RiskQuest

V5

Instructions

Overview:

RiskQuest is a skill-based virtual gaming platform built around probability, strategy, and risk management. All games operate entirely using virtual currency and simulated mechanics. There is no real money, no cash payouts, and no real-world gambling of any kind. Every outcome is determined by player decisions, visible game rules, and clearly defined systems rather than hidden odds or external manipulation. Players earn, spend, and manage a virtual balance through gameplay, strategic choices, and progression across different game modes. RiskQuest is designed to replicate the decision-making experience of risk-based games while remaining fully digital, transparent, and entertainment-focused. The platform emphasizes learning probability, understanding reward curves, and practicing disciplined risk control in a controlled virtual environment.

Virtual Balance & Betting:

Each player maintains a virtual balance that is stored locally on their device and persists across sessions. This balance is used to place bets in games, purchase cosmetic items, and acquire in-game abilities. The virtual balance has no real-world monetary value and cannot be withdrawn, exchanged, or converted into cash or prizes outside the RiskQuest platform. When a bet is placed, the selected amount is immediately deducted from the player's virtual balance, officially committing the round. Bets must be greater than zero and cannot exceed the player's available balance. Once a round begins, bet values and risk settings are locked to preserve fairness and prevent mid-round manipulation. If a round is won or cashed out successfully, virtual winnings are calculated based on the game's multiplier system and added to the balance instantly. If a round is lost, only the amount wagered is deducted — no additional penalties apply. All balance changes occur in real time and are fully visible to the player at all times. The betting system is designed to be transparent, deterministic, and skill-driven, ensuring that players always understand their exposure, potential returns, and the consequences of each decision before committing to a round.

Singleplayer Mines:

RiskQuest Singleplayer Mines is a fully skill-based, probability-driven game mode designed to simulate risk management and decision-making using virtual currency only. There is no real money, no cash payouts, and no real-world gambling involved. All balance values, bets, rewards, abilities, and outcomes exist exclusively within the RiskQuest platform and are intended for entertainment, practice, and strategy experimentation. Your virtual balance is stored locally on your device and persists across sessions. If no balance exists or the stored value becomes invalid, the system initializes your balance to $100.00. This balance is shared across all RiskQuest games and the shop and is updated immediately whenever a bet is placed, a round ends, or a reward is earned. Singleplayer Mines is played on a fixed 5×5 grid containing 25 tiles. Before each round, you choose a mine count between 1 and 24. The remaining tiles are safe. The goal is to reveal safe tiles to increase your multiplier and total return while avoiding hidden mines. Clicking a mine immediately ends the round and forfeits your bet. To begin a round, you must place a bet. The bet amount must be a valid positive number, must not exceed your available balance, and must be entered before interacting with the grid. The game blocks all tile interaction until a bet is successfully placed. If you attempt to click a tile before placing a bet, the game will alert you and prevent the action. Once you place a bet, the following actions occur instantly and atomically: your bet amount is deducted from your balance, the mine positions for the round are generated randomly and locked, the mines dropdown becomes disabled so the configuration cannot be changed mid-round, and the round officially becomes active. From this point forward, the game state is considered "live." Singleplayer Mines uses immediate funding. Unlike Multiplayer, where funding happens after both players are ready, Singleplayer deducts your bet the moment you press Place Bet. This ensures that every round is fully committed before any tiles are revealed and prevents partial or invalid game states. After betting, the game tracks several real-time metrics that update with every action. The multiplier starts at exactly 1.00x and increases as you successfully reveal safe tiles. The Total Return value shows the current payout you would receive if you cashed out immediately. Safe Tiles displays how many non-mine tiles remain unrevealed. Balance updates immediately whenever money is spent or earned. The multiplier system in Singleplayer is deterministic and curve-based. It is designed to guarantee early progress so the first few safe clicks always feel meaningful, while aggressively accelerating toward the end of the round to reward deep runs. Internally, the multiplier follows a blended curve that combines a guaranteed early gain with a cubic late-game explosion. This curve is mathematically forced to end at exactly 30.00x if all safe tiles are revealed, regardless of mine count. Rounding drift is prevented by explicitly clamping the final multiplier to 30.00x. Tile clicks follow strict rules. A tile can only be clicked if the round is active, a bet has been placed, and the tile has not already been clicked. Clicking the same tile twice is ignored. Clicking a safe tile increases the multiplier, updates the total return, and marks the tile as permanently revealed. Clicking a mine immediately ends the round, reveals the entire board, resets the multiplier, and forfeits the bet with no payout. If you successfully reveal all safe tiles without hitting a mine, the game triggers an automatic win. In this case, the multiplier is forcibly set to exactly 30.00x, the full board is revealed, a center-screen multiplier popup is displayed, and the total winnings are added to your balance. Auto-win cashouts do not require you to press the Cash Out button. At any time during an active round, as long as you have revealed at least one safe tile and have not hit a mine, you may choose to cash out manually. Cashing out ends the round immediately, reveals all remaining tiles, and pays out your current Total Return based on the live multiplier. After a short delay, the game resets and becomes ready for a new round. Singleplayer includes under-bet controls to speed up betting. Half divides the current bet input by two, Double multiplies the current bet input by two, and All-In sets the bet input to your entire available balance. These buttons operate only on the value currently in the input field and do not place a bet by themselves. Once a bet is placed, all bet controls are disabled until the round ends to prevent manipulation mid-game. Mine selection is flexible but becomes locked once a round begins. You may freely change the mine count before placing a bet. Once a bet is placed, the mines dropdown becomes disabled and remains locked until the round ends. This prevents altering risk after committing money. Singleplayer Mines supports cosmetic skins that change the visual appearance and animations of tiles without affecting gameplay. Skins may use solid colors, full-tile images, or animated cutout graphics. The game applies skins consistently across all tile states: unclicked, safe, bomb, and revealed. Skins never alter probabilities, mine placement, or multipliers. Abilities exist in Singleplayer but are tightly controlled. Currently, the only ability type is Reveal. Reveal abilities are consumable items stored in your inventory and displayed in the ability dropdown. Reveal abilities can only be used if you own at least one of the selected tier. Each tier reveals a specific number of safe tiles, and higher tiers reveal more tiles. Reveal abilities are subject to strict limitations. Reveal can only be used if the mine count is 3 or lower. If you select more than 3 mines, the ability dropdown is automatically disabled and forced to "No Ability." This is enforced both visually and logically and cannot be bypassed. Reveal usage is also time-limited. You may only use one Reveal ability per round. Reveals must be used early in the round and are blocked once too many tiles have been clicked. Specifically, after five tile clicks, Reveal becomes permanently disabled for that round. If you attempt to use Reveal too late, the game blocks the action. Revealed tiles are visually distinct. A revealed tile does not count as a clicked tile, does not increase the multiplier, and does not affect Safe Tiles remaining. Revealed tiles simply expose information. If you later click a revealed tile manually, it transitions into a normal safe tile click and contributes to multiplier progression. When a Reveal ability is used, the corresponding quantity is deducted from your inventory immediately. If you attempt to use a Reveal ability you do not own, the game blocks the action and displays an alert. Ability inventory is stored locally and refreshed in the dropdown after every use. Singleplayer Mines includes persistent game state saving. If you reload the page mid-round, the game restores your last known state, including bet amount, multiplier, mine positions, clicked tiles, and balance. This prevents accidental losses due to refreshes and ensures continuity. However, if the round had already ended, the game resets cleanly instead of restoring an invalid state. Navigation is partially restricted during active gameplay. You may return to the Games page or Home page, but doing so while a round is active abandons the round without payout. The game is designed to favor deliberate play and discourages accidental exits during high-risk situations. Singleplayer Mines is designed to be transparent, deterministic, and fair. All outcomes are governed by clear rules, visible metrics, and enforced constraints. There are no hidden modifiers, no adaptive odds, and no real-world stakes. Every decision you make — when to bet, how many mines to choose, when to reveal, and when to cash out — directly affects the outcome. This mode exists to let players practice probability management, learn risk curves, experiment with strategy, and enjoy the tension of incremental reward growth without any real-world consequences.

Multiplayer Mines:

Multiplayer Mines is the competitive mode with the most rules. It is a turn-based, shared-board match between two players where every tile click is mirrored to the opponent's board in real time, including who clicked the tile. Tiles clicked by Player 1 are visually marked with a red glow outline, and tiles clicked by Player 2 are marked with a blue glow outline, so both players can always see ownership of each action. To enter Multiplayer, you must have at least $10 in your balance. If you are below that threshold, the game blocks you from entering Multiplayer and will show an alert. Multiplayer has three ways to start a match: Create (you become Player 1 and generate a join code), Join (enter a 4-digit join code to become Player 2), or Random (matchmaking). Random matchmaking uses a queue system and will automatically pair you with another searching player. While searching, other matchmaking actions are blocked so you don't accidentally double-queue or create conflicting states, and you can cancel by leaving. When you create a room, you are the host (Player 1). If the host leaves a normal lobby or a non-funded round, the room is closed and deleted, and the match ends for everyone. If Player 2 is in the room and the host leaves, Player 2 will receive an alert that the host has left and the match was closed because the host created the room. The code is specifically designed to prevent "ghost rooms" and to reset the UI cleanly when a room disappears. Multiplayer has strict panel control enforcement. You cannot control the other player's panel. If you try to click inside the opponent's panel, the game blocks the action and shows an alert telling you that you cannot control that panel. This is enforced on real user clicks only, so the game can still update the UI programmatically without triggering false alerts. Chat behavior is also rule-based. Chat is only enabled when both players are present in the room. If you are alone in a lobby waiting for someone to join, chat input is disabled and the UI shows that chat is unavailable until another player arrives. When both players exist, chat activates automatically. Typing indicators are also synchronized: if your opponent is typing, you will see a "…" typing indicator. Clearing chat only clears it on your own screen by saving a local "cleared at" timestamp, which means you can hide prior messages locally without deleting the message history for the other player. The mines count in Multiplayer is limited to 1 through 5 mines. The dropdown is not always usable. If you are not in a room, it is locked. If you are in a room but only one player is present in the lobby, it is locked. Once both players are present and the round is not locked by the match state, the mines dropdown becomes usable. However, once both players have readied up, mine count changes are blocked so the game cannot be altered after commitment. This prevents last-second manipulation or mismatched game conditions. Betting rules in Multiplayer are more strict than Singleplayer. Each player types their bet into their own bet input and presses Place Bet. Place Bet does not immediately lock your bet; it simply publishes your bet value into the room state so the other player can see it. The game syncs bet typing behavior too: if your opponent is actively typing a bet (their input is not empty), your view replaces their bet input value with a pulsing "…" indicator, even if they previously had a number visible. Once they stop typing, the "…" disappears and you either see their submitted bet or nothing if they cleared it. This exists specifically so you always know whether the number you're seeing is final or currently being edited. The under-bet controls follow rules as well. Half divides your current bet by 2, Double multiplies it by 2, All-In sets your bet to your currently displayed balance, and Match copies the opponent's current bet value into your input. Match will refuse to work if the opponent has not placed a valid bet yet and will alert you that the opponent has not placed a bet. These controls can become disabled automatically when the game transitions into locked states, such as when both players are ready. Ready is not just "ready." Ready is a commitment system and also becomes the turn-control button after the match begins. Before the round begins, each player presses Ready to confirm they are prepared to start. A player is allowed to unready, but only if the opponent is not ready yet. The moment your opponent is ready, you cannot unready to prevent griefing or stalling after the other player has committed. The game also validates that both players have entered bets and that the bets match exactly before allowing either player to ready. If either bet is missing, not a number, or not positive, the Ready attempt is blocked with an alert. If the two bet amounts do not match exactly, the Ready attempt is blocked with an alert stating that bets must match before readying up. Once both players are ready, the round becomes "funded." Funding is the moment money actually moves. When funding happens, each player's bet amount is deducted from their balance at the start of the round, and the prize pool is created as the sum of both bets. This prize pool then scales with the multiplier. Funding will not happen if either player lacks enough balance to pay their bet, even if both players clicked Ready. This prevents the game from starting in an invalid state where the pool cannot be properly created. The prize pool and multiplier are shared and synchronized for both players. The prize pool starts at the base amount (Player 1 bet + Player 2 bet) and then updates as the multiplier increases. The multiplier in Multiplayer is not a random jump; it is computed from a smooth curve that starts slower and ramps harder later in the round. The system is designed so the multiplier targets a maximum end value of 30.00x when every safe tile has been clicked, even in Multiplayer. The game also prevents rounding drift by forcing an exact final value at completion. Turn rules are strict and enforce the "maximize playing, minimize ambiguity" approach. When both players are ready, the Ready buttons become End Turn buttons. Player 1 always starts first when a round begins. During your turn, you may click as many tiles as you want. You are not forced to stop after one click. However, you are not allowed to end your turn unless you have clicked at least one tile during that turn. If you try to end your turn without clicking a tile, the game blocks it and alerts you that you must click at least one tile before ending your turn. When a turn ends, the game flips currentTurn to the other player and resets the "clicked this turn" requirement for the next player. Tile clicking rules are absolute. A click is only accepted if the round is funded, the round is not over, it is currently your turn, and the tile has not already been clicked. If any of those conditions are not met, the click is ignored. If you click a mine on your turn, the round ends immediately and the entire prize pool is awarded to the other player. There is no partial payout and no cashout option in Multiplayer; the match ends instantly on a mine click. If you click a safe tile, the tile becomes a safe click, the multiplier increases, the prize pool amount updates, and the round continues. If the match reaches the point where all safe tiles have been clicked, the round ends immediately and the current player is declared the winner. Abilities exist in Multiplayer but are tightly limited and are designed not to override the fairness of turn-based play. Abilities are completely blocked until the game actually begins, meaning both players must be ready before ability usage is even allowed. In addition, Reveal abilities are only permitted when the mine count is 3 or lower. If mines are set above 3, the game forces both players' ability dropdowns to "No Ability" and disables the dropdown so no reveal can be used. This is enforced both in the UI and in the server-side transaction checks so it cannot be bypassed by timing or lag. Even when mines are 3 or lower, abilities still have more rules. You may only use an ability during an active round, meaning both players are ready, the round is funded, and the round is not over. You may only use an ability on your own turn. You may only use one ability per player per round; once you use it, your ability dropdown locks for the remainder of the round. Reveal abilities are also time-limited by progress: after enough safe tiles have been clicked in the round, abilities become disabled as "too late" and will be blocked with an alert. The code enforces this by counting safe clicks from the shared clicked tile history, so both players are bound to the same timing rules. Reveal tiles are also treated differently from clicked tiles: revealed safe tiles do not count as real clicks, do not change the multiplier, and are displayed in a special "revealed" visual state so players can't confuse them with actual claimed safe clicks. Inventory is also enforced. Even if the dropdown shows a reveal tier, you cannot use it unless your local inventory actually contains at least one of that tier. If you try to use a reveal you don't own, the game blocks it with an alert and resets your selection. When a reveal is successfully used, it consumes one from your local inventory and then refreshes the dropdown so the displayed counts update immediately. Leaving rules are serious in Multiplayer because of the prize pool. If you leave during a funded active match, it is treated as a forfeit, and the entire current prize pool is awarded to your opponent immediately. This happens before the room is torn down so the payout cannot be lost. The end reason is tagged as forfeit, and the game avoids revealing the entire board in that case to keep the ending clean and prevent confusing "end scene" visuals when the match ended due to a disconnect rather than gameplay. The winner receives a one-time alert telling them the other player left and confirming the amount received from the prize pool. This alert is designed to only happen once even if the page reloads. Navigation is also restricted during a live match. During an active round, you cannot leave by clicking the back arrow or the title header, and you cannot access the shop. The game will block those actions and show an alert stating you cannot access the shop or leave during an active match and that you must use the Leave button. This prevents accidental exits that would otherwise force forfeits or break synchronization. Multiplayer also includes a presence and reconnection system. Each player has a status that can display as active, waiting, reconnecting, or disconnected. Closing the tab or hiding the page can trigger reconnecting or disconnected states, and the game uses a "leader tab" approach so if you have multiple tabs open on the same player seat, only the last remaining tab is allowed to set you as disconnected. This reduces false disconnects and makes the match more stable across reloads. Finally, Multiplayer is built to prioritize stability in real-time syncing. Many actions are protected by safe transactions that silently swallow expected multiplayer collisions, preventing random errors from breaking the match when both players act close together. That's also why many rules are enforced twice: once in the UI so it feels clear to the player, and once again inside the transaction logic so timing, lag, or edge cases cannot bypass the rules.

Shop:

The RiskQuest Shop allows players to spend virtual currency earned through gameplay on cosmetic items and in-game abilities. All items available in the shop are purely virtual and exist only within the RiskQuest platform. The shop is designed to reward progression, strategy, and long-term engagement rather than chance or real-world spending. No real money is used, accepted, or processed within the RiskQuest Shop. All purchases are made exclusively using virtual currency earned through playing RiskQuest games. Virtual currency has no real-world value and cannot be exchanged, redeemed, sold, or converted into cash, prizes, or external rewards. The shop exists solely to enhance gameplay variety, personalization, and strategic options while maintaining a fair, skill-based environment for all players. All shop purchases require a sufficient virtual balance. Virtual currency is stored locally on the player's device and persists across sessions unless manually cleared by the user. Before any purchase is completed, the system verifies that the player has enough virtual currency to cover the full cost of the selected item. Once a purchase is confirmed, the corresponding amount of virtual currency is immediately deducted from the player's balance. All transactions are final. Virtual currency spent in the shop cannot be refunded, reversed, or restored under any circumstances, including accidental purchases or device resets. Players may not purchase items if their balance is insufficient. Attempts to bypass balance checks or manipulate stored values may result in loss of access to shop functionality or game progress. Skins are cosmetic items that alter the visual appearance of game elements such as tiles, effects, or animations. Skins do not affect gameplay mechanics, probabilities, odds, or outcomes in any game mode. All skins are purely visual and exist to provide customization and personalization. Once a skin is purchased, it becomes permanently owned by the player on that device. Owned skins may be equipped or unequipped at any time through the shop interface. A player may only have one skin equipped at a time. Unequipping a skin will revert visuals to the default appearance. Skins cannot be sold, traded, transferred, or exchanged between players or devices. Ownership is local to the device and browser storage in which the purchase was made. Abilities are optional gameplay tools that provide limited strategic assistance within specific game modes. Abilities are designed to support decision-making and planning, not guarantee wins or remove risk. Abilities are purchased in tiers, with higher tiers typically providing stronger or expanded effects. Each ability tier has a fixed virtual currency cost. Purchasing an ability grants a limited number of uses, which are tracked and consumed during gameplay. Once an ability is used in a game round, the corresponding use is permanently consumed and deducted from the player's inventory. Ability uses do not regenerate automatically and must be repurchased through the shop to be used again. Abilities may have usage restrictions based on game mode, difficulty settings, or risk parameters. Certain abilities may be disabled or unavailable under specific conditions to preserve balance and fairness. The game interface will clearly indicate when an ability cannot be used. Abilities are intentionally limited to prevent abuse and maintain a skill-based experience. Some abilities may only be used once per round, only within the first few actions, or only under specific configuration settings. Attempting to bypass these limitations is not supported and may cause the ability to fail or be ignored. Abilities do not override core game rules, probability systems, or loss conditions. A player may still lose a round even if abilities are used correctly. RiskQuest does not guarantee success or winnings from any ability purchase. All shop data, including owned skins, purchased abilities, and remaining ability uses, is stored locally on the player's device using browser storage. Clearing browser data, switching devices, or using private browsing modes may result in loss of shop data. RiskQuest does not currently support cloud syncing, account recovery, or cross-device transfers for shop purchases. Players are responsible for maintaining access to their device and local data. All shop items, abilities, skins, and virtual currency are fictional and exist solely for entertainment within RiskQuest. They have no monetary value outside the platform and cannot be exchanged for real money, prizes, or services. The RiskQuest Shop does not constitute gambling, wagering, or a marketplace. There are no randomized purchases, loot boxes, paid chance mechanics, or real-money transactions. All prices, effects, and outcomes are clearly displayed and deterministic.