📖 Complete Rules Reference
The definitive guide to Human Enough rules, covering energy costs, scoring formulas, effect types, and edge cases.
📑 Table of Contents
🎴 Game Components
Action Cards
Cards representing acts of kindness with four stats:
| Stat | Symbol | Description |
|---|---|---|
| Time | ⏱️ | How much time the action takes |
| Heart | ❤️ | Emotional investment required |
| Spotlight | ✨ | Public visibility of the action |
| Connection | 🤝 | Social bonds created |
Each Action card also has a Theme, Element (Fire, Earth, Air, Water), and Energy Cost.
Chaos Cards
Modifier cards with special effects. There are 9 effect types:
- Link - Play additional Action cards
- Draw - Draw additional cards
- Energize - Modify your Energy pool
- Sabotage - Reduce opponent scores or cancel effects
- Combo - Conditional bonus points
- Multiply - Multiply stats or totals
- Aura - Persistent effects for the hand
- Push - Energy-based bonuses
- Rally - Card/element-based bonuses
🎮 Game Setup
Deck Configuration
- All players share a single Action Draw Pile
- All players share a single Chaos Draw Pile
- Both decks are shuffled before the game begins
Starting Hands
| Action Cards | 7 cards |
| Chaos Cards | 3 cards |
| Maximum Hand Size | Unlimited during play; draw up to 10 between hands |
| Starting Energy | 10 per hand |
Win Condition
First player to win 10 hands wins the match!
⚡ Energy System
Energy limits how many cards you can play each hand. Every card has an Energy Cost based on its Power.
Action Card Energy Costs
| Power | Energy Cost | Typical Rarity |
|---|---|---|
| 3 | 1 | Common |
| 4-5 | 2 | Common, Uncommon |
| 6-7 | 3 | Uncommon, Rare |
| 8-9 | 4 | Rare, Epic |
| 10-11 | 5 | Epic, Legendary |
Chaos Card Energy Costs
| Power | Energy Cost | Typical Rarity |
|---|---|---|
| 1 | 1 | Common |
| 2 | 2 | Common, Uncommon |
| 3-4 | 3 | Uncommon, Rare |
| 5 | 4 | Rare, Epic |
| 6 | 5 | Epic, Legendary |
💡 Energy Strategy
With 10 Energy, you can typically play 3-5 cards per hand (average cost 2-3). Choose wisely between many weaker cards or fewer powerful ones!
🎭 Effect Types
🔗 Link
Play additional Action cards from your hand. Linked Actions count toward your score and may have bonus conditions.
Example: "Link 2 Actions. If they share an Element, gain +8."
🎴 Draw
Draw additional cards from either deck. Some Draw effects grant bonus points.
Example: "Draw 3. Keep 2. Gain +4 for each Chaos kept."
⚡ Energize
Modify your Energy pool. Can grant bonus Energy or reduce costs.
Example: "Gain +4 Energy. If you have a Fire Action, gain +2 more."
💣 Sabotage
Reduce opponent scores. Some Sabotage effects give you points too.
Example: "Reduce each opponent by 6. Gain +2 per opponent."
🛡️ Cancel
Block opponent effects targeting you. Works against specific effect types.
Example: "Cancel all Sabotage effects against you this hand."
🎯 Combo
Gain bonus points if conditions are met. Conditions checked at scoring.
Example: "If you played 3+ Fire Actions, gain +15."
✖️ Multiply
Multiply specific stats or your total score. Extremely powerful!
Example: "Multiply your Spotlight by 3."
🌟 Aura
Persistent effects lasting the rest of the match. Have both AURA (bonus) and DOWNSIDE (penalty).
Example: "AURA: +2 to all Link bonuses. DOWNSIDE: -1 starting Energy."
💪 Push
Bonuses based on Energy spent or remaining.
Example: "+2 per Energy spent this hand."
📣 Rally
Bonuses based on cards played, elements, or other factors.
Example: "+3 per unique Element you played."
📋 Effect Resolution Order
When cards are revealed, effects resolve in this strict order:
| Priority | Phase | Effect Types |
|---|---|---|
| 1st | Cancel | 🛡️ Cancel, Protect effects |
| 2nd | Aura | 🌟 Persistent bonuses/penalties |
| 3rd | Energize | ⚡ Energy modifications |
| 4th | Link | 🔗 Play additional Actions |
| 5th | Sabotage | 💣 Score reductions |
| 6th | Draw | 🎴 Draw cards |
| 7th | Combo | 🎯 Conditional bonuses |
| 8th | Push | 💪 Energy-based bonuses |
| 9th | Rally | 📣 Card-based bonuses |
| 10th | Multiply | ✖️ Multipliers (LAST!) |
⚠️ Critical: Multipliers Apply Last!
This is intentional and makes Multiply cards extremely powerful. All bonuses from Combo, Push, and Rally are added BEFORE multipliers apply!
🧮 Scoring Formula
Your final score is calculated step-by-step:
Step 1: Base Action Points
Base = Σ(Time) + Σ(Heart) + Σ(Spotlight) + Σ(Connection)
Sum each stat across ALL played Action cards.
Step 2: Apply Stat Multipliers
Modified = Σ(Time × time_mult) + Σ(Heart × heart_mult) + ...
If effects multiply specific stats, apply them now.
Step 3: Add Chaos Power
Score += Σ(Chaos Card Power values)
Each non-canceled Chaos card adds its Power.
Step 4: Add All Bonuses
Score += Combo + Link + Draw + Push + Rally + Cancel bonuses
Step 5: Apply Hand Multiplier
Score = (All above) × Hand Multiplier
Multiple hand multipliers stack multiplicatively.
Step 6: Subtract Sabotage
Final Score = max(0, Score - Sabotage Penalty)
Minimum final score is 0 (cannot go negative).
Complete Formula
Final = max(0, ((Σ stats × stat_mult) + chaos_power + bonuses) × hand_mult - sabotage)
Tiebreakers
If scores are tied, winner is determined by:
- Highest Spotlight total
- Highest Connection total
- Earlier seat position
❓ Special Situations
Hand Size Overflow
Effects can grant cards that exceed the 10-card maximum. You are NOT forced to discard. Normal draws won't add cards while at or above maximum.
Empty Draw Piles
If a draw pile is empty, reshuffle its discard pile to form a new draw pile. If BOTH are empty for a card type, that type cannot be drawn.
Linked Actions
Actions played via Link effects contribute to your score, trigger combo conditions, and are discarded normally at end of hand.
Saboteur Shield
Cards that grant "protection from Sabotage" give you shield counters. Each incoming Sabotage consumes one shield and is fully blocked.
Won-Hand Modifiers
Some effects add to or reduce won-hands counts. Won-hands cannot go below 0.
📚 Glossary
| Action Card | Cards representing kind deeds with Time, Heart, Spotlight, and Connection stats |
| Chaos Card | Modifier cards with special effects that change gameplay |
| Element | Fire, Water, Air, or Earth - thematic categories for cards |
| Energy | Resource limiting how many cards you can play (16 per hand) |
| Hand | A single round of play; first to win 10 hands wins the match |
| Link | Playing additional Action cards from your hand via an effect |
| Match | A complete game consisting of multiple hands |
| Power | A card's strength rating, determines Energy cost |
| Rarity | Common, Uncommon, Rare, Epic, or Legendary |
| Theme | Action card category (e.g., Community, Education, Environment) |