Instructions
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.
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withdrawn, exchanged, or converted into cash or prizes outside the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.
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 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.
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.