How To Beat Card Challenges In I Was A Teenage Exocolonist

Life holds many challenges, even hundreds of years into the future. You will come across different tasks in I was a teenage exocolonist. These obstacles range from singing in a talent show to battling an alien species on your new home planet, Vertumna IV.

See also: I Was a Teenage Exocolonist: Tips for Beginners

In Teenage Exocolonist, card challenges appear as you complete a work or school activity from month to month. Completing these challenges will earn you skill upgrades and kudos to spend in various stores. Here’s an overview of how these challenges work.

How to win map challenges

The card challenges are straightforward. First, you must arrange your cards in an order that equals or exceeds the target value. Your skills will always improve as you work or go to school. However, you do get extra skill points for winning a challenge. In addition, you will receive a Kudos bonus for building the best possible hand.

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So how do you increase the value of your hand? Order matters a lot. Arranging cards into pairs, flushes and straights is a way to win extra points. In addition, some cards have additional perks that offer advantages or disadvantages depending on your position. Finally, equipped gear grants challenge bonuses and collectibles can be consumed for one-time bonuses.

Every time you work or go to school, your character’s stress level increases. They can no longer pursue a map challenge once their Stress reaches 100. But if you have stress left over, you can apply it to a challenge when your hand value is underperforming. This option, called push throughshould be used in a discriminatory manner.

Winning map challenges is not a requirement in I Was A Teenage Exocolonist. Unfortunately, sometimes the cards you draw never reach the challenge goal. In these cases, it’s okay to give up: You will still get skill points and kudos for doing your best.

Story Challenges are the same as the everyday card challenges but last for three rounds. However, you can only play three cards in the first round, four in the second round, and five in the third and final round. Any cards you don’t use remain in your drawn hand. Each round works towards a cumulative challenge goal.

Sometimes you can arrange a hand that dramatically exceeds the challenge goal. This instance called a great Goal, grants additional skill points and kudos for completion.

card types

There are several card types in I Was A Teenage Exocolonist. Understanding their purpose is key to building the best hand for any challenge. Your basic suits are red (physical), yellow (social)and blue (mentally) cards. However, they are introduced Gem Cards and wild cards further in the game.

Card orders that increase the value of your hand

We emphasize this again: Order counts. Three commands in particular are the building blocks for creating a quality hand. In addition, these terms have similarities with many other card games such as gin rummy or poker. So there is a big chance that you are already familiar with them.

ticket order definition example
Wash A flush is when two cards of the same suit are placed next to each other. A three physical (red) card flush in I Was A Teenage Exocolonist.A flush of three red cards scores an additional three points.
Few A pair is when two or more cards of the same value are placed next to each other. A pair of two zero point cards in I Was A Teenage Exocolonist.A pair of two zero point cards scores an additional point.
Just A straight is when at least three cards of increasing rank are dealt side by side from left to right (i.e. one, two, three, four, etc.). A straight can contain cards of the same or different suits. Note: Straights cannot be formed in descending order (i.e. four, three, two, one). A series of cards ranging in value from zero to five in I Was A Teenage Exocolonist.Five cards, arranged in order from zero to five, form a straight that is worth ten bonus points.

See also: I Was a Teenage Exocolonist: How to Create Your Character

gear and collectibles

In addition to your memory cards, you can access other tools during a card challenge.

  • gear is like armor. You can use it an unlimited number of times, and its effects last as long as you keep it equipped. For example the Superhero Cape gives you thirty extra Bravery skill points and a 2x multiplier on straights. Skill points added with gear do not count toward skill perks.
  • collectibles resemble consumables. They grant all sorts of bonuses and effects to your hand, but only for one-time use. For example, mushroom wood adds two points to a map. Also, you can gift collectibles to friends to improve your relationship with them.

There are several ways to get gear and collectibles. First, you can buy these two cards from the supply depot with kudos from activities. Second, you can earn both items by doing Completion of special events and activities. Finally, you can find collectibles throughout the colony or past the wall in search of food.

cards with effects

Some cards grant special effects to themselves or the cards around them. For example, Anemone’s loyalty increases every physical card in play below two points to two.

Unfortunately, other cards have negative effects. For example, Tell a brutal story subtracts two points from all adjacent social cards in play. However, this card scores a whopping five points.

As our examples show, the way you place these unique cards leads to game-changing consequences. As such, we recommend strategizing how to use these cards when they are drawn.

Special Challenge Conditions

As you age, the card challenges come with special conditions. These conditions include map bonuses, obstacles, new objectives and more. Here are some examples of what you may encounter.

  • Bonuses: You play a mental challenge and all blue cards in your hand get an extra point.
  • Obstacle: A random card will be locked into your hand. You cannot remove it or change its position.
  • New goals: You’ll get extra credit if you hit the target exactly.


As you can see, special conditions add a new level of difficulty and strategic sophistication to the map challenges. Therefore, it would be best if you adapt when these situations arise. Unfortunately, sometimes a proven strategy fails when faced with a new condition. Fortunately, working within the confines of these conditions can shift their effects to your advantage.

additional options

While map challenges are part of the overall experience of I Was A Teenage Exocolonist, they are not the primary focus. In many ways, the game approaches a visual novel experience rather than an RPG, with its branching paths and gripping storylines. In return, you may feel overwhelmed or underwhelmed by its gameplay. Fortunately, there are two ways to customize the game to your liking.

Suppose the card challenges get too easy for you. In this case you can activate Harder map challenges in which General Settings Menu.

Suppose you want to focus on the story. In this case you can switch on Skip map challenges in the same menu. Enabling this option will combine challenges into a coin toss, with results based on your character’s current age and skills.

These settings can be changed at any time during your gameplay.

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