The Arcade
An arcade tucked between two perfectly ordinary shops in Hogsmeade, offering seven canvas mini-games the Department of Magical Pastimes has classified as "broadly harmless to non-dragons." Each round consumes one arcade token (5 free per game day) and pays forest-fight-equivalent gold + experience scaled to your performance. All games are playable in canvas mode or a fully accessible turn-based text mode.
Where to Find It
The Arcade lives in Hogsmeade. From the village screen look for "A — The Arcade" under the marketplace nav. Madam Phlox runs the counter; the cabinets are along the back wall, sulking in the dimmer corners.
The Seven Cabinets
| Cabinet | What it is | Score cap |
|---|---|---|
| Basilisk | Snake — eat apples, don't bite your tail. Perfect-clear bonus +500 when you fill the grid (text mode). | 5,000 |
| Wizard's Duel | Pong against the cabinet. First to 7. | 70 |
| Brick by Brick | Breakout. 8×5 wall, 3 lives, infinite levels. | 10,000 |
| Seven Potters | Asteroids-style wave shooter. Cast Stupefy / Expelliarmus / Protego to vaporise comets. | 20,000 |
| Engorgement Charm | Hole.io — absorb smaller blobs, avoid bigger ones. 30-second round. | 30,000 |
| Rune Stacking | Tetris with three piece shapes (square, bar, L). Garbage row erupts every 8 placements. | 15,000 |
| Hippogriff Flight | Side-scrolling broomstick obstacle course. Dodge bludgers, ceilings, hoop walls. | 20,000 |
Tokens
Every game costs one arcade token per round. Tokens are tracked per game day:
- 5 free tokens refill at dawn (default; configurable by admin)
- Trade forest turns 1:1 for tokens at Madam Phlox's counter. Same ratio as most things.
- Donator points buy tokens at the Prefect's Lounge — same conversion the lounge uses for forest fights (3 DP per token, default)
- Persistent token packs sold from the lobby: 100 DP buys +1 token per game day for 30 days; stack up to 5 packs for +5/day
Tokens deduct when a round starts, not when the score is submitted — no reload-grinding.
Rewards
Every round pays out gold + experience equivalent to a forest fight against a creature of your level, scaled by how well you did. Performance = your score divided by the cabinet's cap.
- Gold:
e_rand(level × 8, level × 20) × performance - Experience:
(level² × 2 + level × 10) × performance - Gem chance: same table as forest gem rolls, but only triggers when performance is ≥ 50% of cap
A maxed score pays roughly what a victory against a level-L creature would pay. A score of zero pays nothing. The result drops into your pouch immediately — no separate result screen, the overlay shows what you earned.
How a Round Plays
- Click Play [Game] from the lobby. Costs 1 token.
- The game page loads with the canvas and an instructional overlay.
- Press Space or tap the canvas to start. The game doesn't tick until you do.
- Play until you die (or, in Pong, until someone reaches 7).
- An overlay appears on the canvas showing score, personal best, and rewards earned (gold / XP / gem).
- Choose Play again (if you have tokens left), Leaderboard, or Back to Arcade.
The page does not reload between rounds — rewards are banked via background fetch and the session is saved immediately.
Controls
Keyboard: documented in the "How to play" section above each canvas. Common bindings: arrow keys or WASD to move, Space for the primary action (serve / launch / cast / hard drop / flap), Escape to leave.
Touch / mouse: every game renders an on-screen button pad below the canvas. Buttons synthesise the corresponding keyboard event, so the same per-game logic handles both.
Mobile: the touchpad is the primary input on phones. Canvas scales to viewport width.
Text Mode (Accessibility)
Each game has a fully playable turn-based text-mode equivalent. Switch via the "Switch to accessible text mode" link at the top of any game page. Text mode is:
- Screen-reader friendly — uses semantic HTML, ARIA live regions, and standard buttons
- Turn-based — no real-time pressure, no animation
- Identical scoring — text and canvas scores feed the same leaderboard
- The default for users with
prefers-reduced-motion: reduce
Text-mode rules differ to fit a turn-based format (e.g. Pong becomes a hex-block-and-return duel, Breakout becomes a turn-based artillery shot, Hippogriff Flight becomes a column-by-column obstacle resolver) but the cap and reward path are the same.
Leaderboards
The Arcade Leaderboard (link in the lobby) shows two views:
- Composite Champions — each cabinet scored as a fraction of its cap and scaled to 1,000. Max composite is 7,000 (7 games × 1,000). No single cabinet's cap dominates the ranking.
- By Cabinet — top 10 raw scores per game.
Your row is highlighted gold. All player name color codes render correctly.
Anti-Cheat
Canvas games run client-side, so the minimum bar:
- One-shot play token per round — stored server-side, cleared on submit. Replaying a forged POST fails.
- Per-game score cap — server clamps any submitted score above the cabinet's cap.
- Per-day token pool already limits volume.
- Debuglog audit trail — every score, gold, exp, and gem payout is logged under the "arcade" tag for admin review.
A full server-authoritative game simulation is out of scope; the caps + tokens make the worst-case forgery cost capped per day.
Strategy
- Pick the cabinet you're best at — performance matters more than raw score for rewards. A 90% Snake (4,500 / 5,000) pays more than a 30% Engorgement (9,000 / 30,000).
- Save tokens for end-of-day if you want to gauge your remaining fight budget first.
- Trade only excess forest turns — forest combat usually pays slightly better when you're still leveling fast.
- Token packs vs one-shot: one-shot is 3 DP/token; a pack is ~3.33 DP/token. Packs are an 11% premium for set-and-forget convenience.
- Text mode is your friend on mobile — no canvas focus issues, no thumb gymnastics.
The Arcade: a place where the Department of Magical Pastimes accidentally proved that wizards will, given the chance, sink a perfectly good afternoon into a glowing rectangle.