๐Ÿ“– Game Glossary

Complete A-Z reference for Human Enough terms and mechanics

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A

  • โญ Action Card
    One of the two main card types in Human Enough. Action cards are drafted during setup and played from your hand during the game. Each has a Power value (points it contributes), Cost (energy required), and Type (special ability). You start with 7 Action cards.
  • Aura
    A card type that provides ongoing bonuses for the rest of the hand. Auras typically boost all subsequent cards of a certain type or element. Play Auras early to maximize their effect across multiple cards.
    See also: Aura Type Guide

C

  • ๐Ÿšซ Cancel
    An effect that negates another player's card or ability. Cancel effects are primarily found on Sabotage-type cards. When a card is Cancelled, it has no effect but is still considered "played" for card count purposes.
  • ๐Ÿ’ฅ Chaos Card
    One of the two main card types. Each player receives 3 Chaos cards at the start of each hand. Chaos cards have powerful, unique effects. Rarities range from Common to Legendary.
  • Combo
    A card type that grants bonus points based on how many cards you've played this hand. Combo cards reward high card count strategies. The bonus is calculated when the Combo card is played, counting all previously played cards.
  • ๐Ÿ’ฐ Cost
    The amount of Energy required to play a card. Shown on each card. Costs range from 0-5 for Action cards. You cannot play a card if you don't have enough Energy. Some effects can reduce or bypass costs.

D

  • ๐Ÿƒ Deck
    The shared pile of Action cards that players draw from during the game. The deck is created during setup by shuffling all Action cards together. When the deck is empty, shuffle the discard pile to create a new deck.
  • ๐Ÿ—‘๏ธ Discard
    To remove a card from your hand without playing it. Discarded cards go to the discard pile and don't contribute to your score. Some effects force opponents to discard, while others let you discard to gain benefits.
  • Draw
    A card type that lets you take additional cards from the deck into your hand. Draw effects expand your options and enable larger combos. The number of cards drawn is specified on each card (e.g., "Draw 2").
    See also: Draw Type Guide

E

  • ๐ŸŒŸ Element
    A thematic category assigned to each card (Fire, Water, Earth, Air, Light, Dark, etc.). Elements affect certain synergiesโ€”some cards grant bonuses when played with matching elements. Element is shown by the card's visual design and icon.
  • โšก Energy
    The resource used to play cards. Each player starts each hand with 10 Energy. Playing a card costs Energy equal to its Cost. Energy does NOT carry over between hands. Unspent energy is wasted.
  • Energize
    A card type that restores or grants additional Energy when played. Energize cards let you play more expensive cards or more total cards in a hand. The energy gained can be used immediately.
  • โž• Extra Action
    An effect that lets you play additional cards beyond your normal limit. "Play 1 extra Action" means you can play one more card this turn (if you have the Energy). Extra actions stack if multiple effects grant them.

H

  • โœ‹ Hand
    1) The cards you're currently holding (your "hand of cards"). 2) A single round of play where each player takes turns playing cards until all players pass. A game consists of multiple hands, and the player with the most total points at the end wins.
  • ๐Ÿ“Š Hand Total
    The sum of all Power values from cards you've played this hand, plus any bonuses from effects. Your Hand Total is multiplied by Multiplier effects (if any) at the end of the hand to determine your final hand score.

L

  • Link
    A card type that lets you play additional Action cards for free (0 cost) or reduced cost. Link effects specify how many extra cards you can play and any restrictions. Links enable powerful card chains.

M

  • ๐Ÿ† Match
    A complete game of Human Enough consisting of multiple hands. The first player to win 10 hands wins the match. Each hand, the player with the highest score wins that hand.
  • Multiply
    A card type that multiplies your hand total by a factor (ร—2, ร—3, etc.). Multipliers are applied at the end of the hand AFTER all other bonuses. Multiple multipliers stack multiplicatively. High-risk, high-reward cards.

P

  • โญ๏ธ Pass
    To end your turn without playing any more cards. Once you pass, you cannot play more cards this hand. The hand ends when all players have passed. Strategic passing can conserve resources for future hands.
  • โ–ถ๏ธ Play
    To place a card from your hand onto the table, paying its Energy cost and activating its effect. Played cards contribute their Power to your hand total. Cards remain played until the hand ends.
  • ๐Ÿ’ช Power
    The base point value of a card. Power is added to your hand total when you play the card. Action cards have Power ranging from 1-11 based on rarity. Chaos cards have higher Power (1-12). Bonuses can increase effective Power.
  • Push
    A card type that adds flat bonus points at the end of the hand based on conditions (cards played, energy spent, etc.). Push bonuses are added BEFORE multipliers are applied, making them excellent Multiply partners.

R

  • Rally
    A card type that triggers bonus effects when you play additional cards after the Rally card. Rally rewards continued playโ€”the more cards you play after it, the bigger the bonus. Pairs well with Link and Draw.
  • โœจ Rarity
    The power tier of a card. Five rarities exist: Common (white), Uncommon (green), Rare (blue), Epic (purple), and Legendary (gold). Higher rarity = higher Power and stronger effects, but also higher Cost.
  • ๐Ÿ“‰ Reduce
    An effect that lowers a value, typically an opponent's score or a card's cost. "Reduce by 10" means subtract 10 from the target value. Reduction effects are common on Sabotage cards.

S

  • Sabotage
    A card type that disrupts opponentsโ€”cancelling their cards, forcing discards, reducing their score, or stealing effects. Sabotage is reactive and best saved for high-value targets. Use wisely; wasting Sabotage is costly.
  • ๐ŸŽฏ Score
    Points earned in a hand. Your hand score is calculated as: (Sum of Power + Bonuses) ร— Multipliers. The player with the highest hand score wins that hand. First player to win 10 hands wins the match.
  • ๐Ÿ”— Synergy
    When two or more cards work together to produce effects greater than either alone. Example: Playing Energize before Push means more energy spent = bigger Push bonus. Building synergies is key to high scores.
    See also: Synergy Matrix

T

  • ๐Ÿ”„ Turn
    Your opportunity to play cards. On your turn, you may play one or more cards (if you have Energy and effects that allow extra plays), then pass to the next player. Turns continue around the table until all players pass.
  • ๐ŸŽญ Type
    The mechanical category of a card's ability. Nine types exist: Link, Draw, Energize, Sabotage, Combo, Multiply, Aura, Push, and Rally. Each type has distinct strategic uses and synergies with other types.

W

  • ๐Ÿ… Win Condition
    The requirement to win a match: be the first player to win 10 hands. Each hand, highest score wins. On ties, the player with highest Spotlight total wins the hand.