Quest Passes
A quest pass is what you spend to activate a quest. You earn one pass for each good habit you complete today. No habit completions → no passes → no quests. It's the tightest coupling between real-life behavior and the Adventure Board.

Earning Passes from Good Habits
Every good habit that has at least one completion logged today grants one pass. A few details:
- Per habit, per day. Logging the same habit twice in one day still only grants one pass. The pass is granted by the first log of that habit on the day.
- Bad habits don't grant passes. Their demons never fight, and giving in to a bad habit isn't a win anyway.
- Past-date logs don't grant passes. A pass is tied to a completion logged for today. Backfilling yesterday's habit doesn't retroactively give you a pass today.
The exact number of passes you have is shown on the Adventure Board page at the top - a Quest Pass card with a bolt icon and a count.
One Pass Per Habit Per Day
This is the most common point of confusion. "I did my workout three times today - where are my three passes?"
Passes scale with the number of distinct habits you completed today, not the number of completion logs. Five good habits, each logged once? Five passes. One habit logged five times? One pass.
Why it works this way
The pass system rewards breadth of real-life engagement, not churning a single habit. A player with six different good habits has six quest slots to work with; a player logging the same habit six times has one. The structure gently encourages a diverse habit portfolio, which is better for the user's real life and better for party composition in multi-phase quests.
Spending a Pass to Activate a Quest
Activating a quest consumes one pass. Specifically, "activated" means a quest whose timer has been started - including quests that are currently running, ready to fight, completed, or defeated. Any quest past the activation point has spent its pass.
If you cancel an active quest before fighting, the pass returns. You can re-activate a quest (or a different quest) later.
If you complete or lose a quest, the pass stays spent. Completed and defeated quests don't return their passes, even if the battle itself was quick.
When Passes Are Locked
Quests you can't activate right now appear in a "locked" state:
- No passes available. All quests on the board show a locked badge until you complete another good habit.
- Another quest is already active. Only one quest can be running at a time. While one is active, the others show "blocked by active" even if you have spare passes.
- The quest is already completed or defeated. Locked in its end state.
Completing a good habit while you're on the board updates the pass counter in real time - no refresh needed.
What Happens at Midnight
Passes reset at midnight because they're derived from today's habit completions, and "today" rolls over. Yesterday's completions no longer contribute. Today's completions start from zero.
Any active quest at midnight is lost along with the rest of the board - see Daily Quests.
A Player With No Habits
A player who hasn't created any habits yet has zero passes and can't activate any quests. The Adventure Board shows a banner explaining this - "Create habits to unlock quests."
This is intentional. The board is powered by habits. Without habits, there's nothing to activate.
A Player With One Habit
A player with exactly one good habit, logged once today, has exactly one pass. They can activate one quest per day. They'll never hit the bonus chain because bonus quests require all visible quests to be won - even winning the single activated quest doesn't trigger a bonus if there are still three uncompleted initial quests the player can't activate.
This isn't a bug. The board scales with engagement: more habits = more passes = more quests = more rewards.
