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Escape from Playtime

Movement

Stamina, Climbing and Recovery

Three movement rules decide most chases: climbing drains a finite stamina bar and running out drops you off the wall; sprinting drains stamina until you are reduced to a walk; jumping costs nothing. Damage from an enemy or a fall regenerates over time.

Stamina, Climbing and Recovery

The rule, in order

  1. 01 Climbing is a timer, not a state. Budget the last third of the bar for getting down, not up.
  2. 02 Sprinting to a walk-only state in the open is how a chase becomes a catch. Sprint to a corner, not across a room.
  3. 03 Jumping is free. When the bar is empty, a jump is still available — it is the only movement the stamina system does not tax.
  4. 04 Damage regenerates, so a hit is a tempo loss rather than a run-ending event, provided you break line of sight long enough to heal.

Why it matters

A run in Escape from Playtime is a series of small commitments made with incomplete information, and this rule is one of the levers that decides how expensive a wrong commitment is. Treat it as a budget rather than a stat: the team that knows what it is spending is the team that gets to choose when to leave.