Challenges
Challenges are the major mechanic that determines whether Sol succeeds at some challenging task, either from an event or from a job. Passing a challenge can change the outcome of events and grant Sol an additional skill point in the skill associated with the challenge. Alternatively, this mechanic can be turned off in the options and replaced with a random chance of success.
At the start of each challenge, you draw a hand of memories (five by default) and then have to arrange up to five of them to achieve a certain goal score. Each memory played will contribute its value to the score, but you also get bonuses for straights, flushes, and pairs. Equipped gear will also affect the challenge, and you can play collectables to draw additional cards or modify played memories.
If you achieve a score equal to or greater than the goal score, you pass the challenge. Each challenge also has a super goal, a hidden goal score at least five above the regular goal. If you pass the super goal, Sol will gain an additional skill point. If you achieve the best possible score in a challenge, Sol gains 1 Kudos, even if you failed the challenge.
Each challenge has a suit depending on the skill associated with that challenge, and may also have one or more special conditions depending on its suit, which can make the challenge more complex.
More difficult challenges may consist of three rounds. In the first round, you can play only three cards. In the second round, you can play four cards. In the final round, you can play a normal hand of five cards. Between each round, you lose the cards you played and draw additional cards to replace them. The scores in the first two rounds reduce the goal score of the final round.
Scoring[edit | edit source]
Straights[edit | edit source]
A straight is a run of three or more consecutive cards of ascending value, going from left to right. Each card in the straight must have a value exactly one higher than the previous card in order to count. Comments in the data files suggest that social challenges were intended to sometimes give bonuses to straights.
Length of Straight | Bonus Score |
---|---|
3 | 3 |
4 | 6 |
5 | 10 |
Flushes[edit | edit source]
A flush is a run of two or more consecutive cards of the same suit. Flushes are associated with mental memories, and mental challenges will sometimes grant additional bonuses to flushes.
Length of Flush | Bonus Score |
---|---|
2 | 1 |
3 | 3 |
4 | 6 |
5 | 10 |
Pairs[edit | edit source]
A pair is a run of two or more consecutive cards that all have the same value, and includes two- to five-of-a-kinds. Pairs are associated with physical memories, and physical challenges will sometimes grant additional bonuses to pairs.
Length of Pair | Bonus Score |
---|---|
2 | 1 |
3 | 3 |
4 | 6 |
5 | 10 |
Conditions[edit | edit source]
As Sol grows older, the following random conditions can occur in challenges. The challenge's age for generating conditions is based on Sol's age, but modified by difficulty. An "easy" challenge will lower Sol's effective age by 2, a "hard" challenge will raise Sol's effective age by 2, and an "impossible" challenge will raise Sol's effective age by 5. However, no conditions can occur before Sol is actually 11.
Challenge age 11 and up:
- One slot will change a card's suit to match challenge.
- Card in one slot has a set value between 2 and 4.
- Card in one slot gets +1 to +3.
- A random card will be locked in one slot.
- Bonus 5 or 10 Kudos if score exactly equals goal (or super goal). This condition is twice as likely as other conditions.
Challenge age 14 and up:
- First collectable use is free.
- Pairs worth +2 to +3.
- Straights worth +2 to +3.
Challenge age 17 and up:
- (In mental challenges only) Mental flushes worth +5.
- (In physical challenges only) Physical pairs worth +5.
- Cards with gems are wild.