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Lenormand

Read the 36 Lenormand cards in a line of three or five, a square of nine or the full Grand Tableau, with cards drawn for you or laid from your own deck. See each pair read as a thing and what shapes it, the heart of the matter, the cards that touch the significator, the houses of the Grand Tableau and the cards that fall in their own house; then learn the 36 cards, with the playing card each carries, and practise reading pairs. Every card is drawn as a small engraving in one style, on a cream card with the playing card set in its corner as on the old decks (or gilded, if you prefer), laid on a green baize cloth; turn the cards over yourself in any order, and on the Grand Tableau tap a card to light what touches it, what lies a knight's move away, and its row and column, with the houses written under each place. Shuffle and cut the deck yourself before it is laid, and on the Grand Tableau spin a tale from the significator, card by touching card, as the deck's own first instructions tell you to — each step read as a pair, with your own words saved to the journal. Put any two cards together to practise a pair, swap them, and say it yourself before you look. The Game of Hope, the board game the deck comes from, is played by its own leaflet's rules, card by card, against up to three others with two dice and a pot of marks: the Ship sails you to the Canary Islands, the Fox leads you astray, the Book's spell throws you back, and the Anchor, Hope, takes the pot. Walk the Grand Tableau in six guided steps, each lit on the cloth — the frame, what touches you, your row and column, your mirrors and knight's moves, the key cards and how near they lie, the last card — and sum it up for the journal; a chosen card now shows its mirrors too. Learn the thirty-six by doing: name a card from its picture alone, give it its number or its playing card, and lay the whole deck in order against the clock.

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LEARN THE BACKGROUND

2 lessons explain the ideas behind this tool.