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 23718635The 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

Cards explained 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.
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 offered | Choose it when | What to check afterwards |
|---|---|---|
| Add damage | Your reliable attack cannot reach a kill threshold | The new number on each damage action; do not replace a multi-hit card with an assumed single total. |
| Extra attack | An additional hit would make your upgraded attack more useful | The new sequence of hits, then the enemy’s remaining health. |
| Reduce cost | The attack crowds out your finisher or follow-up | The displayed energy cost and the full turn budget. |
| If fatal, increase damage | You can repeatedly give this card the killing blow | A nonfatal hit does not produce fatal growth. |
| If fatal, gain energy or draw | Kills already happen, but you run out of actions | The refund or draw happens after the kill, not before you pay the attack cost. |
| Multiply damage | A card already has a useful grown damage value | Compare the actual resulting number with the other offers. |
Three recipients with different jobs
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 →
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 →
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
- Do not improve a card only because its theoretical ceiling is high. Check whether it will be affordable in your actual hand.
- Do not spend the killing blow on a different attack when your upgraded card needs a fatal hit.
- Do not confuse Linger, Persistent and Exhaust. Keeping a card after a turn, keeping it after play, and restricting plays are different rules.
- Do not plan a recipient with limited Uses as if it will last forever. Inspect the eligible selection and remaining uses.
- 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.