Map Card

Map Cards are cards used to open the rooms contained within the various worlds in Kingdom Hearts: Chain of Memories.

There are five varieties of Map Cards and each type of Map Card synthesizes/creates a different type of room. Additionally, each card that is received is randomly numbered from 0 to 9. To open a door to a room, Map Cards must be matched to the number on the door and/or meet other special card requirements as stated by the door. Like all other 0 cards that can be used in the game, 0 value Map Cards function as 'break' cards, meaning that if no other card of a required value is available in the stockpile, a 0 numbered Map Card can be used to 'break' the door, which consequently resets the counter to start back at 1 for all following doors.

Enemy Map Cards

 * Tranquil Darkness - A room where only a few Heartless appear.
 * Teeming Darkness - A room where many Heartless appear. Enemies are more likely to drop enemy cards.
 * Feeble Darkness - A room where Heartless with weak cards appear.
 * Almighty Darkness - A room where Heartless with strong cards appear. Enemies are more like to drop enemy cards.
 * Sleeping Darkness - A room where Heartless are drowsy and easy to ambush.
 * Looming Darkness - A room where Heartless attack relentlessly. Enemies are more likely to drop enemy cards.
 * Premium Room - A room where victory often leads to Premium Bonuses.
 * White Room - A room where only White Mushrooms appear. But what happens when you help them out?
 * Black Room - A room where only Black Fungi appear. But what happens when you defeat one?
 * Bottomless Darkness - A room that is pitch black with only Shadow Heartless. Only in Re:COM.
 * Roulette Room - A room where Map Card Roulettes are easier to get and you get to choose the Map Card you receive. Only in Re:COM.


 * These Map Cards are colored Red.

Status Map Cards

 * Martial Waking - A room where attack cards are more effective.
 * Sorcerous Waking - A room where magic cards are more effective.
 * Alchemic Waking - A room where item cards are more effective.
 * Meeting Ground - A room where a friend card appears at the beginning of all battles (if your friends are with you).
 * Stagnant Space - A room where the Heartless move slowly.
 * Strong Initiative - A room where striking first in the field does additional damage to Heartless.
 * Lasting Daze - A room where striking first in the field stuns all Heartless that join the battle.


 * These Map Cards are colored Green.

Bounty Map Cards

 * Calm Bounty - A room containing treasure.
 * Guarded Trove - A room where treasure is guarded by Heartless.
 * False Bounty - A room where only one treasure chest is real. Opening the wrong chest triggers a battle.
 * Moment's Reprieve - A room where you can save your progress.
 * Moogle Room - A room where cards can be traded with moogles at the Moogle Shop.
 * Mingling Worlds - A room where anything could happen.


 * Random Joker - A card that can be used for any criterion including numbers over 9. The room that is synthesized is random. Although it is colored blue, it is slightly darker than all the rest of the blue map cards. It can be used as a substitute for red and green cards when opening up a new room, and when submitting red/green/blue cards to go further with the story. Only in Re:COM.


 * These Map Cards are colored Blue.

Keycards
Cards used to Unlock Special Rooms. Colored Gold.

*Key of Beginnings - Usually the first Keycard obtained on that floor. A room where untold stories unfold.

*Key of Guidance - Usually obtained after unlocking the Key of Beginnings card. A room where untold stories unfold.

*Key to Truth - Usually obtained after unlocking the Key of Guidance card. A room where untold stories unfold.


 * Key to Rewards - A room containing special treasure.