Keyword

A majority of cards have different keywords, which are needed to be understood to fully use the potential of a given card - and the artist to whom it belongs. Cards' keywords differ from such general mechanics like Vitality and Quirks. Each keyword adds additional, smaller-scale conditions or mechanics, usually related to a single class of an artist (in a bracket) or a type of a card. Using quickly recognizable keywords allows for creating cards with less text, but an equal amount of meaning.

That being said, it it worth pointing out that you if you **press on any card with RMB**, a pop-up window will fully explain what its keywords mean.

### Keywords

* **Aerial Hoop** - performs the Aerial Hoop action if the Aerialist's Focus is at the maximum value.
* **Animal** - some of the Animal Tamer's cards summon animals. An animal performs its action at the end of each turn. It may also perform another special action when leaving the scene.
* **Ball** - gathers Juggling Balls by playing specific Juggler's Cards. You can use them to power up certain Juggler's Cards. Juggling balls are a sort of a counter building up. Some of the Juggler's Cards use the ball-points gathered that way to create powerful attacks.
* **Choose One** - allows the player to choose one of the few possible effects of the card.
* **Discard** - put this card on the Discard pile.
* **Draw X** - the player draws X cards from the deck.
* **Et voilà** - some of the Acrobat's cards have a special Et voila action, which takes effect if the card is the last card in the player's hand.
* **Exile** - remove this card from the show.
* **Finale! X** - the card adds X points to the Finale! counter.
* **Fire Breath** - performs the Fire Breath action if the artist's Focus value is lower than half. It's a keyword related exclusively to the Fire Eater artist class. It makes some of the cards more powerful if the Fire Eater has lost some of her Focus.
* **Hypnotize** - a Snake Charmer exclusive keyword. Each time another artist plays a card, a snake counter builds up. Once the Snake Charmer has enough of those, the player can use the Hypnotize action and choose whether the snakes should be spent on using a powerful move. The cards often allow the player to choose how many - for example 5, 7, or 9 - snakes they want to use.
* **Ignore X** - the given artist ignores X amount of audience's Sneering.
* **Impress X** - the given artist impresses the audience member for X.
* **Mathstery** - performs the Mathstery action if special rules or conditions described on the card are fulfilled. Related to the Counting Chicken class.
* **Note** - every One-man Band's card is connected with one of three specific 'Notes' - an Ignore Note, an Impress Note, and a Special Note. If the One-man Band plays three cards, each with a different note, he receives a powerful Song card. The type of the last Note determines the type of the song.
* **On Discard** - a card with this keyword activates its On Discard action when the card is manually discarded.
* **Pantomime** - if Sneering is entirely ignored by Mime's amount of Ignore, the Mime impresses the spectator back. Impression's value is equal to the Pantomime's value.
* **Potion** - a Mountebank-related keyword. Since the artist's cards are different types of potions, they become their emptied versions after being used. They can be refilled by other cards during the show, though.
* **Snake** - each time an artist other than the Snake Charmer plays a card, Snake Charmer gains 1 snake to her snake counter. The more snakes she possess, the stronger some of her Cards become.
* **Spotlight** - focuses the audience's actions on one of your artists; a keyword related mainly to the Strongman - he's a defensive class of an artist, often using this skill to take himself the sneering damage that would otherwise affect other performers.
* **Stash X Y** - fill up an Y counter for X points (for example: Stash X Balls would mean increase the Juggler's Juggling Balls counter by X).
* **Surprise** - creates Trick Cards in the player's hand; Trick Cards are special Illusionist's cards which often cost 0 Vitality to play.
* **Tout Enchante** - card effect will have an impact on all artists or the whole audience; for example, a card might heal all artists, while another might impress the whole audience.
* **Transfigure** - switches the sides of the card after it's been used; once the player draws the card again, it'll have a different effect.
* **Unplayable** - the card cannot be played.
* **Vanish** - the card is permanently removed from the show if it's used or discarded.
* **Vitality** - Vitality used as a keyword on a card means adding additional Vitality - 'mana' points - to be used this turn.