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Camp structure · Build · Fix · inspect the upgrade

How to use the Practice Dummy in Shroom and Gloom

You played the Practice Dummy, the card disappeared, and now you are unsure how to activate the camp object or what happens after Fix.

THE SHORT ANSWER

The current Demo record proves that Practice Dummy costs 2 Explore energy, creates a Fixable camp encounter, and then consumes the card. Players report using Fix on that object to reach an attack upgrade, but the current choice screen and exact upgrade pool have not been independently captured.

QUICK FIELD CHECK

Match the Dummy state on your screen.

The first three rows are supported by the current build record. The upgrade result and strategy rows are player observations, so verify the card your own run actually changes.

Card is still in hand
What it meansPractice Dummy costs 2 Explore energy.
Do nextReserve 2 energy, then play it during Explore.
Card disappeared
What it meansExpected: its recorded action creates one card encounter, then Consumes the card.
Do nextLook for the created camp object; do not treat the missing card as the failure signal.
Dummy will not activate
What it meansThe created object is recorded as Fixable.
Do nextKeep or draw a Fix interaction and target the Dummy with it.
Upgrade choice appears
What it meansPlayers report attack upgrades, including damage growth and Multihit; the complete current pool is not captured.
Do nextChoose an attack you draw reliably, then compare its text and numbers before and after.
Dummy or Gloom Geode?
What it meansCurrent players describe the Dummy as higher variance and more Fix-hungry, while Geode is more consistent.
Do nextDo not treat the Dummy as mandatory; take it when the route already supports Fix.
Card never appears
What it meansThe packaged record lists shop cost 4, not a guaranteed shop, reward, or appearance rate.
Do nextDo not build a run plan that requires finding Practice Dummy.

BUILD AND ACTIVATE

Create the Dummy, then Fix it.

  1. If Practice Dummy appears in your run, reserve 2 Explore energy before playing it. The current record lists a shop cost of 4, but it does not prove that every shop or run will offer the card.

  2. Play it during Explore. Demo build 23718635 records the action as Create Card Encounter: 1 followed by Consume, so the original Practice Dummy card is supposed to disappear after it builds the encounter.

  3. Keep a card with a Fix interaction available. The created object is recorded as Fixable, and current players describe Fix as the activation constraint for the Dummy.

  4. Target the Dummy with Fix, then follow the upgrade interaction the current build presents. If it lets you choose an attack, prefer one you draw and use reliably over a weak card you plan to remove.

  5. If an attack changes, inspect its text and numbers in your deck. Do not use a particular multiplier, extra-hit count, or the 122 × 3 community example as the success test.

  6. Treat damage multiplication and Multihit as observed possibilities, not guaranteed choices. The exact pool, option count, odds, repeatability, and stacking formula still need a current-build in-game capture.

  7. Do not force the Dummy into every route. Current players describe it as a high-variance upgrade compared with the more consistent Gloom Geode, and Fix can compete with other Explore interactions. Take it when your route can activate it and you already have an attack worth improving.

WHAT SUCCESS LOOKS LIKE

The build-backed setup ends when the original Practice Dummy card is consumed and the spawned object is presented as a Fix target. What the current Fix interaction opens and how the selected attack changes still require a current-build capture; do not require a particular multiplier or hit count.

VERSION BOUNDARY

The build 23718635 card record proves the 2-energy cost, Camp/Fixable properties, created encounter, and Consume action. The player reports do not state that exact build; they support the Fix-to-upgrade flow and have observed damage multiplication and Multihit, but conflict on how valuable the Dummy is and do not establish a complete upgrade pool. This guide remains a cautious reference until one current-build run captures the card, encounter, Fix trigger, choice screen, and upgraded attack in sequence.

CARDS IN THIS ANSWER

Know the effect before you build around it.

Ability text is tied to the recorded Demo build. “How you get it” stays cautious where a packaged shop value does not prove a guaranteed reward.

Practice Dummy card artwork from the Shroom and Gloom Demo
Demo artwork · identification reference

Explore / Camp

Practice Dummy

2energy
What it does
Creates one card encounter, then consumes itself. The created camp object is recorded as Fixable in Demo build 23718635.
How you get it
The packaged Demo record lists a shop cost of 4, but does not prove a guaranteed shop, reward, or appearance rate in any run.
Use it with
Keep a Fix interaction available before building it. After Fix, inspect the attack and choices the current run actually shows: the complete upgrade pool, odds, and stacking rules are not recorded.
See all current card notes
A useful next routeMatch cards to objects