Let me share my experiences here.
First your list is mix of concepts and providers.
Lets talk concepts first. There are two main models for multi-player:
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peer-to-peer means that two (or more) players talk directly to each other. Usually this is a two-player setup because peering between more than that increases network traffic and connections quite a bit. All players are equals and the software running on their computer manages the game.
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client-server means that there is a central communications hub that all players connect to and the server manages what information flows between clients. In this mode, one player could be the master/server and the rest of the player’s are connected to the server. The other way is that there is a dedicated server that is the master, enforces game rules, etc. and the players connect to that server.
NoobHub is a client server model. You would own a Unix based computer (potentially hosted somewhere), run a server process on it. But this is just a message passer. Your local game would have to be able to act as the master player for the game or function in a peer-to-peer fashion where everyone is equals.
I didn’t know much about AppWarp until I looked them up. They are also a message passing system, but it has more organizational tools with lobby and room support (grouping of players). You would still need one of the player’s acting as the master.
Autolan is for players on the same WiFi to play together. This would work in peer-to-peer or client-server but it’s all local network, no Internet.
You have other options too. Both Google Play Games Services and Apple’s GameCenter support multi-player. Both support Turn Based, GPGS supports real time, and there may be a couple of GameCenter based plugins that might support more.
We also have plugins for PlayFab, GameSparks and Photon Cloud which support multi-player at varying levels that could probably manage a multi-player card game.e
Rob