The WARP Paradigm Cards

Paradigm Cards


These are cards that create an alteration in the way the game is played.

At the beginning of a player's turn, before he flips the Destiny Pile, or draws a new hand, he may play a Paradigm card. This card stays face up on the table and is not discarded. The card is in effect until nullified, or a new Paradigm card is played. Each card dictates how the game must be played from this point forward. Some effects are minor, and some are seriously bizarre. Similar to the Mayfair style of moons, Paradigm cards are divided into three categories, or Levels. Level 1 cards have minor effects on gameplay, Level 2 cards are somewhat more involved, and Level 3 cards are for the truly sadistic. Players may opt to play with or without certain Levels.

Paradigm Card

Level 1

  • Each Main player must have at least one ally in every challenge, or they may not use their power.
  • Offensive players must attack the base with the most Defensive tokens at all times.
  • Offensive players may not attack moons on the first challenge of their turn.
  • Main players must play a Kicker and a Reinforcement in every challenge if they have one.
  • You may raise two tokens from the Warp at the start of each challenge.
  • Players must always play their highest Attack card in a challenge, unless they play a Compromise, War, or Defense card.

    Level 2

  • No Lucre may be spent.
  • Rewards are doubled.
  • Players draw a new hand at the start of their turn.
  • You must also occupy all five home planets (those in your own system) in order to win.
  • Offensive players may attack other players in the defensive system (i.e. if on Yellow's turn Destiny displays Red, but Blue already has a base in Red's system, Yellow may attack Blue on that base).
  • Allies must be involved in deals (subject to token loss for failure to make a deal).

    Level 3

  • Players must also occupy five moons in order to win.
  • Non-challenge cards are not discarded, but are rather passed to the player on the right. They may not be used again until the following challenge.
  • Winning Main players may draw a card from the Deck for each token they have in the Warp after every challenge.
  • Losing Main players draw an extra Power from those not in use.
  • In order to win, a player must have four of his or her tokens on each external base.
  • No player may win the game alone.

    In cases where the Paradigm card contradicts another card, moon, etc, the Paradigm card takes precedence.

    Expansion by Jack Reda