

This is a done to avoid crowding at any one Portal. As the screens are all functionally similar, a computer algorithm is used to point guests to whichever portal may be open at that time. When your encounter is complete, you will be instructed as to which portal to go to next. The Magic Portal will come to life, and the game is on. To activate a Magic Portal, tap your Key Card at the keyhole. As of October 1, 2013, when a pack of cards is received, the Sorcerer must open a portal before another pack of cards is received. An additional pack can be obtained when defeating the game. The Sorcerer can obtain a new pack of cards each day he or she enters the park. Cards 61 - 70 are only available in "bonus packs", which can be purchased at various locations in the park. Symbols can be Stars (cards 1 - 22), Moons (cards 23 - 40), Planets (41 - 60) or Lightning Bolts (61 - 70). Each card is also numbered (from 1 to 70), and contains a symbol indicating its rarity. These different types matter at the medium and hard levels of the game. There are seven different types of Spell Cards: (Charming, Energy, Flying, Gross, Quick, Strong, and Wishful). The spell cards are used to cast spells in order to defeat the villains. The Sorcerer is also given a pack of five Spell Cards.

Each portal has a unique symbol to mark its identity. The main play areas are Magic Portals, which Merlin opens up to allow you to interact with the characters and fight the villains. Locations included on the map consist of every land except for Tomorrowland. In addition to the Key Card, guests are given a stylized park map which points out the various portal locations for the game. So as long as the recruit has this card, he or she can pick up the game where he or she left off at the last visit to the park, even if a new park pass is used. The Sorcerer Key card activates the game screens and tracks the guests progress. The Key Card contains an embedded chip that links to the recruit's park pass. The recruit hands his park ticket to the cast member, who then issues the recruit a Sorcerer Key Card. The adventure begins when the Sorcerer recruit enters the Firehouse (or the outpost behind the Christmas Shop).
