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A Moogle's Musings

Chapter 2: Dangerous Travels

Hello again, kupo! My good friend, FFG Robb has been brewing some interesting new ways to play the Kingdom Hearts TCG! As world racers, kupo, many Keybearers have been avoiding the nastier worlds, even though those are the ones that need the most help! But what if you couldn't avoid them? FFG Robb will explain everything to you. Until next time, kupo! —MasterMog

Thanks again, Mog. While assembling my Kingdom Hearts Trading Card Game deck, I have been prone to wonder why anyone would use one of the dastardly worlds that cause ill effects to the World's owner. Obviously, if this is all you have, you must play it. Most Keybearers will choose to visit worlds that do not have bad effects. So how can we get help to the worlds?

I have been thinking about a variant to traditional play called "Dangerous Travels." Your deck consists of 31 to 50 cards, one of which has to be your Player Card. The catch is that you may not select any Worlds. Instead, you choose 10 World Cards, separate from your deck. Five of these cards are given to your opponent and five are for you. Each pack of five must be exactly 8 levels worth of Worlds. However, for an even harder game, raise the level amount to 10, 12, or even 15.

When you play a "Dangerous Travels" match, you hand your opponent the pack of five cards you have selected for them and accept the ones your opponent has selected for you. Mix the 10 World Cards you now have together and shuffle them into your deck so you have the required amount of cards (41 to 60).

For example, for an 8 level match you might select three level 2 Wonderlands (with positive effects) and two level 1 Traverse Towns for yourself. You might select a level 3 Traverse Town (with its negative effect), a level 2 Traverse Town, and three level 1 Traverse Towns for your opponent. Remember to have a pen and paper handy to record which World Cards you received from your opponent so that you may return them to him or her after the match!

Keep in mind that your deck may have more than three copies of a particular World Card!

As more cards become available, new World Cards with powerful new abilities will aid you, or hinder an opponent, so choose wisely!

Thanks for playing!
—FFG Robb

Read Chapter 1: Magic For All Keybearers, Kupo!