The MapRaiders world map: your hunting ground
The MapRaiders world map is not an invented world. It is the real streets, squares and buildings around you. New territory is walked: one closed lap, and the area inside is yours. Contested territory your RPG character can also take from home.
Sign up. Game access opens after 1,000 confirmed sign-ups and the beta release.
The real map is your hunting ground
The map shows the streets of your city in a parchment look, drawn from OpenStreetMap data. Buildings stand where they really stand, and every street is one you can walk down.
So your city becomes your hunting ground. The card game is played elsewhere, at the table on the arena's playing field. Both belong to one world.
A closed lap makes territory
Start recording, set off and come back to where you began. When the lap closes, the area inside your line becomes your territory, from 500 square metres up. On foot, running or by bike, it counts the same.
New territory only comes where you have been. That makes MapRaiders a location-based game in the literal sense: no new territory is ever drawn from the sofa.
An attack on foot
Other players can attack your territory on foot. The planned rule: an attacker takes only the piece enclosed by their own lap. The rest stays yours, and you take the lost piece back the same way, with a lap of your own. In the internal test this rule does not apply yet.
Your territory stays yours
Your territory stays yours, even when you are not out for a while. You can only lose it to another player who takes it from you. Your cards and decks never expire.
The map makes the conflict, the duel settles it
Where the two worlds meet: the map decides where conflicts arise, and the card duel decides who makes use of them. How exactly a card duel will decide about territory is still being worked out. We will say it here once it is settled.
In the beta, nobody loses anything in a duel.
Conquer from spawn points with your RPG character
If you cannot get out, your figure starts at a spawn point, a fixed starting place on the world map. In testing these are Berlin and Cairo. From there you move through the real streets virtually, on foot or by car.
From there your character conquers contested territory, even from your sofa. New territory still comes from real laps outside. With every release, new commanders arrive and with them new spawn points at places that belong to their story.

Open the mapThe real street map in parchment style, here at Pariser Platz in Berlin. The RPG button starts virtual walking. 
Choose a startBerlin or Cairo, or carry on where your figure last stood. 
Set offHere by car along Unter den Linden, past 3D buildings. The distance covered glows behind you.
Real screenshots from the current internal test.
Other players on the map
In testing you see the figures of other players who are on the move near you, live on the map. The world map is shared: what happens on it, others can see.
What you unlock along the way
Weekly and season tasks unlock more than cards: things that fit the theme of each season, and now and then a new way for your figure to move across the map. What exactly comes with each season is announced with that season.
In short
- New territory comes from real laps, from 500 square metres up.
- Territory stays yours until another player takes it from you. Cards never expire.
- From spawn points your RPG character conquers contested territory.
Sign up. Game access opens after 1,000 confirmed sign-ups and the beta release.







