MAPRAIDERS
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How MapRaiders is played

It starts on foot. Not as a gesture but as a rule: there is no source of cards in this game without movement, and the only clock that takes something away runs on land.

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.

The border run

You walk a route and return to where you started. What the line encloses becomes your territory; from 500 square metres it counts. Once your basic training is done, every new loop around ownerless ground of at least 2,000 square metres drops a pack of five cards. The area decides the quality: a city block gives common cards, a neighbourhood better ones, and from the size of a park upward a legendary becomes possible. That curve hangs on nothing else, no tier and no account age. A newcomer who circles a park on day three can draw a legendary.

The ground wants to be walked

A territory does not simply stay yours. Seven days after your last walk there it no longer counts as walked: on day eight you lose the right to attack, on day fourteen decay takes the land without any opponent showing up. Your cards are untouched by this. There is exactly one clock in this game that takes something away, and it runs on land.

Basic training

You start inside a protection window: no attacks, no decay. In it you put up your five basic buildings and train your first troop. Both together end basic training, not one without the other. Only then do attacking, the official mode and the arena open. Before that you have the simulator: no cards drop there, but the matches count towards your collection level.

What building gives you, and what it does not

The basic buildings each drop a set of four when they finish, which along with defence is the only thing that arrives without a step. Further upgrades give no cards. They raise the ceiling: the good rarities only drop from building level three onward, and that level costs tech from hacks and resources from hauling, both off ground you have walked. Building does not make your cards more numerous, it makes them better.

The match

When your ground is attacked, a territory duel decides it. Both sides play what they own. What lies on the table you walked for, drew while claiming, or defended. That is why a loss is not bad luck. It is a statement about the weeks before it.

The campaign trail

A campaign runs over eight weeks with thirty-five stages. A stage costs three kilometres walked or two defences held, at most one stage a day, and at most ten of the thirty-five may come from defences: the other twenty-five only come on foot. Stages cannot be bought, neither with money nor with time. Walk two kilometres a day and you finish on day fifty-three of fifty-six: the campaign is built for someone who takes a walk, not for an athlete. The free lane gives energy, small packs and cosmetics, and it runs from day one. Beside it sits a paid lane, the campaign badge, and like every real-money button it is locked while the legal review runs.

Next

Where the cards come from Eleven sources, none of them without movement. The eight camps What a card belongs to, and what follows from that. The arena Three modes, and what a stake costs. The shop Why even the short road runs through the street.