WHAT IT DOES
What changes when you pick it?
A rope looks protected. The game does not publish which rope it chooses if several are out.
- Protects a rope you cannot afford to lose.
- Lets an ending run keep a small set alive.
- Does not raise jump height or slow the rope.
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…
- A rope is unprotected and losing it would stall or end the run.
- You just added a rope, or you are about to stack height.
- Fire is coming and the set cannot survive a miss.
Skip it if…
- Every rope already looks protected and the real problem is clearance.
- You still cannot jump the current pattern.
- No rope is at risk this pick.
EACH STACK
How much does one pick add?
| What we can check | What one pick does |
|---|---|
| Game information | Official media confirms the card name. No durability number or targeting rule is published. |
| Player observations | Guides reinforce every active rope before stacking height, extra ropes, or fire. |
| Unknown | Whether it picks a specific rope, can stack on one rope, or has discrete HP levels. |
Treat each pick as another shield on the set. Targeting and HP are unpublished, so watch which rope changes.
PAIRS WITH
Which cards work with it?
Do not pair it to fix this
- Do not take Reinforce when no rope is at risk and you still cannot clear the pattern — take Height.
- Do not treat a shield as permission to panic-jump.
AFTER YOU STACK IT
What each extra copy feels like.
The set gets a safety net. Best right after you added a rope or before a height push.
Community routes try to cover the whole set, not one rope twice, but targeting is undocumented.
Maintenance for fire and crowded patterns. Take it when replacement pressure starts.
USED IN THESE ROUTES

