Rest and Recovery
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Rest and Recovery
"A good laugh and a long sleep are the best cures." – Irish Proverb
Adventuring takes its toll. Heroes recover Health and refresh their abilities by spending the same resource that governs everything else: Time.
Making Camp
A Hero may declare they are making camp at any point, anywhere. Camping does not stop the Time Clock, Boxes are still checked, and Wandering Monster checks still happen on any "W" box reached. Camping does, however, mean you skip adding Threat Dice for Shadow or Darkness boxes checked while resting.
Catnap
A Catnap costs 6 Time boxes (1 hour) and can be taken at any time of day.
- Heals ⌊Body÷2⌋ Health
- A Quartermaster reduces the cost by 1 box each (max 2, floor of 4 boxes)
Darkfall
Declare you are turning in for the night. Mark time normally, checking boxes, rolling Wandering Monster checks: until you pass through the entire Darkness period, then advance straight to morning.
Resting in Town
Some locations remove the risk of camping entirely. No Threat Dice, no Wandering Monster checks, guaranteed full recovery on a Darkfall.