Classifications
The WARP Classifications

Classifications


Suggested Classification of different Cosmic elements by complexity.
Originally suggested by Jay Rudin, modifications suggested by Sebastian, Mike Arms, Aaron Fuegi, and Jack Reda.
Italicized variants are Internet expansions.


CLASS I

Comets

Edicts

Flares *

Kickers

Pulsar Cards

Punt Option

Reinforcements

Special Destiny

Super Shots

Two Powers

CLASS II

Antibody Challenge

Antibody Edicts

Armistice Cards

Bad Powers

Blue Moons

Constellations

Dagger Cards

Defend Cards

Elementals

Half Moons

Hazard Cards

Inverse Cone

Lucre

Macroscope

Nebula Cards

Overkill Cards

Points

Praw

Prisoners

Pyrrhic Victory Cards

Reverse Cone

Quarter Moons

Rebellion

Secret Powers**

Sudden Death Cards

Theurgy Cards

War Cards

CLASS III

Alternate Win Conditions

Asteroids

Camelot Encounter

Cheese Moons

Continuum Cone

Cosmic Citadels

Cosmic Dune

Cosmic Poker

Dreadnaughts

Full Moons

Lovecraftian Encounter

Paradigm

Planetoids

Quarks

Reverse Hex Destiny

Reverse Planet Hexes

Satellites and Space Stations

Skews

Subterfuge

Tech

Warp Fan

Worm Holes

Zodiac

* Flares for most powers can be considered Class I, but many others are Class II or III.

. **Secret powers can mean 1 of 2 things (clearly variation 2 makes Secret powers much more powerful): 1) Power must be revealed the moment it is applicable if it is a mandatory power (example: Anti-Matter in a challenge resolution when he is a main player). 2) Power can be kept Secret as long as the player wishes (example: Filth can be kept secret until someone has 4 bases and potentially wipe all of them out at once).