Joining the chorus: D&D is a lot more fun if you don't extended rests too often, and you don't need dailies to win fights except for really tough ones. If the group burns all their dailies in the first or second fight, let them take a couple of fights without dailies.
Also, keep in mind (and yes, I know this isn't in the books except maybe DMG2 -- still true and showed up in Dragon recently) that short rests are dramatic -- not tactical. You need not force the group to have a place to "rest" for them to spend surges and get their encounters back; instead it just needs to be the end of one encounter and the beginning of the next. So you could not provide anywhere for them to "rest" at all (because why are you resting in the middle of a breakout) and still give them a surge or adreneline or a a rule thta the time they've spent waiting for an opening in the guard's schedule. And -not- give them anywhere to take an extended rest unless they get recaptured and have to try again from scratch.
Also, keep in mind (and yes, I know this isn't in the books except maybe DMG2 -- still true and showed up in Dragon recently) that short rests are dramatic -- not tactical. You need not force the group to have a place to "rest" for them to spend surges and get their encounters back; instead it just needs to be the end of one encounter and the beginning of the next. So you could not provide anywhere for them to "rest" at all (because why are you resting in the middle of a breakout) and still give them a surge or adreneline or a a rule thta the time they've spent waiting for an opening in the guard's schedule. And -not- give them anywhere to take an extended rest unless they get recaptured and have to try again from scratch.