Turn Summary
The WARP Turn Summary

Turn Summary


icon 1. Collect Lucre
Advance one level in a Tech of your choice
Advance or bump Planetoids
Raise a token from the Warp
Raise a token from the Praw to the Warp
Raise a Prisoner from opposing player's Star (optional Rule)
Advance Quark State Indicator one space
Rotate Asteroids
Rotate Macroscope
Draw Hazard (if making a second challenge)
icon 2. Draw from the Destiny Pile
Prisoner Exchange
Move Dreadnaughts
Announce type of challenge (planet, moon, etc)
icon 3. Place tokens on the cone and select the base to challenge
Offensive player may hire Rogues
icon 4. Offensive player tries to recruit allies
icon 5. Defensive player tries to recruit allies
Defensive player may hire Rogues
icon 6. Players accept or decline alliance invitations
icon 7. Main players play Challenge Cards (and Kickers) face down
icon 8. Reveal Challenge Cards simultaneously, resolve the challenge, apply results
Reinforcements may be played by any player involved in the challenge
  • If both cards are Attack Cards, the higher total of tokens and cards wins (Defense wins ties).
  • If one card is an Attack Card and the other is a Compromise Card, the player with the Compromise loses, but gets to take consolation.
  • If both cards are Compromise Cards, the main players have one minute to make a deal, allies go home.
  • If one card is a War Card, and the other an Attack card, the player with the Attack card loses, but gets to take consolation.
  • If one card is a War Card, and the other a Compromise Card, the player with the War Card loses, and the player with the Compromise Card not only wins, but gains consolation as well.
  • If both cards are War Cards, both players lose.
  • icon 9. Discard the Challenge Cards (as well as Kickers and Reinforcements) that were played
    icon 10. Play passes to the offensive player's second challenge or to the next player