Wits Quest Basic Game Rules
Purpose
This document consolidates the approved player-visible and server-authoritative rules for the Wits Quest Basic tier. It is an implementation input, not an implementation. The status and evidence for each rule are maintained in the Basic-tier decision register.
No browser may submit or calculate an authoritative identity, eligibility, correctness, score, reward, deck validity, legal battle action, battle outcome, or ownership result.
Roles, authority, and account lifecycle
Roles and authoring
- Basic has only two roles: Player and Author. There is no separate Administrator role in Basic.
- New accounts receive the Player role. Author assignment and revocation happen out-of-band through the database or deployment process; no browser or API operation may grant or change roles.
- Authors may create, edit, publish, retire, and manage all Basic content, including content created by other Authors.
- Players cannot access author endpoints, accepted answers, or unpublished content.
- Author create, edit, publish, and retire actions record the acting Author and timestamp in the audit trail. In-app role management and advanced administration are deferred beyond Basic.
Account deletion and re-registration
- Deletion requires recent authentication and explicit permanent-deletion confirmation. Access locks immediately; Basic has no deletion grace period.
- The Auth0 account is permanently deleted. The local record remains only as an
anonymised tombstone such as
Deleted player; the Auth0 subject, name, email, and other identifying data are removed. - Player-owned cards, decks, active-deck selection, coin balance, and starter selection are permanently deleted.
- Completed challenges, reward records, coin transactions, matches, and anonymous final results are retained for integrity and aggregate statistics. Individual answers and answer snapshots are deleted. Anonymous gameplay history is retained indefinitely unless a later formal retention rule is established.
- Published events, questions, and cards remain available. Authored-content
ownership transfers to a system-owned account, and
Deleted authoris shown where needed. - Auth0 or database cleanup failures trigger idempotent automatic retry and an operational alert while the account remains locked. The workflow is marked pending until cleanup completes.
- A person may register again as a completely new player with no previous progress, cards, coins, or decks.
- A minimal deletion audit record is retained for
12 monthsand contains only a random deletion ID, request/completion timestamps, status, and applicable failure reason. It contains no email, Auth0 subject, name, location, or other identifying data.
Event challenge
Start and resume
- A player may start the event's published challenge only after a fresh, API-evaluated reachable location claim while the event is active.
- Each player has one attempt and one completion per event.
- A repeated start while the attempt is in progress returns the same attempt, including its selected questions, shuffled choices, locked answers, and original deadline.
- Refreshing or reconnecting does not restart the timer.
- An attempt started while the event is active keeps its full deadline even if the event closes during the attempt.
- A completed or timed-out attempt cannot be replayed in Basic.
Questions and timing
- The format is a timed multiple-choice quiz.
- The server selects exactly five distinct questions.
- Each question has four preset choices and exactly one private accepted choice.
- Difficulty is an integer from
1through3. - Choice order is shuffled once and persisted for the attempt.
- The average difficulty selects the time limit:
| Average difficulty | Time limit |
|---|---|
<= 1.5 | 90 seconds |
> 1.5 and <= 2.5 | 120 seconds |
> 2.5 | 150 seconds |
Answers, expiry, and feedback
- The API locks an answer when it accepts it.
- Repeating the same answer is idempotent; submitting a different choice for an answered question is rejected.
- Server receipt time decides whether an answer met the deadline.
- At expiry, unanswered questions count as incorrect and the attempt completes.
- On completion, the API returns only the final number correct (
0-5) and the reward outcome. It does not reveal per-question correctness, the player's accepted choices, correct answers, or explanations. The 2026-08-13 product decision recorded asBASIC-03supersedes the conflicting feedback wording in issues #66 and #68. - Scores from zero through five are completed attempts. A low score does not create another attempt.
Rewards
Coins are selected deterministically within the score band using the attempt's average difficulty:
coins = min + round(((averageDifficulty - 1) / 2) * (max - min))
| Correct | Coin band | Card award |
|---|---|---|
| 0 | 0 | None |
| 1 | 10-20 | None |
| 2 | 20-30 | None |
| 3 | 30-40 | One guaranteed Common |
| 4 | 40-50 | One card: 75% Common, 25% Rare |
| 5 | 50-75 | 80% one card, 20% two cards |
Each card for a five-correct reward independently rolls 45% Common, 40% Rare, 14% Epic, and 1% Legendary. After rarity selection, the server selects uniformly from active Creature and Power definitions in that rarity. Affinity and category are not separately weighted.
If a positive-probability rarity has no active definition, the server redistributes its probability proportionally over the available positive-probability rarities. A guaranteed Common reward requires an active Common definition. Completion, the coin credit, card awards, owned copies, and the persisted result commit atomically; a retry returns the same result instead of rerolling.
Cards and ownership
- Categories: Creature and Power.
- Affinities: Wit, Grit, Spark, Spirit, and Mystic.
- Rarities: Common, Rare, Epic, and Legendary.
- Every awarded duplicate is a separate owned copy.
- The catalogue is server-managed data; React artwork or display metadata never defines gameplay values.
Attributes, moves, effects, and type modifiers
- HP and Creature Power are set per card during catalogue authoring. There are no fixed rarity-wide stat ranges.
- Move types are Basic, Wit, Grit, Spark, Spirit, and Mystic.
- Effect types are Damage, Debuff, Heal, and Buff. Damage and Debuff target the opponent; Heal and Buff target the user's active Creature.
effectValueis optional and represents the magnitude of a Damage, Debuff, Heal, or Buff effect.poweris the resource cost consumed from the Creature's remaining Power. A move is legal only when the Creature has enough remaining Power.- Only Damage is affected by type advantage or disadvantage. The type cycle is
Wit -> Grit -> Spark -> Spirit -> Mystic -> Wit. Advantage is
1.5x, disadvantage is0.75x, and unrelated matchups use1.0x. - Power cards also have one of the five types. Per-card HP, Power, damage, healing, buff, and debuff values are decided during authoring. Catalogue validation enforces data types and allowed enum values.
Starter grant
- The player selects one starter affinity once.
- The server grants five distinct Common cards of that affinity: three Creature cards and two Power cards.
- The transaction and uniqueness rules prevent repeated or concurrent starter requests from issuing another starter set.
- The catalogue must contain enough qualifying active definitions before an affinity can be offered.
Saved decks
- A deck contains five owned copies: three Creature and two Power cards.
- A deck's five cards may total no more than ten points. Common cards cost
1point, Rare cards2, Epic cards3, and Legendary cards4; the fixed rarity value applies equally to Creature and Power cards. - A player may reuse one owned copy across multiple saved decks.
- Two copies of a definition in the same deck require two separately owned copies.
- The API validates ownership and final deck validity.
- A match snapshots its deck and card values; later deck or catalogue edits do not alter active or completed matches.
The API validates the point total using the server-authoritative card rarity; the client may present the same values but must not decide deck validity.
CPU battles
The Basic release uses a move-based, server-authoritative CPU match and private completed-match history. It does not use direct attribute comparison.
- The server flips a coin to choose the first player.
- Player and CPU actions use the same legal-action rules. A turn allows either one legal Creature move or one Power card.
- A Power card may be played only while an active Creature is on the board. It is discarded immediately after use, cannot be reused during that battle, and may define multiple authored effects.
- The PvP turn timer is
1 minute; the CPU match turn timer is1.5 minutes. The shared rule remains configurable. - If the timer expires without a selected move or action, the turn ends without an action.
- The CPU selects randomly from legal actions using server-side randomness. Difficulty levels and machine-learning behaviour are deferred.
- Ties are not possible in the current move-based system.
- A defeated Creature cannot return. Replacement is mandatory, does not consume the replacement player's normal turn, and voluntary switching is not allowed.
- A player loses when all of their Creatures are defeated.
- The browser submits only an intended action identifier, such as a move ID or Power-card ID. It never submits damage, HP, Power, effects, multipliers, random results, round outcomes, winner, or completion status. The server loads card definitions, calculates effects, performs required randomness, and resolves the authoritative outcome.
Basic exclusions
The following are not Basic game rules: PvP, matchmaking, ratings, spectators, trading, selling, evolution, rarity upgrades, offline play, movement tracking, anti-cheat trust scoring, territory control, seasons, advanced analytics, or an advanced author review workflow.
This document was planned, generated, and edited with the assistance of Codex-CLI[GPT-5].