Map Cards

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 fulfill any criterion except Key cards. 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.

Room of Rewards
The Room of Rewards in each world contains a treasure chest with a specific card or sleight the first time it is opened. A Room of Rewards starts off with a reward from set 1, and if you have a completed Sora's Story save file on your memory card, it will also contain a second treasure chest with a reward from set 2. Once the world's unique treasure has been obtained, a Room of Rewards will operate like a Calm Bounty room.