Camp guide · Steam Demo

Practice Dummy: which attack should you upgrade?

Choose between immediate damage, extra attacks, cheaper casts and fatal-hit growth, with a plan for runs that miss the dummy.

Demo build 23718635

The short answer

Train an attack that you already use to secure kills. Improve its immediate damage if it keeps missing a finisher, its cost if you cannot afford the turn, or its fatal-hit payoff if you can consistently land the killing blow.

In this guide

Set up the facility before planning the upgrade

Practice Dummy costs 2 exploration energy, needs an available Camp space and is Fixable. Keep a Fix action available. A facility does not solve the turn if spending that energy leaves you unable to recover or interact.

Once choices appear, compare the card before and after the modification. The available options and eligible recipients matter: do not assume you can select any card in the database.

Practice Dummy

Facility

Practice Dummy2 energy · Exploration

  • Create a camp encounter
  • Consume this card

Camp · Fixable

Create the training encounter in an available room. Its own 2-energy cost is an exploration cost, not an extra charge on every attack you later play.

Full effects, properties & growth →

Pick the improvement that fixes the turn

Option, when offeredChoose it whenWhat to check afterwards
Add damageYour reliable attack cannot reach a kill thresholdThe new number on each damage action; do not replace a multi-hit card with an assumed single total.
Extra attackAn additional hit would make your upgraded attack more usefulThe new sequence of hits, then the enemy’s remaining health.
Reduce costThe attack crowds out your finisher or follow-upThe displayed energy cost and the full turn budget.
If fatal, increase damageYou can repeatedly give this card the killing blowA nonfatal hit does not produce fatal growth.
If fatal, gain energy or drawKills already happen, but you run out of actionsThe refund or draw happens after the kill, not before you pay the attack cost.
Multiply damageA card already has a useful grown damage valueCompare the actual resulting number with the other offers.

Three recipients with different jobs

Roast

Reliable food finisher

Roast1 energy · Combat

  • Deal 3 damage
  • On a fatal hit: Create 1 Toasty

Its base hit is only 3. Bringing Roast above a common enemy’s remaining health helps you make Toasty without spending an extra setup attack. Keep the fatal-hit requirement in mind.

Full effects, properties & growth →
Hot Poker

Multi-hit cooking weapon

Hot Poker2 energy · Combat

  • Deal 1 damage × 3 hits
  • On a fatal hit: Create 1 Toasty Kebab

Its base sequence is three hits of 1 for 2 energy. Read each hit after training; the card is not a single 3-damage hit. A fatal hit produces Toasty Kebab.

Full effects, properties & growth →
Hungry blade

Growth already built in

Hungry blade1 energy · Combat

  • Deal 5 damage
  • On a fatal hit: Increase damage by 2

It starts at 5 damage and gains 2 on a fatal hit. An immediate improvement can help it secure the first kills, after which its own trigger supplies growth.

Full effects, properties & growth →

Avoid these upgrade traps

  1. Do not improve a card only because its theoretical ceiling is high. Check whether it will be affordable in your actual hand.
  2. Do not spend the killing blow on a different attack when your upgraded card needs a fatal hit.
  3. Do not confuse Linger, Persistent and Exhaust. Keeping a card after a turn, keeping it after play, and restricting plays are different rules.
  4. Do not plan a recipient with limited Uses as if it will last forever. Inspect the eligible selection and remaining uses.
  5. Do not abandon a viable food engine because no dummy appeared. Roast plus Scavenger Blade already has a source and a growth payoff.

A no-dummy plan

Use ordinary damage to put enemies in range, then choose which fatal hit pays you back: Roast makes food; Hungry blade grows damage. When you have food and Scavenger Blade in hand, eat before using the blade so you can inspect its grown value.

This route still needs enough healing and energy to survive the setup. Treat the missing dummy as a reason to use the printed triggers well, rather than waiting for one specific reward.

Your cards can grow beyond their base values. Keep the current card values and ending together when you share the run.

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