
Human, red
Empires, armies and law. Humans hold what they have built, and they hold the line.
The factions are the six powers of MapRaiders. Every card belongs to exactly one of them, and you can tell which one by its color.
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MapRaiders is a location-based game, an open-world action RPG and a trading card game (TCG) on one real world map: a Pokémon GO alternative you can also play from home. Walk, run or cycle outside with GPS, and your loops become territory on the real map. From home, your own 3D character plays the same map, the same streets and the same territory, live with the same players, with quests, raids at spawn points and vehicles. In that world you also collect trading cards for a card game of their own, with commander decks and live duels for land. All of it is one story, The Collision. Each season is a chapter, and what a season brings never returns but stays valid.
A faction is a side in the world of MapRaiders. It gathers figures that share an origin and an attitude: soldiers and rulers, machines, creatures of the forest, angels, demons, and things from far beyond the Earth.

There are six factions. Every card in the trading card game (TCG) belongs to one of them, whether it is a commander, a unit, a command, a trap or terrain.
Each faction has a name, a color and an attitude. The sentences below describe the attitude, not the rules of single cards.

Empires, armies and law. Humans hold what they have built, and they hold the line.

Machines, gears and cold precision. Technology trusts what can be measured and built, and it does not wait for permission.

Forest, root and pack. Nature is patient, and it takes back what was taken from it.

Light, vigil and judgment. Heaven protects, and it forgets nothing.

Fire and pact. Hell offers any power, and it always asks for something in return.

Stars, orbits and the silence in between. The Cosmos watches from far away, and it is in no hurry.
The story of MapRaiders is called The Collision. The seam between the dimensions tears open, and every closed lap that a player walks tears it a little further.
That is why figures of all times and worlds stand on the real map at once. A general of antiquity, a machine, an angel and a demon would never have met. Now they share the same streets, and each of them arrives with a faction behind it.
The faction colors are fixed: red, blue, green, yellow, black and purple. You see the color on the card, so you know at a glance where a card belongs, in your album as well as on the table.
A commander leads your deck and does not count toward its 50 cards. Like every other card, a commander belongs to a faction, so your choice of commander is also a choice of color and attitude.
In a home game your commander sets the battlefield. Every season brings new commanders.
No. You do not sign up for a faction, and nothing on the world map asks you to pick a side. Territory you claim outside belongs to you, not to a color.
The factions matter where the cards are: in your collection, where you sort by color, and in your deck, where a commander and its cards carry one attitude to the table.
Today the card game runs against the bot and against other players, with commander decks of every faction and the color key in the menu.
New commanders and cards for the factions arrive with every card release. Names and details can still change.
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