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About Wits Quest

Wits Quest is a campus exploration and card-battle game. Players discover events, answer questions, collect Creature and Power cards, and build decks for battles. Authors create and review the content that players encounter.

The Basic game centres on one journey: explore → challenge → collect → build a deck → battle a CPU. Later development adds trails, progression, offline challenges, player battles, trading, and other features described below.

The core player journey​

Explore campus​

Sign in and open Explore to find published events. Events appear on a map and in a text list, so discovery remains usable when the map is unavailable. Allow location access to check whether an event is within reach. The API checks the reported location, its freshness and accuracy, and the event's availability before allowing a challenge to start.

Complete a challenge​

A Basic challenge contains five multiple-choice questions. Its time limit is 90, 120, or 150 seconds, depending on average difficulty. Accepted answers are locked, and refreshing the page keeps the same attempt and deadline.

Correct answers stay hidden during the attempt. Once it finishes, the player can review their answers, the correct answers, their score, and the reward outcome. Each event allows one attempt per player; an expired or completed attempt cannot be restarted.

Collect cards​

Challenge scores determine card rewards:

Correct answersCard reward
0–2No card
3One Common card
4One card: 75% Common, 25% Rare
5One or two cards, with a chance of higher rarities

The server selects and saves the reward. Retrying a completed request returns the same result without awarding more cards.

Players also choose a one-time starter set in Wit, Grit, or Spark. Each set contains three Common Creatures and two Common Power cards: Field Kit and Reserve Focus. The ordinary catalogue contains 30 cards: 24 Creatures and six Power cards. See the complete card catalogue for stats, moves, affinities, and acquisition rules.

Build a deck​

A legal deck contains three Creature cards and two Power cards, using copies the player owns. Its total rarity cost must be at most 10 points:

RarityCost per card
Common1
Rare2
Epic3
Legendary4

Players can save multiple decks and select one for battle. The API checks ownership and legality. A match saves a snapshot of its deck, so later edits do not change that match.

Battle the CPU​

The server chooses who goes first and resolves each turn. A player can use a Creature move, play a Power card, or swap to a living bench Creature. A voluntary swap uses the turn; replacing a defeated Creature does not. Power cards are discarded after use.

CPU matches have a 90-second turn deadline. The CPU selects from legal moves and Power actions. Completed results remain available in battle history.

The Basic game rules define the full timing, reward, deck, and battle rules.

Authoring content​

Wits Quest has Player and Author roles. New accounts receive the Player role; Author access is assigned outside the application.

Authors use the protected Author console to create events, questions, challenges, cards, and campaigns. Content follows this lifecycle:

Draft → In review → Approved → Published → Retired

A different Author must review the latest submission. Only published content is available to players. Approval and publication check that content is complete and its dependencies are ready. Creature cards require exactly four ordered moves before publication.

Edits and lifecycle changes are versioned and audited. Retirement stops future discovery or selection while preserving existing owned cards and historical game records. See Review and publish for review, publication, and dependency rules.

Features beyond Basic​

The current application includes features developed in later sprints. These extend the core game and have their own rules and validation requirements.

AreaWhat it adds
Progression and trailsPermanent points, achievements, and ordered sequences of campus events.
Ordering questionsPut four items in the correct sequence; supported in online and offline challenges.
Card evolutionConsume three eligible copies of a source card to obtain its defined evolution.
Offline challengesDownload events while connected, answer offline, and submit for server validation after reconnecting.
Asynchronous battlesInvite another player and take turns with 24-hour decision windows.
Live battles and ranked competitionPlay live matches, resume after disconnects, and enter ranked matchmaking.
Card tradingOffer owned copies and complete a server-validated exchange.
Player profilesChoose whether to publish a profile, share activity, and showcase owned cards.
Campus territoriesContribute eligible gameplay outcomes toward contested campus zones.
Event placement and campaignsPreview and apply event distribution plans and schedule content availability.
Trust review and analyticsReview gameplay evidence and inspect protected Author reports.
Developer APIAccess supported resources through scoped developer credentials.

The Sprint 2 overview and Sprint 3 overview connect these features to their delivery and testing records.

Accounts and accessibility​

Auth0 handles sign-in and password recovery. Account settings provide reading and accessibility preferences, developer API access, and account deletion. Deletion locks the account while cleanup runs, removes personal game data, and preserves only the shared or system records required by the retention policy. See Account settings for recovery and deletion controls, Accessibility for interface preferences, and deletion and retention for retained data.

The application supports keyboard navigation, responsive layouts, reduced motion, and map-independent event discovery. Manual screen-reader, touch, device, and campus-location checks are recorded separately from automated tests.

How the system works​

The React/Vite browser displays game state and sends actions. The Fastify API validates identity, permissions, eligibility, answers, rewards, ownership, decks, and battle actions. PostgreSQL/PostGIS stores authoritative game records and performs spatial checks. Mapbox provides map presentation.

Read the system architecture, trust boundaries, and third-party services for the component responsibilities and external dependencies.

Setup and release validation​

For local development, follow Getting started. It covers the pinned Node.js and npm versions, configuration, database setup, and commands for running each application. Production setup is documented in the deployment guide.

The testing strategy defines the verification boundaries; dated outcomes and remaining gaps belong in the sprint evidence pages. The deterministic Basic journey exercises the core flow through a browser, API, and test database, with Auth0 and Mapbox controlled at their external boundaries.

Implemented features and passing local tests do not establish production or stakeholder acceptance. Deployed gameplay, real Auth0 recovery and deletion, manual accessibility, campus-location testing, and operator checks require their own dated evidence. Later-sprint results are recorded in the Sprint 2 and Sprint 3 validation snapshots.

Project workflow and attribution are documented in the project and Git methodology and AI-use guide.


This page was generated, edited, and reviewed with assistance from Codex[GPT-5], Codex[gpt-5.6-sol], ChatGPT-Web[GPT-5.6 Sol], Codex-CLI[gpt-5.6-sol medium], Codex-CLI[GPT-6], and Codex[GPT-6].