Activity → Minigame Map¶
Active vs. Passive: The Core Rule¶
Only active activities get minigames.
An active activity is one the player deliberately initiates as a discrete, named action with a clear trigger moment — mine a vein, craft an item, tame an animal, cast a ritual, trade goods. The player has intent; the system creates an activity record; the minigame gates it.
A passive skill contributes to outcomes across other activities but has no dedicated discrete trigger of its own. It feeds the base probability calculation or quality roll of the activities it supports. No minigame. No session token.
Rule of thumb: if you cannot point to a specific "I am now doing X" button the player presses to start the action, it is passive.
Passive Skills Reference¶
These skills influence outcomes but never trigger a minigame of their own. Their current band is used as an input to the settlement pass of the active activities they support.
| Skill | What it feeds (passively) |
|---|---|
| Endurance | Combat expedition resilience, phase survival |
| Heavy Armor | Combat damage mitigation |
| Light Armor | Combat damage mitigation |
| Evasion | Combat hit avoidance |
| Shielding | Combat block rate |
| Combat Judgment | Party efficiency, retreat timing |
| Tracking | Hunt expedition — target location quality |
| Routefinding | All expeditions — route risk reduction |
| Navigation | Sea/river expeditions — travel safety |
| Waterfinding | Wilderness expeditions — supply safety |
| Campcraft | Multi-day expeditions — rest quality, attrition reduction |
| Weather Sense | All expeditions — storm/hazard exposure modifier |
| Pack Handling | Expedition logistics — cargo attrition, carry efficiency |
| Caravan Handling | Escort/caravan expeditions — cargo protection |
| Mount Riding | Expedition travel speed modifier |
| Wilderness Handling | Expedition terrain penalty reduction |
| Arcane Theory | Combat expedition — mage base effect quality amplifier |
| Elementalism | Combat expedition — mage elemental damage/effect modifier |
| Restoration | Combat expedition — mage healing/sustain modifier |
| Warding | Combat expedition — mage defense/barrier modifier |
| Ritualism | Combat expedition — ritual casting effectiveness modifier |
| Stewardship | Town governance — reserve planning, project contribution |
| Leadership | Group expeditions — coordination bonus |
| Teaching | Mentorship outcomes — passive quality of knowledge transfer |
| Scribing | Recipe copy, codex, archive — passive documentation quality |
Active Activities → Minigame Map¶
| Activity | Activity Type Enum | Minigame Type | Difficulty Skill |
|---|---|---|---|
| EXPEDITIONS | |||
| Combat expedition | expedition_accept |
rhythm |
Primary combat skill for role |
| Exploration expedition | expedition_accept |
spot |
Scouting |
| Survey expedition | expedition_accept |
spot |
Surveying |
| Fishing expedition | expedition_accept |
fishing |
Fishing |
| GATHERING | |||
| Mining vein | gather_mining |
whack |
Mining |
| Quarrying block | gather_quarrying |
whack |
Quarrying |
| Logging tree | gather_logging |
whack |
Logging |
| Salvage Recovery | gather_salvage |
whack |
Salvage Recovery |
| Herbalism / Wildcrafting | gather_herbalism |
harvest |
Herbalism |
| Farming (harvest phase) | gather_farming |
harvest |
Farming |
| Hunting & Trapping | gather_hunting |
harvest |
Hunting and Trapping |
| CRAFTING | |||
| Smithing | craft_smithing |
sequence |
Smithing |
| Carpentry | craft_carpentry |
sequence |
Carpentry |
| Leatherworking | craft_leatherworking |
sequence |
Leatherworking |
| Clothworking | craft_clothworking |
sequence |
Clothworking |
| Tinkering | craft_tinkering |
sequence |
Tinkering |
| Artifice | craft_artifice |
sequence |
Artifice |
| Masonry | craft_masonry |
sequence |
Masonry |
| Alchemy | craft_alchemy |
recipe |
Alchemy |
| Cooking | craft_cooking |
recipe |
Cooking |
| Preservation | craft_preservation |
recipe |
Preservation |
| EXPLORATION / KNOWLEDGE | |||
| Active scouting (tile investigation) | scout |
spot |
Scouting |
| Active land survey | survey |
spot |
Surveying |
| Cartography (charting a tile) | cartograph |
spot |
Cartography |
| HEALING | |||
| Field Medicine / Healing | heal |
steady |
Field Medicine |
| TRADE | |||
| Trade transaction | trade |
price |
Trade |
| Appraisal | appraise |
price |
Appraisal |
| Negotiation | negotiate |
price |
Negotiation |
| ANIMALS & MOUNTS | |||
| Animal Handling session | animal_handling |
patience |
Animal Handling |
| Beastbonding session | beastbond |
patience |
Beastbonding |
| Taming attempt | tame |
patience |
Taming |
| Mount Husbandry care session | mount_care |
patience |
Mount Husbandry |
| Mount Training session | mount_train |
patience |
Mount Training |
Notes¶
Expedition Departure¶
expedition_accept resolves to a minigame type based on the expedition template's expedition_category:
combat | raid | defense→rhythm(difficulty skill = primary combat skill for role: sword, archery, elementalism, restoration, etc.)exploration | patrol→spot(Scouting band)survey→spot(Surveying band)fishing→fishing(Fishing band)
Worker reads expedition_category from the template at session issue time and sets minigame_type accordingly. For mage-role characters in combat expeditions, the difficulty skill IS their arcana specialization — the skill scales the rhythm minigame difficulty even though arcana itself is passive.
Multi-Phase Expeditions¶
Long expeditions require one minigame session per phase transition, not per tick. Phase transitions occur at the ExpeditionGroupDO alarm boundary. The client is notified when a phase begins and must play before the DO can advance.
Hunting & Trapping¶
Uses the harvest minigame — rapid-click variant where prey/trap-icon targets appear and fade. Hunting and Trapping skill difficulty scaling applies. This represents setting traps and making field decisions quickly, not combat (that is handled by the expedition combat minigame if the hunt runs into hostile encounters).
Passive Skills and the Difficulty Scaling¶
Passive skills listed above do NOT gate activities. They feed the settlement pass as secondary probability inputs. For example:
- An expedition with
category=combat→ rhythm minigame gates departure. Inside the settlement pass, Endurance, Heavy Armor, and Combat Judgment each contribute a separate probability modifier to phase resolution. None of them trigger their own minigame. - A survey expedition → spot minigame gates departure. Campcraft, Weather Sense, and Routefinding modify the expedition's route safety calculation during settlement. No separate minigames for any of them.
Arcana Skills¶
All arcana skills (Elementalism, Restoration, Warding, Ritualism, Arcane Theory) are passive. They feed the combat expedition settlement pass as mage-role effectiveness modifiers. There is no standalone "practice arcana" action and no sigil minigame gate.
Mage characters grow arcana skills through combat expeditions, teaching, and codex study. The arcana specialization also doubles as the difficulty-scaling skill for the combat expedition rhythm minigame for mage roles — higher Elementalism band = harder rhythm sequence, but also a bigger modifier to expedition outcome.
Board Orders vs. Direct Action¶
Board orders that involve crafting or gathering use the same minigame as the direct action for that skill type. The activity_ref_id is the board order id; the Worker resolves the required minigame type from the order's required skill. Board orders requiring arcana resolution route through a combat expedition, not a standalone arcana session.
Passive Mode¶
Characters with passive_mode = 1 skip all minigames. Worker injects score = 0.5, modifier = 1.0. Passive mode characters are excluded from any leaderboard categories tracking minigame performance.
Skill Band Lookup¶
The Worker determines the character's skill band for the relevant skill at session issue time. Skill band is embedded in the session token and passed to the Phaser scene as session.skill_band (0 = Untrained, 6 = Master).
The scene uses skill_band to adjust difficulty parameters:
| Parameter | Untrained (0) | Master (6) |
|---|---|---|
| Hit window (ms) | 120ms | 240ms (120 + 6×20) |
| Target size (px, steady/spot) | 50px | 110px |
| Free misses | 0 | 2 |
| Bonus start score | 0.0 | 0.20 |
See Minigame Architecture for full table.