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All Cards

Every level-up in Scarlet Skips offers three random cards from a pool of ten. Cards stack and combine, so the same pool can create very different runs. This page is the reference for every card players have documented: what it does, when it appears, how it combines with the others, and where it ranks in each phase of a run.

The pool contains ten cards. This reference covers the nine that players have documented in detail: eight everyday cards and the endgame card Super Rocket Shoes. Card names come from player guides and recorded runs, so the in-game wording may differ slightly.

Quick Reference

Card Category What it does Offered
Increase Jump Height Height Higher jumps, more loops cleared per jump Any time
Add Jump Rope Ropes Adds one more rope Any time
Increase Jump Rope Speed Ropes Ropes spin faster, giving more score and more risk Any time
Increase Luck Experience Chance of bonus experience on each successful jump Any time
Add Rocket Shoes Air control Hold to float, and the fuel refills on level-up Any time
Ignite Jump Rope Fire Sets a rope on fire for more score per jump, lethal on contact Any time
Extinguish Jump Rope Fire Puts out a burning rope Only while a rope is burning
Reinforce Jump Rope Defense Adds a one-hit shield to a rope Only while an uncovered rope exists
Super Rocket Shoes Ending Signals that the ending is within reach Endgame only

Because Extinguish and Reinforce depend on the state of your ropes, your own choices shape which offers you can see. A run without fire never offers Extinguish, and a run with every rope shielded stops offering Reinforce.

What Each Category Does

Category Cards Role in a run
Height and air Jump Height, Rocket Shoes, Super Rocket Shoes Stay airborne longer and clear more loops per jump
Experience Luck Level up faster
Ropes Add Jump Rope, Jump Rope Speed Raise score and difficulty together
Fire and defense Ignite, Extinguish, Reinforce Trade safety for score, and buy safety back

Card Profiles

Increase Jump Height. The most widely recommended early pick. Higher jumps give more airtime and more loops per jump, which raises your experience income and makes landings safer. Its main risk is late in a run, when extreme height can trigger the ending before you intend it. See The Ending.

Add Jump Rope. A safety buffer and a workload at the same time. Extra ropes raise your score and, as long as one is not your last rope, a hit on it does not end the run. Each rope is also another timing window. Ropes & Fire explains how many a build can carry.

Increase Jump Rope Speed. More score per second and much less margin for error. Most guides treat it as a late farming tool, because extra ropes create the same difficulty while adding safety.

Increase Luck. A chance of bonus experience per successful jump, rolled once per rope. It makes your engine stronger as your rope count grows. See XP & Leveling.

Add Rocket Shoes. Hold to float. The fuel refills on every level-up, which turns the card from a small dodge into the engine of the strongest builds. See Rocket Shoes.

Ignite Jump Rope. Raises the score per jump of a rope and makes it lethal on contact. It is a reward for a stable, shielded build.

Extinguish Jump Rope. A panic button that removes a flame. It costs you the score bonus, so take it only to prevent an instant loss.

Reinforce Jump Rope. A cover that absorbs one trip, prioritizing burning ropes. The best late-game safety card.

Super Rocket Shoes. Reported by players as the card that appears when the ending is within reach. According to a community guide, obtaining it means the winning sequence has been reached.

Risk and Reward at a Glance

Card Effect on score Effect on safety Effect on workload
Increase Jump Height Raises it indirectly, through more loops per jump Improves landings, but shifts landing timing Low
Add Jump Rope Raises it Adds lives, and adds timing windows Higher
Increase Jump Rope Speed Raises it directly Shrinks your margin Higher
Increase Luck Raises it indirectly, through faster level-ups Neutral None
Add Rocket Shoes Raises it strongly, through the air loop Fixes bad landings Gives the hold a second job
Ignite Jump Rope Raises it directly Removes safety, since contact ends the run Higher
Extinguish Jump Rope Lowers it Restores safety None
Reinforce Jump Rope Neutral Adds one-hit protection None

How Cards Combine

Stacking a card strengthens its effect, and effects also interact:

Pair Result
Jump Height + Luck More loops per jump and more bonus experience per loop
Rocket Shoes + Luck Level-ups happen in the air, which refills fuel
Luck + many ropes More experience rolls per jump
Ignite + Reinforce More score, with the burning rope protected
Jump Height + Rope Speed Long airtime against fast ropes, which is the hardest landing in the game

The order you take cards matters as much as the final set. See Choosing Cards.

Tier List

Tier lists are a starting point, not a rulebook. These placements come from the consensus across player-written guides and recorded runs, and they are opinions, not fixed rules. They are split by phase because a card’s value changes as a run goes on.

Tier Meaning
S Take almost always
A Strong, take when it fits your build
B Situational, good in the right conditions
C Rarely the best choice
D Take only in special cases
Card Opening Middle Late
Add Rocket Shoes S S S
Increase Jump Height S A B
Increase Luck A A B
Add Jump Rope B A A
Reinforce Jump Rope C A S
Ignite Jump Rope D B A
Extinguish Jump Rope D C C
Increase Jump Rope Speed D D C
Super Rocket Shoes n/a n/a Ending only

Why the Cards Sit Where They Do

  • Rocket Shoes are S in every phase. Early they fix a bad landing; later they become the engine that keeps you in the air.
  • Jump Height fades after the opening. More height keeps helping, but one player-written guide recommends pausing height gains at a certain point and switching to Rocket Shoes, since unchecked height can trigger the ending.
  • Luck peaks early and in the middle. By the late game your engine is either running or it is not.
  • Ropes rise through the run. Early they are risk; later they are lives and extra Luck rolls.
  • Reinforce is the best late safety card, because it protects the burning rope first.
  • Ignite is D early and A late. The reward is the same, but only a stable build can afford the risk.
  • Extinguish is a rescue. It is worth taking only to prevent an instant loss.
  • Rope Speed is the last resort. Extra ropes give you the same difficulty with better safety.

Best Picks by Goal

Goal Top picks Avoid
Survive longer as a beginner Jump Height, Luck, Rocket Shoes Fire, Rope Speed
Maximum score Rocket Shoes, Luck, Add Jump Rope, Reinforce, Ignite Extinguish
Reach the ending Jump Height, Luck, Rocket Shoes Fire
Stay airborne indefinitely Rocket Shoes, Luck, Jump Height Rope Speed

Adjusting the List to Your Run

The tiers describe an average run, and your run is never average. Adjust them like this:

  • Move a card up a tier when it fixes the exact problem that ended your last run.
  • Move a card down a tier when it adds a timing window you cannot track.
  • Move fire down whenever you have no shields, and up once you have several.
  • Move Rope Speed up only when everything else in the build is stable.

Three Rules to Remember

  1. Rocket Shoes first, always. No other card scales as well across a run.
  2. Height and Luck early, shields and ropes later. The engine comes before the safety net.
  3. Fire and Rope Speed only after everything else is stable. They are rewards for a strong build, not ways to build one.

Frequently Asked Questions

Is there a single best upgrade? Rocket Shoes come closest, but their value depends on having an experience engine behind them.

Do cards stack? Yes. Taking a card again strengthens the same effect, and different effects combine.

Which card should I never take? None is always wrong. Fire without shields and Rope Speed in an unstable build are the two most common regrets.

Why is a card I want never offered? Extinguish, Reinforce and Super Rocket Shoes depend on the state of your run. The others are drawn at random.

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