Tsabusa Cards Buying Guide

How to Play the Kayou My Little Pony Trading Card Game

Published by Tsabusa Cards

Learn how to play the KAYOU My Little Pony Trading Card Game with a beginner-friendly guide to deck setup, Force of Harmony, Adventure lanes, Contact, Plans, Story promotion and the win conditions.

MY LITTLE PONY TRADING CARD GAME · BEGINNER GUIDE

New to the KAYOU My Little Pony Trading Card Game? This guide explains the basic flow of a match, what each deck does, how Force of Harmony works, how characters compete in the Adventure Area, and how you advance your Story to win.

2players
50Main Deck cards
15Scene cards
4Story stages

What is the KAYOU My Little Pony Trading Card Game?

The KAYOU My Little Pony Trading Card Game is a two-player strategy card game built around characters, scenes, events, items and a four-stage Story. You build your board, generate Force of Harmony from Scene cards, contest three Adventure lanes with your characters, and create openings to advance your Main Character through the Story.

This is different from KAYOU's Friendship Eternal collectible-card line. Products labeled as the My Little Pony Trading Card Game are designed for gameplay; Friendship Eternal products are a separate collectible-card series.

The easiest way to understand the goal

Your main objective is to advance your Main Character through all four Story stages.

You normally do that by controlling an open Adventure lane during the Contact Phase and choosing to Promote your Story. Reaching Stage IV wins the game.

There is also a second win condition: if your opponent must draw from an empty Main Deck, they lose.

What you need to play

Each player prepares four components:

  • Main Deck — 50 cards: Characters, Events and Items.
  • Scene Deck — 15 cards: Scenes provide Force of Harmony and can also provide Inspiration Boost effects.
  • Story Deck — 4 cards: Four stages of the same Story, arranged from Stage I through Stage IV.
  • Main Character — 1 card: Represents your progress through the Story.

As a general deck-building rule, you may include no more than four cards with the same card ID in a game deck, with special rules for Everyday Scenes. Your four Story cards must belong to the same Story and represent different stages.

The five important card types

CharacterYour ponies and alliesEnter Adventure slots, use abilities and compete through Inspiration.
EventOne-time effectsResolve their effect, then move to the Retirement Area.
ItemEquipment-style cardsAdorn a Character and modify what that Character can do.
SceneYour resource engineTap Scenes to pay Force of Harmony costs.
StoryYour path to victoryAdvance from Stage I toward Stage IV.

How setup works

Before the first turn, both players shuffle their Main Deck and Scene Deck, place their Main Character beside the Story, and arrange the four Story cards in stage order.

Then:

  • Each player draws 5 cards.
  • Each player may take one mulligan by putting the full opening hand on the bottom of the Main Deck and drawing 5 new cards.
  • Each player takes the top 4 cards of the Main Deck and places them face-down as Plans, one on each Story stage.
  • The first Scene is established according to the official setup procedure.

Beginner tip: Think of Plans as hidden defenses protecting your Story progression. They matter most when a rival tries to advance through an open lane.

Force of Harmony: how you pay for cards

Force of Harmony is the game's main resource system. Scene cards generate it. When you play a card with a Force of Harmony cost, you tap the required number of Scene cards to pay that cost.

In practical terms: your Scene area grows over the game, giving you more resources to play Characters, Events and Items or use certain abilities.

The Adventure Area: three lanes that decide the game

Each player has three Adventure slots: left, middle and right. Each slot can hold one Character. Your three slots line up directly against your opponent's three slots.

Those opposing lanes are the heart of the game. During the Contact Phase, each lane is checked in order. What happens depends on whether both players have a Character in that lane, only the active player has one, or the active player has no Character there.

A turn has four phases

1Starting PhaseRefresh, draw and develop Scenes
  • Untap your tapped Characters and Scenes.
  • Draw 1 card, except on the first turn of the game.
  • Add the next Scene when available.
  • Resolve beginning-of-turn effects.
2Main PhaseBuild your board and use cards
  • Play Characters into empty Adventure slots.
  • Play Events and resolve their effects.
  • Play Items onto eligible Characters.
  • Use activated abilities when their costs and conditions are met.
  • Tap Scenes to pay Force of Harmony costs.
3Contact PhaseResolve the three Adventure lanes
  • The Contact Phase is skipped during the first two turns of the game.
  • If both players have Characters in a lane, those Characters make Contact.
  • If only the active player has a Character in the lane, that Character may take an Action.
  • If the active player has no Character in the lane, that lane is skipped.
4End PhaseClean up the turn
  • Effects lasting until end of turn expire.
  • If you have more than 10 cards in hand, discard down to 10.

Learn with a real card from Nightmare Night

Kayou My Little Pony Trading Card Game Nightmare Night sealed booster display and pack
Nightmare Night (BP03) The incoming KAYOU My Little Pony TCG set used throughout this guide's real-card examples.

The easiest way to make the rules click is to see them on cards you can actually pull. Nightmare Night (BP03) is the new KAYOU My Little Pony TCG booster set arriving at Tsabusa Cards, and it adds Treats to the game while still using the same core rules explained above.

Example: Trick or Treat! — BP03-SPR04

Trick or Treat! is an Event from Nightmare Night. Its effect can give one of your Nightmare Night Characters +1 Inspiration until the end of the turn and place a Treat on that Character.

That one card demonstrates several concepts at once: you play an Event during the appropriate window, resolve its effect, temporarily change a Character's Inspiration, and introduce a Treat that another Nightmare Night card may care about later.

See the mechanic on an actual Nightmare Night card

Twilight Sparkle CR01 is one of the real Nightmare Night cards referenced below. Use the card image as a practical example of how a character's printed ability can interact with the set's Treat mechanic.

What does a Treat actually do?

A Treat is a token placed on a Character in your Adventure Area. The token is not inherently a stat bonus. Its value comes from Nightmare Night cards that check for, consume, or reward Treats. A Character can hold no more than one Treat, and its Treat is removed when that Character leaves the Adventure Area.

TwilightBP03-CR01

Shows the resource side of the mechanic: Twilight can use her Treat to recover an Event from the Retirement Area to your hand.

FluttershyBP03-CR02

Shows the Contact side: her Treat can swing Inspiration in both directions, weakening an opposing Character while strengthening Fluttershy.

Pinkie PieBP03-CR03

Shows the team-building side: her Treat can support multiple Nightmare Night Characters in your Adventure Area.

Rainbow DashBP03-CR05

Shows the resource-efficiency side: her Treat can help reduce the cost of another Nightmare Night card you play.

Why this matters when buying Nightmare Night: BP03 is not merely a new artwork set. It expands the playable card pool with a new Treat-based strategy, while also containing familiar characters, Events, Scenes and Stories that teach the same core game systems. You can open cards because you like the Halloween artwork and chase rarities, but those cards also create new deck-building decisions.

What can you find in Nightmare Night?

KAYOU lists 190 card types across 13 rarity tiers in the English Nightmare Night release. The set includes the Mane Six plus characters such as Nightmare Moon, Princess Luna, Discord, Queen Chrysalis and King Sombra, along with Halloween-themed Events, Items, Scenes and Story cards. A display contains 20 packs with 5 cards per pack.

View the Nightmare Night product →

How Contact works

When opposing Characters occupy the same lane, they enter Contact. Each side begins with the Character's printed Inspiration, then may use eligible Scene-based Inspiration Boost effects.

HigherInspiration wins

The winning Character remains in its Adventure slot.

TieBoth lose

If final Inspiration is equal, both Characters are treated as losers and retire.

The Character with lower final Inspiration retires. This is how lanes open up for future Story advancement.

What happens when your lane is open?

If you have a Character in a lane and your opponent does not, you may take one Action with that lane. The two core choices are:

  • Promote the Story: advance your Main Character to the next Story stage, if the opposing Plan does not block that promotion.
  • Intervene with a Plan: remove one of your opponent's protecting Plans according to the rules, potentially exposing future Story advancement.

This creates the game's central tactical decision: do you push your own Story forward now, or remove a rival Plan to make later turns easier?

Plans and Pre-plan effects

Plans begin the game face-down on Story cards. They protect Story progression because a matching opposing Plan can prevent a Story promotion.

When a Plan is removed, it is revealed. If it has a Pre-plan ability, that ability resolves. Otherwise, the revealed card normally returns to its owner's hand.

Characters, Events and Items in plain English

Characters

Characters occupy the Adventure Area, compete using Inspiration and often carry abilities. An Appear ability triggers when the Character enters the Adventure Area in the appropriate way.

Events

Events are played for their immediate effect. Once resolved, they normally move to the Retirement Area.

Items

Items adorn Characters. Normally a Character can be adorned by one Item at a time; replacing it sends the previous Item away according to the rules.

A simple first-turn learning plan

  • First: learn to read your Scenes as resources.
  • Second: put Characters into lanes with a reason—do not treat the three slots as interchangeable.
  • Third: watch the opponent's Plans and Story stage before deciding whether an open lane should Promote or Intervene.
  • Fourth: use Inspiration Boosts deliberately. A Scene used for a boost may affect what resources remain available later.

How do you win?

You win when your Main Character reaches Story Stage IV. You can also win if your opponent needs to draw from an empty Main Deck.

For a new player, the easiest mental model is: build resources → establish Characters → win or open lanes → manage Plans → advance the Story.

Rules authority and card-specific interactions

This guide is a teaching summary, not a replacement for KAYOU's official rules. For complete timing rules, card interactions, setup details, and official rulings, use KAYOU's official My Little Pony Trading Card Game rules and introduction. KAYOU's official rules and card-specific rulings take precedence if anything here differs from a current official ruling.

LEARN FIRST · COLLECT WITH CONTEXT

My Little Pony at Tsabusa Cards

Tsabusa carries KAYOU My Little Pony products, but not every My Little Pony card product is part of the playable TCG. Check whether the product is labeled Trading Card Game or Friendship Eternal before buying for gameplay.