Camp · The Authority
The Authority is one of the eight camps of MapRaiders. Your commander class decides what you may play.
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Commander and collection
Ability, in plain words: Once per turn, rest a crate to peek at a face-down enemy card, or rest two to disarm the oldest one, as long as a Baker Street unit is in play.
Deck (collection group): Baker Street
Classes:
No other commanders for this camp are public yet.
Why this figure leads the camp
A slim blue coat, a magnifying glass, a watch without hands, because he reads time differently than everyone else anyway. He does not lead Order because he is the strongest in the room, but because he is the only one who sees what is still hidden. A face down card the opponent holds is not a secret to him, it is a clue: once per turn he either rests one crate to look at an opponent's fog card without revealing it, or two crates to disarm the opponent's oldest fog card, as long as his own Baker Street unit stands on the battlefield. He never reaches for the blade first, he draws the right conclusion first. A case he has taken on rarely stays unsolved for long.
How the camp plays
Veil and bastion hold the cover while he peeks at or disarms the opponent's hidden cards, one at a time.
You pick your camp with your first territory and draw from it during basic training, so you start with a deck you can actually play. After basic training, drops are no longer tied to your camp and lean towards your commander.
The other seven camps
Sign up now. Game access opens after 1,000 confirmed sign-ups worldwide and the beta release.