Outstanding visual art style, the colours, fonts, and drawings all look beautiful and fitting. This however distracts from the content, and made it hard to read for me personally. The ideas themselves lack a certain continuity, which is best illustrated by an example fron the first page "Their goal, of course, is to wake up and leave this strange land." Up until that point, the idea of a dream world was not discussed, and should have been introduced earlier. Another issue with this quote is that it presupposes the actions of the PCs, which goes against the spirit of good OSR gaming for me - why did "the group wander[ ] off, rebutted"? Why do they want to get out?
The lack of choice is also apparent both in the secrecy of the tarot readings, giving players no feeling for what they are actually doing with their cards, and in the compressed nature of the "six mile hexes" themselves. The prompts in both major and minor arcana are interesting, but do little to flesh out the setting or the characters within it, outsourcing the heavy lifting onto the shoulders of the GM while having no tangible effect on the future of the campaign itself, since by their very nature the spheres are disconnected.
The central remedy to all these issues for me would be to stow away the exciting idea of dimension hopping for a future project and focus on the reading of tarot and the surrounding cultures. The gambler who is used only as a set piece could be fleshed out and focused on, maybe being the only member of a clan who knew the tradition of both reading and drawing fate with his cards, as such being an interesting wandering NPC who has to be tracked down and bargained with to be allowed to have the fates examined. But that's just an idea.