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Rope

Scarlet Skips UpgradeAdd Jump Rope

Take this when you can already clear the current set. It is a volume card, not a beginner save.

Stacks?
Yes
Best time
Mid
Each stack
+1 rope
From
From level 1
Official Scarlet Skips upgrade choice showing Add Jump Rope
Official level-up screen with Add Jump Rope. The card adds one rope; it does not show a cap.

WHAT IT DOES

What changes when you pick it?

Another rope joins the pattern. Read a full cycle before the next jump so you can see the new gap.

  • Adds one more rope you must clear.
  • Can raise score and progression on a long jump.
  • Makes the pattern harder to read.

THREE CARDS ON SCREEN

Take it or skip it?

Three cards come up. We keep one. If the pause still feels new, how it actually works is the button, then the pick — and the tips page has the four questions we ask before clicking.

Take it if…

  • The current ropes are reinforced or easy to replace.
  • One jump already clears several turns and you want more volume.
  • You are chasing score, not a calm Moon climb.

Skip it if…

  • You are still learning the one-rope beat.
  • A landing is already messy and the new rope is unprotected.
  • The Moon route needs a smaller set.

EACH STACK

How much does one pick add?

Known and unknown effects for each Add Rope stack
What we can checkWhat one pick does
Game informationSteam advertises adding a jump rope. The card adds one more rope. No published maximum.
Player observationsPlayers usually keep two to four ropes while the build is young, then add more after height, Luck and Reinforce are in.
UnknownThe cap, how a new rope enters the pattern, and the exact score or XP per extra rope.

Each pick is +1 rope. Keep the set small until height and Reinforce are doing work.

PAIRS WITH

Which cards work with it?

Do not pair it to fix this

  • Do not add a rope to fix a jump you cannot time yet.
  • Skip it on a Moon attempt that wants a small, calm set.

AFTER YOU STACK IT

What each extra copy feels like.

1st extra

The rhythm changes immediately. Watch a full rotation before jumping again.

2–4 ropes

The usual working set for long runs. Reinforce before adding the next one.

More than that

Score volume, if height and Fuel can recover a lost rope. Chaos if they cannot.

USED IN THESE ROUTES

Open the plan that matches your goal.

CONFIRMED VS UNKNOWN

What is solid, and what is still a guess.