A Challenge is the other thing you can place on the Journey Map alongside a Milestone. Where a Milestone provides knowledge, a Challenge tests it.
There's a Right Answer
A Challenge is a quiz. You build a bank of questions, and each attempt shows a subset drawn from that bank. Questions to display sets how many appear per attempt and Answers to win sets how many correct answers count as a pass. A question can have more than one correct option; it only counts as right when the player picks exactly those. Add a Time Limit (in seconds) if you want it to feel like a real test rather than an untimed review: when the clock runs out, a Time's up! screen covers the questions, and clicking it grades the attempt.
Attempts & Retries
Three settings decide how often a player can try:
- Max Chances — the total number of attempts (0 means unlimited). Once it's reached, the Challenge shows Max Attempts Reached.
- Free Attempts — how many attempts cost nothing.
- Attempt Cost — the BLOO charged for each attempt after the free ones. A player who can't afford the next attempt can't start it.
Together they're what makes a Challenge a real assessment rather than something a player can brute-force by retrying indefinitely for free.
Enforced by the Server, Not the Browser
Every rule around an attempt is checked on the server when it matters. The cost, the attempt cap, the player's level, the requirements and the deadline are all checked when an attempt starts, so nothing a player changes in their browser makes a paid attempt free or opens a closed Challenge. Answers are only accepted into the player's own open attempt, for questions that belong to this Challenge. Each attempt is graded once, so a failed attempt can't be re-answered into a pass. And the answer key never leaves the server: nothing the player's browser receives says which options are correct.
How an Attempt Ends: the Review Pass
There's no results screen to dismiss. When an attempt is graded, a panel headed Challenge complete or Not this time shows the score (for example 3 of 5 right — 60%) and how many were needed. Its only button is Review my answers, pass or fail. Behind it is the player's own graded attempt: every question marked right or wrong, with only their own picks marked and any unanswered question shown as wrong.
A bar along the bottom shows the score and offers Back to the journey, plus Try again after a fail.
Per-Question Explanations
Each question has an optional Explanation, shown during the review and only for questions the player got right. Handing the reasoning to someone who got it wrong would hand them the answer, and there's a retry. Write why the answer is right, the idea you want them to take away, not "well done": the score already says that. Left blank, nothing shows.
Rewards and Grading
A passed Challenge pays its XP, BLOO and EP, plus any Item, Achievement or Skill reward you set. If the adventure assigns resources After Grading, a Challenge's BLOO is scaled by the score of the attempt that passed. See Designing Milestones for the grading settings.
Challenge or Milestone?
If a player could plausibly fail and be sent back to try again, build a Challenge. If they just need to go through the content, even content that asks them questions along the way, build a Milestone. A Milestone can absolutely contain Multiple Choice, Keyphrase and other Validate steps that must be answered correctly; the difference is that those gate a single Step, while a Challenge grades the whole thing and can be failed as a unit.
In Launch Week
The Week One company-policy quiz is a Challenge: five questions per attempt, four correct to pass, two free attempts, a small BLOO cost for a third. Each question's explanation names the policy it comes from, so the review pass doubles as a study guide. The end-of-Week-One "How was your first week?" check-in is not a Challenge. It's a Milestone built from Rating Scale and Open Text steps, because there's nothing there to get right.
Where to go next: How to Build a Challenge.