I Was a Teenage Exocolonist Wiki
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Cards are mainly gained during story events but some gear can also be purchased in the depot shop once it is unlocked. Collectibles can be found lying on all the maps, and in addition to being one-use items in challenges, they can be gifted to friends.
Card Name Type Suit Value Card Text Level
Yellow Flower collectible none 1 +1 to a card Change suit to social (yellow) 1
Mushwood Log collectible none 1 +2 to a card 1
Bobber Fruit collectible none 1 +1 to a card Change suit to mental (blue) 1
Medicinal Roots collectible none 1 Draw a Card 1
Xeno Egg collectible none 1 +1 to a card Change suit to physical (red) 1
Crystal Cluster collectible none 1 Redraw Hand 1
Strange Device collectible none 1 1
Cake collectible none 1 1
White Astrantia collectible none 1 1
Animal Book gear none 1 +5 Animals +1 to all flushes 1
Doll gear none 1 +5 Persuasion +1 bonus to pairs 1
Eudicot's Old Hat gear none 1 +5 Empathy +1 bonus to straights 1
Gardening Trowel gear none 1 +5 Biology +1 bonus to straights 1
Hopeye gear none 1 Gain 1 less Stress +1 bonus to pairs 1
Learning Tablet gear none 1 +5 Reasoning +1 to all flushes 1
Photophonor gear none 1 +1 to social (yellow) cards 1
Sportsball gear none 1 +5 Toughness +1 bonus to pairs 1
Sun Medallion gear none 1 +1 to challenges 1
Tammy's Homemade Gift gear none 1 +5 Empathy +1 to cards with gems 1
Toy Xenofauna gear none 1 +1 to physical (red) cards 1
Vriki gear none 1 +1 skill on challenge win +1 bonus to straights 1
Cool jacket gear none 1 +20 Persuasion +2 bonus to social (yellow) straights 2
Emojiproji gear none 1 +10 to all social (yellow) skills +2 to social (yellow) challenges 2
Engineering Books gear none 1 +1 skill on mental (blue) challenge win +2 to mental (blue) challenges 2
Hopeye II gear none 1 Gain 2 less Stress +2 bonus to pairs 2
Plascutter gear none 1 +10 Combat +2 to physical (red) challenges 2
Tazegloves gear none 1 +20 Combat +2 bonus to physical (red) pairs 2
Unisaur gear none 1 +3 for Rainbow Flushes of 3 2
Virtspace Helmet gear none 1 +10 Reasoning +2 to all mental (blue) flushes 2
Vriki II gear none 1 +1 skill on challenge win +3 bonus to straights 2
Brain Trainer gear none 1 +15 to all skills 3
Gift from a Secret Admirer gear none 1 +2 to last card 3
Sun Medallion II gear none 1 +5 to challenges 3
Unisaur II gear none 1 +4 for Rainbow Flushes of 3 3
Drone Rifle gear none 1 +50 Combat 2x bonus for physical (red) pairs 4
Holoeye Display gear none 1 +30 Engineering First collectible use is free 4
Hopeye III gear none 1 Gain 3 less Stress +3 bonus to pairs 4
Memory Backpack gear none 1 Draw 1 extra card 4
Pet Bot gear none 1 +20 to all mental (blue) skills +4 to last card 4
Sonic Emitter gear none 1 +3 to physical (red) cards 4
Superhero Cape gear none 1 +30 Bravery 2x bonus for straights 4
Targeting Autohelm gear none 1 Autoplay cards +2 to cards 4
Unisaur III gear none 1 +5 for Rainbow Flushes of 3 4
Vintage Focus Device gear none 1 All mental (blue) card values become wild 4
Vriki III gear none 1 +1 skill on challenge win +5 bonus to straights 4
Giggling memory social 0 1
First Words memory social 1 1
Getting Caught memory social 1 1
Sharing is Caring memory social 1 +1 to social (yellow) card to right 1
Singing Your Heart Out memory social 1 +2 to social (yellow) challenges 1
Braiding Tammy's Hair memory social 2 +1 to cards with gems 1
Hiding in the Creche memory social 2 Unchangeable 1
Idealism memory social 2 First card gets -1 Last card gets +1 1
Negotiating memory social 2 1
Pink Candy memory social 2 1
Stress Cry memory social 2 1
Goofing Off memory social 3 -1 to card to left 1
Come Down, Nougat! memory social 4 1
Dream People memory social 4 1
Calm Temperament I memory social 0 -1 Stress 2
Extra Fingers I memory social 0 +1 skill on social (yellow) challenge win 2
Putting on your Scary Face memory social 0 Value is Wild 2
Boooorriiiiing memory social 1 All cards to right become 1 2
Compromising memory social 2 +3 during social (yellow) challenges 2
Rex's Hug memory social 2 +2 if stress over 50 2
Secret Funtimes Club memory social 2 +1 for each gem on other cards 2
Tammy's Care memory social 2 +1 to card to right 2
Telling a Gentle Tale memory social 2 +2 to neighboring social (yellow) cards 2
A Potent Brew memory social 4 +2 for each gem on other cards 2
A grand feast memory social 4 +2 to cards with gems 2
Asking an Adult memory social 4 +2 to last card 2
Aunty Ceedent's Love memory social 4 2
Becoming a Carnivore memory social 4 2
Being a Bully memory social 4 2
Commanding memory social 4 2
Making Out memory social 4 if card to right is social (yellow), +1 to both 2
Performing for an Audience memory social 4 +1 to neighboring social (yellow) cards 2
Rescuing the Governor memory social 4 +1 to social (yellow) challenges 2
Saving Tammy memory social 4 2
Standing Up for Something memory social 4 Unchangeable 2
The Mystery of the Weird Smell memory social 4 2
The Spice Must Flow memory social 4 2
Uncle Tonin's Smile memory social 4 2
Babysitting for Echinacea memory social 5 2
Composing a Song memory social 5 2
Friends Helping Friends memory social 5 2
Losing your Temper memory social 5 -3 to last card 2
Marz's Ambition memory social 5 -1 Kudos 2
Sabotaging memory social 5 -2 to mental (blue) challenges 2
Talent Show Champion memory social 5 2
That's Debatable memory social 5 2
A Stressful Event memory social 8 +10 Stress 2
Calm Temperament II memory social 1 -5 Stress 3
Dad's Love memory social 3 +1 to and from other social (yellow) cards 3
Extra Fingers II memory social 3 +1 skill on social (yellow) challenge win 3
Stealing Food to Survive memory social 3 +2 for every other physical (red) card 3
Tammy's Care II memory social 3 +3 to card to right 3
Getting Creative memory social 4 +2 to cards with gems 3
Rex's Hug II memory social 4 +4 if stress over 50 3
Surprise Party memory social 5 +3 on third stage of challenges 3
Marz's Ambition II memory social 7 -3 Kudos 3
Dishing the Dirt memory social 8 3
Talent Show Champion II memory social 8 3
Tammy's Care III memory social 3 Double card to right 4
Friend in High Places memory social 4 +2 for every other social (yellow) card 4
Hide and Seek with Nougat memory social 4 All cards under 4 become 4 4
Secret Funtimes Club II memory social 4 +2 to and from gem cards 4
Earth's Fleet is Coming memory social 5 Create 2 duplicates when drawn 4
The Mixologist memory social 5 All cards to right become social (yellow) 4
Rex's Hug III memory social 6 +6 if stress over 50 4
Marz's Ambition III memory social 7 +5 Kudos 4
Snapbladder Surprise memory social 8 Value is Wild 4
Second Administrator memory social 10 +2 skill on social (yellow) challenge win 4
Second Steward memory social 10 +2 skill on social (yellow) challenge win 4
Stopping the Earth Fleet memory social 10 +3 to all other social (yellow) cards 4
Wondering memory mental 0 1
Discovering memory mental 1 1
Distraction memory mental 1 Draw 1 extra card 1
Doing Paperwork memory mental 1 +1 for each unplayed card 1
Flunking a Test memory mental 1 Keep Between Rounds 1
Futurism memory mental 1 +2 to last card 1
Acing a Test memory mental 2 1
Deducing memory mental 2 1
Hopeye Facts memory mental 2 Create 1 duplicate when drawn 1
Writing an Essay memory mental 2 +1 if left card is mental (blue) 1
Dissecting a Sugarbug memory mental 3 1
Getting Lost in the Fog memory mental 3 1
Hooked on your Holopalm memory mental 3 1
Learning About Earth memory mental 3 1
Absorbent Brain I memory mental 0 +1 skill on mental (blue) challenge win 2
So... Hungry... memory mental 0 +2 to all other physical (red) cards 2
Robo Power memory mental 1 Create 2 duplicates when drawn 2
Sym's Curiosity memory mental 1 +4 if this is the only mental (blue) card 2
The Shimmer Cure memory mental 1 All cards to right become mental (blue) 2
Cultivating Spongecake memory mental 2 +2 to cards with gems 2
Dys's Secret memory mental 2 +2 if in the first or last pane 2
Hal's Gratitude memory mental 2 +1 skill on mental (blue) challenge win 2
Harvesting Mushwood memory mental 3 +1 for each gem on other cards 2
Tangent's Focus memory mental 3 +1 if this has the highest value 2
The Vertumna Group memory mental 3 +1 for each unplayed card 2
Embarrassing Lesson memory mental 4 Keep Between Rounds 2
Innovating memory mental 4 2
Investigation memory mental 4 +1 if left card is mental (blue) 2
Smart for my Age memory mental 4 2
Science Fair Champion memory mental 5 2
Smells Worse Inside memory mental 6 -2 to physical (red) challenges 2
Fixing Rundown Tech memory mental 0 Value is Wild 3
Tangent's Focus II memory mental 2 +6 if this has the highest value 3
Absorbent Brain II memory mental 3 +1 skill on mental (blue) challenge win 3
Dizzy Weed memory mental 3 Draw 1 extra card 3
Dys's Secret II memory mental 3 +3 if in the first or last pane 3
Multitasking memory mental 3 Value is Wild 3
Sym's Curiosity II memory mental 3 +7 if this is the only mental (blue) card 3
Congruence memory mental 5 Value is Wild 3
Genius Deduction memory mental 5 +5 during mental (blue) challenges 3
Pest Control memory mental 6 -1 to physical (red) cards 3
Releasing Endorphins memory mental 6 +1 for every other mental (blue) card 3
Testing on Humans memory mental 6 Neighbors become mental (blue) 3
When a Plan Comes Together memory mental 6 +5 to flushes with this card 3
Learning About Earth II memory mental 7 3
Engineered Plague memory mental 8 3
Radioactive Plant memory mental 8 3
Trivia Champion memory mental 8 3
Tutoring for the Big Test memory mental 1 +3 to all other mental (blue) cards 4
Fixing the power array memory mental 2 Double card to right 4
Dys's Secret III memory mental 5 +5 if in the first or last pane 4
Organizing the Storage Room memory mental 5 +3 if left card is mental (blue) +3 if right card is mental (blue) 4
Sym's Curiosity III memory mental 5 +10 if this is the only mental (blue) card 4
Tangent's Focus III memory mental 5 +6 if this has the highest value 4
Building the Tallest Tower memory mental 6 +5 to last card 4
Native Hybrid memory mental 6 Draw 2 extra cards 4
The Most Efficient Route memory mental 6 +1 skill on mental (blue) challenge win 4
Harvesting the Fastest memory mental 7 +2 for every other mental (blue) card 4
Priming the Payload memory mental 7 +3 to physical (red) cards 4
Birthed a Floatcow memory mental 8 Draw 1 extra card 4
Losing a Patient memory mental 8 -5 to flushes with this card 4
Saving a Patient memory mental 8 +5 to flushes with this card 4
The Vertumna News Report memory mental 8 +5 Kudos 4
Timey Wimey Wormhole Stuff memory mental 8 Neighbors become wild Value is Wild 4
Second Cultivator memory mental 10 +2 skill on mental (blue) challenge win 4
Second Engineer memory mental 10 +2 skill on mental (blue) challenge win 4
Crawling memory physical 0 1
Crushed by a Faceless memory physical 0 -5 to flushes with this card 1
Swallowed Whole memory physical 0 Unchangeable 1
Cal's Pet Socks memory physical 1 +3 on third stage of challenges 1
First Steps memory physical 1 1
Playing Sportsball memory physical 1 Set neighbors to this value 1
A Mysterious Stranger I memory physical 2 1
Bravely Helping to Fight memory physical 2 +1 to physical (red) challenges 1
I Ate Them All! memory physical 2 1
Running memory physical 2 1
Tough Face memory physical 2 1
Tradition memory physical 2 Physical (red) Card to right becomes 2 1
Up to your Armpits in Mud memory physical 2 1
Working those Muscles memory physical 2 +1 during physical (red) challenges 1
Camping Outside memory physical 3 1
Facing the Eyebeast memory physical 3 1
Playing in the Snow memory physical 3 1
Under the Hot Hot Sun memory physical 3 -1 to physical (red) challenges 1
Eagle Eyes I memory physical 0 +1 skill on physical (red) challenge win 2
Anemone's Loyalty memory physical 2 All physical (red) cards under 2 become 2 2
Gut Feeling memory physical 2 Card to right becomes 3 2
Destruction of the Strato memory physical 3 Keep Between Rounds 2
Paying Attention memory physical 3 +1 bonus to pairs 2
Raining Bounce Weasels memory physical 3 Set neighbors to this value 2
The Bushbub's Dance memory physical 3 +2 to physical (red) card to right 2
Cadet Rank memory physical 4 2
Cal's Strength memory physical 4 2
Helping an Animal memory physical 4 +1 to physical (red) challenges 2
Iron Stomach memory physical 4 2
Lassoing a Floatcow memory physical 4 +1 for each gem on other cards 2
Leaping memory physical 4 2
Spying on a Friend memory physical 4 2
Uncle Tonin and the Manticore memory physical 4 2
Working Those Muscles 2 memory physical 4 +2 during physical (red) challenges 2
A Mysterious Stranger II memory physical 5 2
Bot-Athalon Champion memory physical 5 2
Getting Your Butt Kicked memory physical 5 2
Saying Goodbye memory physical 5 2
Super Strength I memory physical 5 2
Telling a Violent Tale memory physical 5 -2 to neighboring social (yellow) cards 2
Vace's Confidence memory physical 5 -1 to neighboring cards 2
Hurting a Friend memory physical 6 -4 to last card 2
Milking the Squeedger memory physical 6 2
Eagle Eyes II memory physical 3 +1 skill on physical (red) challenge win 3
That Was Weird memory physical 3 +6 if left card is mental (blue) 3
Sharpshooting memory physical 4 +6 if this has the highest value 3
Anemone's Loyalty II memory physical 5 All physical (red) cards under 3 become 3 3
Cal's Pet Socks II memory physical 5 +5 on third stage of challenges 3
It's all too Beautiful memory physical 5 -1 Stress 3
Mom's Love memory physical 5 +1 skill on challenge win 3
Super Strength II memory physical 5 +2 for every other physical (red) card 3
Testing on Animals memory physical 5 Card to right becomes 5 3
Tracking the Airsquid memory physical 5 +2 to first card +2 to last card 3
Thud of the Thumper memory physical 6 3
Up to the Highest Height memory physical 6 +2 if this has the highest value 3
Cal's Strength II memory physical 7 3
Officer Rank memory physical 7 3
Pulling Weeds memory physical 7 -1 to non-physical (red) cards 3
A Mysterious Stranger III memory physical 8 3
Breaking up a Fight memory physical 8 3
Ow my head memory physical 8 3
Slaughtering the Hordes memory physical 8 -1 to all other cards 3
Xeno Wrangling Champion memory physical 8 3
Felling a Giant memory physical 9 -3 to cards with higher values 3
Noctilucent's Disdain memory physical 10 -5 to non-physical (red) neighbors 3
Vace's Confidence II memory physical 12 -1 to all other cards 3
The Ultimate Showdown memory physical 5 All cards to right become physical (red) 4
Ending the Trippet Revolts memory physical 6 +3 to neighboring physical (red) cards 4
Winning the Championship memory physical 6 Set neighbors to 6 4
Leading the East Wall Defense memory physical 7 Create 1 duplicate when drawn 4
Defeated a Faceless memory physical 8 +6 if this has the highest value 4
Playing Shovelball with Cal memory physical 8 +2 to cards with lower values 4
Anemone's Loyalty III memory physical 9 All physical (red) cards under 5 become 5 4
Lieutenant Rank memory physical 9 4
Cal's Strength III memory physical 10 4
Second Security Officer memory physical 10 +2 skill on physical (red) challenge win 4
Second Surveyor memory physical 10 +2 skill on physical (red) challenge win 4
Staying Awake on Guard Duty memory physical 10 Unchangeable 4
Meeting the Overseer memory physical 12 4
Vace's Confidence III memory physical 18 -2 to all other cards 4
Delusions memory wildcard -1 1
Escaping the Shimmer Glade memory wildcard 0 1
A Beautiful Vista memory wildcard 2 1
Are Those Edible? memory wildcard 3 2
Nomi's Enthusiasm memory wildcard 4 Card to right becomes wild 2
Staying Cool memory wildcard 4 Unchangeable 2
That's one Big... Something memory wildcard 5 2
A Unisaur's Horn memory wildcard 4 +1 to cards with gems 3
Nomi's Enthusiasm II memory wildcard 6 Neighbors become wild 3
Bake-off Champion memory wildcard 8 3
Coloring the World memory wildcard 4 Neighbors become wild 4
Nomi's Enthusiasm III memory wildcard 9 All cards to right become wild 4
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