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๐ŸŒฒ Forest Map Minigame

A dark forest, 33 clearings, and three unique bow parts hidden somewhere. Click, reveal, die, or strike it rich.

The forest is a visual map divided into 33 clickable areas, drawn as a Voronoi patchwork over a hand-made forest texture. At game start, the server secretly places each of the 3 SuperElf Bow parts (string, shaft, arrowhead) in a different area. Only the server knows where.

How the search works

  1. A player selects the Search Forest action.
  2. The map appears. The player clicks areas to queue them for searching this turn.
  3. When the turn resolves, the server reveals the queued areas and reports what (if anything) was found.
  4. Already-searched areas stay marked as visited for that player โ€” the search space visibly shrinks each turn.
  5. Every player's search history is tracked separately. You only see your own visited map.

Clicks per turn

The base allowance is 1 click per turn. Each follower (children for a peasant) adds +1 click. A peasant with 5 children can sweep 6 areas per turn โ€” enough to map the whole forest in 6 turns.

ScenarioClicks / turnTurns to sweep 33 areas
No followers133
1 child217
2 children311
3 children49
5 children (max)66
The math 3 parts in 33 areas โ‰ˆ 9% per click. That roughly matches the old dice-roll system (3% base ร— 3 parts) โ€” but the map adds agency, persistence, and elimination: you know where it isn't, and you can't hit the same empty clearing twice.

Unique parts & competition

Bow parts are unique across the entire game. Only one bow string, one bow shaft, one arrowhead exist. Every part claimed is one less for everyone else, forever. This creates three new dynamics not present in any other weapon path:

  1. Race โ€” multiple peasants competing to find the same parts.
  2. Negotiation โ€” a player with 2 parts needs cooperation from whoever holds the 3rd.
  3. Leverage โ€” holding a bow part gives leverage over the entire kingdom.

Contested discovery

If two players click the same area on the same turn and a part is there, the stronger peasant wins. Strength = number of followers + gold held. On a tie, coinflip.

Dying in the forest

As of v0.10.2, searching the forest no longer has a flat death chance. The old dice-roll forest rewarded rare attempts and punished repeats; the map minigame invites repeated searching, and a coin flip per turn stopped being fair.

You can still die in the forest โ€” but only from:

Historical note Before v0.10.2, every forest search rolled against a role-based survival rate (peasant 70%, citizen 25%, knight 75%, prince 10%). Clicking the map was a coin flip on whether you'd live. Removed after live feedback โ€” "you shouldn't DIE just for searching the forest."

Part ownership rules

EventWhat happens to the part
Player clicks the right areaAdded to their inventory; removed from the map
Part holder dies (any cause)Goes to the Pawn Shop (67g)
Thief targets part holderThief may steal bow parts (same rules as gold theft)
Failed dragon-kill attemptAttacker dies, parts go to the Pawn Shop
Player wants to sell/tradeSell to Pawn Shop (no player-to-player trade yet)

Parts never return to the forest once claimed. Once all 3 are found, the forest still exists as a corpse-maker but holds no more treasure.

Information visibility

See also