Camp · Capital
Capital 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: At the start of your turn, you get back a spent crate, as long as you hold the front with an Industrial Empire unit in play.
Deck (collection group): Industrial Empire
Classes:
No other commanders for this camp are public yet.
Why this figure leads the camp
He never conquered a field, his fortune never needed a battle. A gold watch, a dark suit, a gaze that counts numbers instead of enemies. His empire does not grow through conquest but through interest: as long as he holds the front and his Industrial Empire stands on the field, he draws another already rested crate from his reserve at the start of every main phase. He never has to win anything back, his money simply keeps working. Whoever plays against him is not fighting an army, but a man whose fortune keeps compounding on its own.
How the camp plays
Convoy and bastion keep the supply line running while the Oilman draws fresh crates from his reserve, turn after turn.
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
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