foretold and no card is given a meaning for your life. Tarot cards first appeared in northern Italy in the 1440s and were designed for card games; this page borrows their names as story parts.