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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