Walkthrough:Kingdom Hearts Birth by Sleep/Command Board/LegendAqua/Gameplay

Ok so onto the Gameplay of the Command Board...

Firstly lets see our hand....

Command Cards are cards on our hand, we have a MAX of 5 and when passing by a checkpoint panel, we get a refill of 1. Here's a list of cards and the combination effects...

Effects
PS:If you want to play an effect card combination you must do it before you want to move.

Panels
Ok now the bulk of the Boards themselves....the Panels...there are 6 panels, Start, Check, Command, Bonus, Damage/Prize Cubes and Special Panels.

Start
 * Well obviously it's the start panel where you start the game, it is also the tallied checkpoint panel giving you more GP every time you go around the oard, finally this panel is also the finish panel once you reach your GP quota....

Kyubey:Quota....quota...



Check
 * Check or to me Checkpoint Panels, these panels give you extra GP as you go past them, as well as upgrading your current Command Cards that you have bought. Remember to go through all 4 before making your way to the Start/Finish Panel.

Command
 * The normal panels of the Command Board, they have some basic commands that you can buy, however some boards holds Shotlocks or Command Board exclusive only commands....make sure you get them.

Bonus
 * If you land on one of these, you automatically get a new Deck Command without paying.

'''Damage/Prize Cube
 * The Damage portion of the boards are the ones that are deeper than the others, if you land on one of them you lose GP, the Prize Cube, if you use the Prize Cube and get to the other side you get bonus GP.

Summon Panels
Now if you ever land on a panel with gold and purple decorations....a character from which board you are playing will give you a cool boost..or an annoying loss....here's the list of what they do and in which boards they show up...


 * Terra, Ventus, or Aqua: "Keyblade Glider": Allows the player to move to any spot on the game board. Can be used on the Keyblade Board and the Secret Board.
 * Experiment 221: "Gigawatt Jolt": Allows the player to steal GP from nearby characters when either the player or the opponent ends their turn at least three panels from each other. Can be used on the Spaceship Board.
 * Fairy Godmother: "Bibbidi-Bobbidi-Boo": Gives the player the value of a single dice roll times 200 GP. Can be used on the Royal Board.
 * Rabbit: "Hunny Hunt": Awards player 500 GP and places pots of Hunny over the game board that can either give you GP or, if they have Honey Bees, take away GP. Can be used on the Honeypot Board.
 * Chip and Dale: "Fantasia": Rewards 300 GP plus an additional 300 GP for every space owned. Can be used on the Toon Board.
 * Tinker Bell: "Pixie Dust" Allows you to move an opponent to any panel you want. Can be used on the Skull Board.
 * Captain Justice: "Captain Justice": He will follow a player, either rewarding GP every turn or purchasing a square cheaper than its normal cost, placing a card on it for free. He will follow a different player if they come in contact with him first. This effect eventually wears off. Can be found on any board and in Western releases unlocks Pete as a D-Link.
 * Captain Dark: "Captain Dark": He will follow a player, either stealing GP from them every turn or purchasing a square and paying more than its normal cost. He will follow a different player if they come in contact with the first. This effect eventually wears off. Can be found on any board and in Western releases unlocks Pete as a D-Link.

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