Build guide · Steam Demo

Rest and exploration recovery

Make space for Camp cards and plan your recovery before the next fight.

Demo build 23718635
In this guide

Cards in this plan

Open this core in the builder →

A starting core to adapt during a run. Generated food and optional upgrades are explained below.

Use Rest as a recovery anchor

Rest is an exploration card with a base cost of 2 energy. It heals 10 and increases its own healing by 3. Its Camp property means it must be cast in a room with available space. Your recovery plan therefore needs both the card and a suitable place to use it.

Marshmallows is another exploration option. Its healing is multiplied by warmth, and it also grants 1 energy after costing 1 to play. Look at the actual warmth and card preview before relying on the heal; do not treat it as a fixed 10-health replacement for Rest.

CardWhat it needsWhat it contributes
Rest2 energy and room for a Camp cardBase healing 10; increases its own healing by 3.
Marshmallows1 energy; useful warmth for its healing multiplierWarmth-scaled healing and 1 energy gained.

Plan the room before spending energy

  1. Check your health, exploration energy and the cards in hand before committing to the next encounter.
  2. If Rest is part of the plan, identify a room with available space for its Camp requirement.
  3. Keep 2 energy available for Rest rather than spending it all on optional actions first.
  4. Check warmth before using Marshmallows. Its energy gain does not remove the requirement to pay the cost up front.
  5. After recovery, inspect your new health and the card’s updated healing value. Carry the current value into your run record, rather than copying the database’s base number.

Keep your two decks doing different jobs

Exploration recovery supports the combat deck; it cannot replace damage during a fight. Pair this core with a combat plan that can finish encounters, such as food generation and eating-based damage growth.

A recovery card you cannot currently use will not solve an immediate threat. Room availability, energy and warmth are separate constraints. When one is missing, change the next action rather than assuming the card’s displayed healing will always be available.

Avoid adding exploration cards without a clear job. Keep ways to navigate and interact with the dungeon alongside healing, so that reaching the next useful room remains possible.

Share the conditions along with the result

List Rest and Marshmallows under Exploration in the deck builder. Include the final healing value on an upgraded Rest, and add the warmth conditions for any Marshmallows example in your notes.

For a failure, explain whether recovery was unavailable because of energy, room space or timing. That information makes the run more useful than a screenshot of a healing number alone.

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

Keep exploring