MAPRAIDERS
Become a beta testerBeta
Skip to content

Where the cards come from

A card game is only as good as the answer to one question: how do you get cards. MapRaiders has eleven answers, and one rule stands over all of them: no source without movement.

Become a beta testerSend us an email and we will get back to you. The beta runs with a handful of people and we walk each one through it.

From walking

A roam gives you one card per full kilometre, at most three a day, and it only counts pace below eight kilometres an hour: this is a game for walking, not for driving. On top of that comes the daily goal at two kilometres, and anyone who meets it three and seven days running gets a card of their own choosing on the seventh, picked from the gaps in their collection. One rest day a week does not break the run. Meet three daily goals inside one week and a small pack is waiting on Sunday.

From claiming

Once basic training is done, every new loop around ownerless ground of at least 2,000 square metres gives a pack of five cards, at most three packs a day. A merge, ground won in an attack and ground from the arena give no pack: the pack rewards the walking, not the owning.

At places

A terminal gives one card a day, but only if the session has at least two hundred metres of route behind it: living next to a terminal still means walking. Across all terminals together it is at most two a day. Hacks nearby give a card one time in five, capped at five a day.

From defending

A held attack gives one card, at most two a day. It only counts for territory you have walked in the last seven days, and only if the attacker actually played the match to the end. A timeout gives nothing.

In the arena

A winning run in burn mode gives a pack from the sixth win onward, with at most one match a day against the same opponent counting towards the run. Official tournaments give a pack or a card to the top three. Both are capped at your own rarity tier, and neither ever gives a commander.

In season

Every season brings its own events in particular places, and cards drop there that drop nowhere else: secret cards and commanders. The rules are written fresh each season, the place is always fixed. You have to go there.

What building gives you

The five basic buildings each drop a set of four when they finish. After that upgrading gives no more cards, it raises the ceiling: epic and legendary only drop from building level three, which costs tech from hacks and resources from hauling. Once basic training is done, cards drop freely across all camps but seventy per cent of them carry your own commander theme. Your collection grows in the direction your deck already points.

Cards from edition 01

8 of 1023 cards have a picture today. The rest of the edition is settled as rules text and is getting its artwork now. What you see here is the same file that draws the printed card.

0
Hannibal
C
5,000
Commander · Officer · Colossus · Antiquity
Theme Tank. Activate one of your Tank units gains Charge until end of turn.
0
Nemo
C
5,000
Commander · Officer · Submarine
Aura Theme Submarine. Your Submarines enter play active (instead of rested).
0
DIREKTIVE
R
5,000
Commander · Officer · Core
Theme Machine. Start of Turn if you have fewer units in play than the opponent, put a Drone (1,000 ATK) in Staging.
0
Spartacus
R
5,000
Commander · Officer · Gladiator · Antiquity
Aura Theme Uprising. Your Militia has Underground. Building Falls put a Militia token (1,000 ATK) in Staging.
0
Dr. Moreau
R
5,000
Commander · Officer · Researcher
◈ sacrifice a CreatureAura Theme Lab. Activate Mutation: sacrifice one of your Creatures: Search 4 (Creature with a higher cost).
0
Kazuo Taoka
L
5,000
Commander · Officer · Kumi Brother
◈ sacrifice a unitWhen Destroyed Theme Syndicate (Kumi). Your base starts with a Ruin. Activate Yubitsume: sacrifice one of your units: the opponent rests 2 crates and you draw 1.
0
The Board
L
5,000
Commander · Officer · Board Member
Activate Aura Theme Consortium. Your base starts with a Ruin. Your Mercenaries have no Upkeep.
4
Omertà
R
Trap◈ 3
Trap (Trigger Cost 3). Trap Fires the attack is cancelled. Bluff Penalty if this Trap is revealed, draw 2.
ALARMEmergency Trap: put this card face down into the Fog as a Trap (Trigger Cost 0) instead of into your hand.

Next

How it is played The path from first walk to first match. The eight camps What a card belongs to. The shop The last door, and the narrowest.