TCG is the MapRaiders card game: deck against deck, with a commander and 50 cards. It runs in the browser, straight from MAP: in the arena against the bot, against players you meet on the map, and in live duels for territory when the owner is online. You find cards along the way and build decks in the deck builder. With an account, your cards, decks and coins stay saved.
The whole world is open. Start where you are, or at a spawn point: each one is a real place, and an arena stands at each.
EXPLORE · CONQUER · COLLECT
Jump in right away, an account keeps your first territory.
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My Account
“Same steps. A bigger world.”
Change picture
Pick one of your cards as your account picture.
Your World
Real places. Real territory. Your story.
Recent activity
Your collection
Your commanders
Season progress
Next reward
My Account
Your colour and your name
Your territories glow in this colour. You can change it at any time.
Your player card
This is what others see when they tap your name. The card wears your land colour, the figure is yours to pick below, otherwise it wears the camp of your commander.
If the file does not arrive, copy the contents into a text file or open mapraiders.com/play/ in Chrome, Safari or Firefox.
Your account and all game data will be deleted for good: territory, cards, deck, name. This demo’s data in this browser too. This cannot be undone.
Messages
Players you write with. Anyone you block can no longer write to you, and neither of you sees your messages any more.
Language
Map look
This is how you see the world. You can switch on only what you own; other players see their own map.
Playmat
The table under your card duels.
Your figure in the world
This is how everyone sees you on foot. New figures are added over time.
Duels and messages
Duel requestsOthers may challenge you live, over your land or by tapping your figure. Off: whoever walks your land takes it as if you were away.
Messages from everyonePlayers who see you live, take land from you or win a card of yours may write to you. Off: only friends, your clan and players you wrote to first.
Blocked players
Sign in or create an account
With an account your name and colour stay yours, even on another device.
Almost there
Before you continue, we need this one-time confirmation for your account:
Every completed loop tears the seam between worlds a little further. Where dimensions collide, commanders appear on the real map. These places are the spawn points.
Find cards. Capture territories. Build your empire.
世界は、 君のものだ。
The world is yours.
// 2026
XP
次の伝説は、ここにある。
Next legends are here.
Zoom in closer to see every player’s land.
The whole world is open. Start where you are, or at a spawn point: each one is a real place, and an arena stands at each.
Walk around the finds
Set off. Drag the joystick, or use the keys. Forward goes straight ahead, left and right steer, back reverses. Walk, run, bike and car: tap the pace on the top right and all four unfold.
Cards lie face down in the beams of light. A question mark shows only the rarity, by the colour of its glow. Walk a loop around one and return within 12 m of your starting point. At least 60 m of route and 150 m² of area. Cross your own trail and the small loop it closes off counts on its own if it is big enough, otherwise only that loop is dropped.
Claim the territory. Enclose a find and it turns over, and it is yours. One card per loop, however large the territory. The card duel waits in the arena; a runner turns up at random along the way for XP.
You can walk and run right away. The bike is step 4 of the season track (1,000 season XP), the car step 8 (2,000 season XP), the jumper step 10 (2,500 season XP): it moves as fast as running and leaps up to 2 km, just never during a loop. Finds, runners, duels and weekly missions give XP.
Keyboard: WASD or the arrow keys, 1 to 4 for travel mode, Space to start a loop and to claim.
Rules and effects
Every word that appears on the cards of the playable decks is explained here, together with the basic rules that are not repeated on every card. Colour and symbol show the family, so every card stays readable without telling colours apart.
Basic rules
Building and building cardsFive face-down building cards lie under your building, never more than five. A hit takes the top one: if it has Alarm, the Alarm fires, otherwise it goes to its owner's hand. With 0 building cards the next hit brings the building down, and whoever loses their building loses the game.
Wall and hitsThe building defends with 5000 plus half the difference between its Commander's ATK and 5000; at 6000 ATK that is 5500. An attack hits when its ATK is at least as high as the defence; on a tie the attacker wins.
AttackingFrom turn 3 on, each character attacks once per turn, but not in the turn it came into play. The target is the building or a rested opposing character. Afterwards the attacker is rested. If the attacked character loses, it is knocked out; the attacker is never knocked out. The Commander attacks too but can never be attacked.
You chooseEvery choice is made by the player whose effect it is, also in the opponent's turn and for traps, Alarm and reactions. No card ever picks the most expensive or oldest character by itself.
“You may”, “Choose”, “If you do”“You may” means you can decline. “Choose” means that if there is a valid target, you must take one. “If you do” ties the following effect to the action before it, usually an optional cost.
No targetIf there is no valid target, the effect does nothing. The card still counts as played and paid for.
Commands with a conditionIf a command starts with “If you have …” or says “only one per turn”, you can play it only while that holds.
Full battlefieldYou have five slots. If an effect would put a character onto a full battlefield, it goes to your hand instead or stays there. If you play a sixth character yourself, first put one of your characters of your choice into your discard pile.
Costs“Cost N or less” means the printed cost. You pay the cost in an ability's brackets before its effect; a character sacrificed for it is already in the discard pile.
How long effects last“Until end of turn” ends at the end of the current turn, “until the end of this attack” as soon as the current attack is resolved, “until the end of your next turn” at the end of your next turn, and “permanently” as long as the character stays in play.
Once per turnApplies to each copy of a card separately. After a trigger it means this copy triggers only once per turn.
Reminder textThe brackets after a keyword only explain it. If a long card shows a keyword without brackets, the same rule as here applies.
Triggers and abilities
On playHappens when you play the character, after it has entered the battlefield. Also for characters put in by Alarm or “from your hand without paying its cost”. Not for a return from the discard pile. A command has no trigger word: playing it is its effect.
On enteringHappens every time the character enters the battlefield: played, returned from the discard pile, by Ambush or by Alarm.
On attackHappens right after the attack is declared, before Ambush, Blocker, trap, command and counter.
On interceptHappens when this character becomes the target of an attack on your building as a Blocker or by Ambush.
After the attackHappens once the attack is fully resolved, even after a cancelled attack. “Knocked out a character” or “took a building card” asks what this attack achieved.
When K.O.Happens when this character is knocked out, in combat, by an effect or by being sacrificed. Not when it is banished, returned to hand or put away for a full battlefield.
When sacrificedHappens right after “When K.O.” of the same character, but only if you sacrificed it.
At the start of your turnHappens after your characters have readied, your crates have arrived and you have drawn, right before your main phase.
Crate attachedHappens when you attach a crate to this character.
Activate, Commander and terrain abilityYou use it yourself in your main phase by paying the cost in brackets (crates, resting this character, sacrificing a character). Commander and terrain: once per turn; only a terrain's owner uses it, and it costs only crates.
While …Not a trigger but a state: it applies continuously while the character is on the battlefield or the terrain is in play. There is one shared terrain slot; a new terrain replaces the old one.
TrapYou play it from your hand during an opposing attack when its condition matches the attacked target, and pay its cost. At most one trap per attack. “Attacked directly” means the character itself was the declared target.
CommandYou play it in your main phase or as a response during an opposing attack (at most one per attack). Then it goes to your discard pile. You pay any “additional cost” when you play it.
AlarmFires when a hit takes this card as a building card. Then it goes to the discard pile, unless the Alarm puts it onto the battlefield. Demolition never fires an Alarm.
Attack
RushCan attack in the turn it comes into play, from turn 3 at the earliest.
Double StrikeA single attack. If it hits the building, it takes up to two building cards. Against a character only that character dies.
HunterCan also attack active opposing characters, not only rested ones. A Decoy binds a Hunter too.
UnstoppableNeither Blockers nor Ambush intercept its attacks on the building. Decoys, traps and counters still work.
PlunderWhile this character attacks, it has +2000 ATK. Not when defending.
Double HitWhen an attack by this character hits the building, it takes two building cards, each one on its own with Alarm or to the hand. Does not apply against characters.
Defence
BlockerWhen your building is attacked, you may rest one active Blocker; it becomes the target of the attack and fights with its ATK. You choose which one, or none. Not for attacks on characters.
DecoyWhile a Decoy character is on your battlefield, your opponent can only attack your Decoy characters, active ones too, even with the Commander. Your building and your other characters cannot be attacked then.
AmbushWhen your building is attacked and still has building cards, you may put this character from your hand onto your battlefield rested for its cost minus 1 (at least 1), before Blockers. It becomes the target of the attack. If your battlefield is full, you may first sacrifice one of your characters. Not against Unstoppable.
CounterIf an opposing attack would hit, you may discard cards with a counter value from your hand; their values add to the defence. Costs no crates.
Cancel the attackThe attack ends without a fight. The attacker is still rested, and “After the attack” still happens.
Cannot attackThis character never attacks; it only defends.
Building cards
HealPut the top card of your deck face down under your building as a building card, on top, at the bottom or as you choose, as the card says. If you already have five or your deck is empty, nothing happens.
Building card from handLike Heal, but you put a card of your choice from your hand instead of the top card of your deck.
Look at and swap a building cardLook at your top building card. You may swap it with a card from your hand: it goes to your hand, and the hand card goes face down in its place.
DemolitionYour opponent's top building card goes to their discard pile without Alarm, once per number. It never ends the game, not even at 0: the building only falls to the next hit.
Effects on characters
K.O.The character goes to its owner's discard pile, and “When K.O.” happens. Attached crates come back rested.
BanishThe character goes to its owner's exile, not to the discard pile. “When K.O.” does not happen.
Return to handThe character goes to its owner's hand; a token vanishes. Attached crates go to the supply. Growth counters stay on the card.
Rest and readyA rested character can be attacked and can neither attack nor block until it readies at the start of its turn. Readying makes it active again at once; an attack it already made this turn stays used.
StunThe character is rested and does not ready at the start of its owner's next turn.
SacrificeYou put one of your own characters into your discard pile, usually as a cost. It counts as a K.O.: “When K.O.” and then “When sacrificed” happen.
ATK boostThe character has more (or less) ATK for the stated duration. If a trap weakens “the attacker”, that includes the Commander.
Growth counter+1000 ATK per counter, only on the battlefield, at most two per card for the whole game. The counters stay on the card, even in hand or in the discard pile.
GrowthAt the start of your turn, this character gets +1000 ATK permanently, with no upper limit.
Hand, deck and discard pile
DrawTake cards from your deck into your hand. If the deck runs short, you draw fewer; you only lose if you must draw at the start of your turn and your deck is empty.
SearchLook at the top five cards (or your whole deck); you see all of them. Take a matching one into your hand and reveal it. Put the rest on the bottom in the same order; after searching the whole deck, shuffle.
DiscardA card from a hand goes to its owner's discard pile. The card says whether it is random or chosen, and who chooses: you or your opponent.
Look at handLook at your opponent's hand. They learn that you saw it, but not what you saw.
SalvagePut matching cards of your choice from your discard pile into your hand. If there are fewer than asked for, you take them all.
Return from the discard pileA matching character of your choice comes from your discard pile onto the battlefield, active unless the card says rested. It cannot attack this turn (unless it has Rush). “On entering” happens, “On play” does not.
Back from exilePut a matching card of your choice from your exile into your hand.
Crates
CratesEach player has 11 crates. At the start of your turn all spent crates become active again, then two new ones come from the supply. Paying rests crates but does not use them up. If you have characters on the battlefield and your opponent has none, you get one more crate.
Attach a crateIn your turn you attach an active crate to one of your characters (at most two) or to the Commander: +1000 ATK per crate, only in your turn. At the start of your next turn it is free again.
SupplierAt the start of your turn you get one extra crate from your supply for each Supplier character, as long as the supply lasts.
Drain CratesUp to that many of your opponent's active crates become rested; they are active again at the start of their next turn. In your turn they are then missing for their traps, Ambush and commands.
Protection MoneyWhile this character is on the battlefield, one of your opponent's crates is locked. When the character leaves, the crate is free at once.
WagesAt the start of your turn you pay the stated number of crates for this character or return it to your hand. You choose.
Your commander
Open lobbies
Everyone who has opened a lobby right now stands here, each with their commander. The bot is always waiting.
BotAlways waiting for a duel
A card in someone else’s land
News
Runner: collect XP
A random runner. Play it for XP that will count towards your weekly and season tasks with the Open Beta.
Leaderboard
Score
Best
Rank
The board keeps your account name and your scores, plus a random id of this device so the name stays tied to it.
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Your figure in the world
This is how everyone sees you on foot. New figures are added over time.
Area
Route
Territories
Collection
Wish list
Cards you are looking for. Where they lie follows from the world’s find grid: real places near you.