BricqsBricqs
GuidePillar guide · Planning + mechanic selection~12 min read

Plan campaigns with mechanics that fit

A practical guide for CRM, lifecycle, growth, and product marketing teams choosing between quizzes, challenges, streaks, rewards, referrals, and loyalty layers. Start with the brief, pick the right system, and launch version one without overbuilding it.

1·2·1
the version-one rule: one brief, at most two mechanics, one KPI the team will defend
For: CRM, lifecycle, growth, brandUse: planning + mechanic selection
Participation
+62%LIVE
More interaction because the engagement asked for input, not just a click.
Campaign brief
Quiz-led lead capture
Cold traffic • 10-day launch • email capture as primary KPI
Question 2 of 450%
What kind of participation moment should this campaign start with?
Quiz
Best for segmentation
Spin
Fast promotional lift
Challenge
Needs repeat visits
Streak
Habit loop
Repeat visits
90D
2.4x
Avg LTV
+38%
Redeem
68%

Key takeaways

Quick read
  • Gamification is a marketing decision, not a software project. Most engagements ship in days from a builder.
  • Pick the mechanic from the goal. Spin and quiz pull cold traffic in. Streaks and tiers keep warm users coming back.
  • Write the primary KPI on the brief before you write the creative. One number to defend; everything else supports.
  • Pacing kills more campaigns than design. If the reward is too rare or too generous, no creative recovers it.
  • The cheapest lift is making progress visible. A live counter or a progress bar moves the metric before any reward issues.
The challenge

Teams pick the format first, then spend the launch trying to justify it.

Most engagement failures happen before design starts. Teams jump from “we need more participation” straight to quiz, spin, challenge, or leaderboard before they have aligned on audience state, reward budget, campaign window, or the one KPI that matters.

Common failure: mechanic chosen before the brief exists
Better path: decide audience state, reward budget, and campaign window first
Before the brief
Before Bricqs
Campaign drop-off funnel
55%
never finished
Agree on goal
100%
Pick audience
92%
Choose mechanic
78%
Align reward
DROP
58%
Ship version one
45%
The biggest drop is usually not design. It is choosing a reward and mechanic combination the team cannot explain or operate.
Signal
Looks like a creative debate
The real failure happens earlier: the team has not agreed on audience state or reward logic.
Signal
Design is blamed last
The biggest drop usually comes from a mechanic and reward pairing the team cannot explain or operate.

Definition

What gamification actually means in a marketing context

Skip the textbook. For a marketing team, gamification is a short list of mechanics that turn impressions into participation, and participation into the metric your CFO is watching. Sephora calls it Beauty Insider. Duolingo calls it the streak. Strava calls it the local segment leaderboard. They all do the same job: ask the user for one small thing back, reward them for it, repeat.

Plain definition

Gamification is the use of points, progress, rewards, status, and challenges inside a marketing experience so that the user has a reason to participate, not just consume. The goal is always business outcome first, fun second.

Who runs this

CRM, lifecycle, growth, performance, and brand teams who run campaigns and own a number. The platform team supports it, but marketing owns the engagement.

How it differs from adjacent mechanics

  • vs loyalty programs. Loyalty is the always-on points and tier system. Gamified campaigns are time-bound activations that sit on top of it.
  • vs promotions and discounts. A promo gives the discount upfront. A gamified campaign earns it through participation, which improves data capture and repeat rate.
  • vs branded games. Branded games are entertainment with a logo. Gamification is mechanics tied to an engagement goal, with KPIs that report up to revenue.
  • vs engagement marketing in general. Engagement marketing is the umbrella. Gamification is one of the sharpest tools inside it, used when you need behavior, not just attention.

Why it works

The four behavior shifts every gamified campaign is buying

There are exactly four reasons to use a mechanic. Anything else, run a regular promo and save the engineering. Treat these as a checklist on every brief.

From passive to active

An ad gets a click. A quiz, spin, or scratch gets a click plus an answer, an email, and a preference signal. The same impression delivers four times the data.

From single visit to repeat visit

Streaks, tiers, and progression turn the engagement into a reason to come back tomorrow. This is the difference between a one-week sales lift and a sustained habit.

From private action to social signal

Leaderboards, share-to-unlock, and referrals turn participation into a recommendation. Acquisition cost drops because users invite each other.

From discount-driven to status-driven

Tiers, badges, and recognition reward repeat behavior with status, not money. Margin holds even when participation grows.

The principle

What good gamification is doing under the hood

The best programs are not asking the user to play a game. They are giving the user a reason to do the thing they were already half-considering, and a way to feel something when they do it.
The marketer's read on the field·What separates campaigns that hit numbers from campaigns that win awards

The big picture

One engine, eight mechanics around it

Every working engagement is one of eight mechanics layered on a shared engine. Strong campaigns pick two or three and ship. Weak campaigns try to use all eight and feel like a feature dump.

The ecosystem

Eight mechanics, one engine

EngagementOne enginePointsmechanicTiersmechanicRewardsmechanicChallengesmechanicStreaksmechanicReferralsmechanicLeaderboardsmechanicQuizzesmechanic

Bricqs ships every mechanic on this map. Mix two or three; never all of them.

Core mechanics

The nine mechanics worth knowing

Nine mechanics. That's the whole kit. Pick one as the spine of the engagement, layer in at most one supporting mechanic, ship the brief. Every brand-name program you have heard of is built from these.

Points

The universal currency of participation. Earn for actions, spend for rewards. Use them when you need a flexible economy across many engagements.

Rewards

Coupons, vouchers, free shipping, perks. The payoff that makes the rest of the system worth it. Plan liability before you launch.

Tiers

Bronze, Silver, Gold style status. Best for retention and high-frequency categories. Tiers reward your top 5 percent without burning margin on the rest.

Streaks

Consecutive day or visit counts. Use for habit categories: news, fitness, learning, finance, daily commerce. Add a forgiveness rule from day one.

Progression

Visible progress toward a goal: 3 of 5 milestones, 60 percent to next tier. The simplest thing that increases completion in any flow.

Contests and leaderboards

Time-bound competition with a published ranking. High-energy lift in short windows. Pair with a fairness story or expect complaints.

Quizzes and predictions

The best mechanic for first-party data and zero-party preferences. Score, segment, and route to a result page that actually sells.

Spin, scratch, and reveal

Variable-reward formats that fit promotional moments: launch, sale, festival, restock. Cheap to build, easy to A/B, easy to misuse.

Referrals

User invites user, both get something. The lowest customer acquisition cost channel a brand has, and the most fragile one. Design the reward symmetry carefully.

Decision matrix

Pick a mechanic in one scan

Most teams spend three meetings choosing a mechanic. Use this matrix instead. Find the row that matches the goal on your brief; click through to the playbook.

Planning template

Write the engagement brief before you pick the creative

This is the missing middle between 'we should do something gamified' and an engagement that actually launches. If your team cannot answer these eight lines in one sitting, you are not ready to choose a mechanic yet.

Constraint lens

Choose the system from your constraints, not just your goal

Most teams can identify the goal. The harder question is whether their traffic, margin, cadence, and ops reality support the mechanic they want. Use this table when the room is split between two good-looking options.

ConstraintBest starting systemWhy it fitsUsually avoid
High traffic, low purchase intent, need email capture fastQuiz or spin wheelBoth give the user a reason to act before you ask for the email. Quiz is better when segmentation matters; spin is better when the moment is promotional.Long multi-step challenges that need repeat visits before value appears.
Low traffic, high-value logged-in users, need repeat behaviorProgression, streaks, or a short onboarding challengeThese mechanics compound over time and do not require massive top-of-funnel volume to work.Top-of-funnel giveaway mechanics where the reward budget gets spent before habit forms.
Tight margin, need retention without discount addictionTiers, status perks, milestone rewards, or streaksThese give recognition and visible progress without forcing the brand to pay cash-equivalent value every time.Always-on wheels, heavy percent-off catalogues, or rewards with no liability controls.
Seasonal or launch window with real urgencySpin, scratch, prediction, or a short seasonal challengeShort windows favor mechanics with fast payoff and strong campaign framing.Always-on loyalty mechanics as the main story for a tentpole moment.
Need a system marketers can run without weekly engineering helpQuiz, spin, scratch, challenge, or referral format with clear builder supportThese are operationally legible to an engagement team and can be refreshed without deep product work.Custom multi-ledger points economies or live ranking systems without ops ownership.
Need social spread or community visibilityReferrals, leaderboards, prediction, or shareable quiz resultsThe mechanic itself creates a public signal, which is what lowers CAC or raises organic participation.Private mechanics with no visible progress or share moment.
Default rule:if the program depends on repeat visits, start with visible progress. If it depends on first-session conversion, start with interaction. If it depends on margin protection, prefer status over straight discount.

When it works

Pick the mechanic from the goal

The most common mistake in a planning meeting: someone says 'let's run a spin wheel' and the goal gets back-fitted to it. Run it the other way. Goal first, mechanic second, creative last.

Acquisition

Run a quiz or spin on the landing page so the email signup becomes a result, not a form fill.

Conversion rate on cold traffic typically lifts 2 to 4 times versus a plain email gate, with richer first-party data.

Activation

Add a 5-step progression bar to onboarding with a small reward at step 3.

Day-7 activation lifts 15 to 25 percent because the user can see exactly how close they are to the next milestone.

Retention

Layer streaks, tiers, or a weekly challenge on top of the existing app or site.

Repeat visit frequency lifts in habit-friendly categories. Best for daily or weekly use cases, not quarterly.

Revenue

Run a tiered contest where bigger baskets earn more entries during a sale window.

Average order value and basket size lift in the 8 to 18 percent range during the contest. Tail effect lasts about a week after.

Referral and viral

Pair a refer-a-friend program with a small spin or scratch reward on completion.

Referral rate climbs because the act of inviting becomes its own short, satisfying interaction.

Brand and seasonal

Build an advent calendar, prediction game, or daily reveal around a tentpole moment.

Earned media and organic reach lift sharply during the window. Repeat usage is short-lived but cheap to deploy each year.

First version

What to launch first for the six most common briefs

The first version should be the smallest system that proves the behavior. Do not launch the full dream stack on week one. Launch the minimum mechanic that can move the number, then layer the second mechanic after the first KPI turns green.

BriefLaunch firstLayer secondPrimary KPI to defend
Need more leads from cold landing-page trafficQuiz with a result page and mid-flow email gateAdd a completion reward or referral share card after the result page convertsEmail capture rate or qualified lead rate
Need day-7 activation in a productFive-step onboarding challenge with visible progress and one early milestone rewardAdd streak or points once the onboarding path is completing consistentlyActivation rate vs matched non-participant cohort
Need repeat weekly visits without heavy discountingStreak or progression layer with one visible next milestoneAdd lightweight tiering or milestone rewards only after usage cadence improvesRepeat participation rate or weekly active return rate
Need repeat purchase from existing customersPoints or loyalty structure with one clear first reward and visible balanceAdd tier status and campaign overlays after first redemption behavior is healthyActive member share or time to first redemption
Need a short, high-energy seasonal pushSpin, scratch, or prediction mechanic tied to a tentpole reward windowAdd leaderboard, streak, or follow-on challenge only if the event repeats or lasts weeksParticipation rate and spin or campaign-attributed revenue
Need cheaper acquisition through existing customersDouble-sided referral program with one clear invite momentAdd milestone rewards or social proof once base invite conversion is healthyReferral conversion or cost per referred activation
Default rule:If the launch version is already hard to explain in one sentence, it is probably too complex for version one.
The Bricqs system

Three decisions turn the strategy into a shippable campaign.

This is the part case studies make obvious: the winning system is usually simple. One mechanic as the spine, one support mechanic if needed, and a rules layer that keeps progress, rewards, and ownership clear.

1
spine mechanic
1
support layer max
0
extra rebuilds needed weekly
Step 01

Write the brief marketers can actually launch from.

Lock the goal, audience state, campaign window, channel, reward budget, and follow-up path before anyone debates creative. When the brief is concrete, the mechanic usually becomes obvious.

  • One business outcome
    Acquisition, activation, repeat purchase, referral, or a seasonal push.
  • One audience state
    Anonymous visitor, new signup, active customer, lapsed user, or top-tier member.
  • One KPI to defend
    The number you will use to judge the engagement at the next review.
Brief
Write the engagement before you design the engagement.
Business goal: acquire, activate, retain, refer, or push a season
Audience state: visitor, signup, active customer, lapsed customer
Window: one session, 7 days, 30 days, or season-long
Primary KPI: capture, activation, repeat rate, AOV, or referral conversion
Step 02

Choose the mechanic from constraints, not from enthusiasm.

Traffic quality, margin flexibility, repeat cadence, and ops load matter more than which mechanic sounds the most exciting in the room. This is where most engagements either get practical or get bloated.

  • Interaction for first-session conversion
    Quiz, spin, scratch, or reveal when you need capture or fast promotional lift.
  • Visible progress for repeat behavior
    Challenges, streaks, progression, and tiers when the value needs a return visit.
  • Status over discount when margin is tight
    Use tiers, recognition, and milestone rewards before training users to wait for coupons.
Constraint matrix
Match the system to the operating reality
Cold traffic
Quiz
Captures intent before asking for email
Tight margin
Tier + streak
Protects value without discounting
Seasonal push
Spin or scratch
Fast payoff in a short window
Repeat habit
Challenge or streak
Needs progress across visits
Step 03

Launch the smallest working system, then layer after the KPI moves.

Version one should prove the behavior, not showcase every Bricqs primitive. Start with the spine. Add the second mechanic only after you know the first one is earning its keep.

  • One mechanic as the spine
    Quiz, challenge, streak, referral, prediction, or loyalty layer.
  • One support layer if needed
    A reward, a referral prompt, or a follow-on streak once the base behavior is healthy.
  • Operationally boring by design
    Marketers should be able to update rewards, copy, and cadence without another build cycle.
Launch blueprint
One spine. One support layer. No feature dump.
Traffic
Quiz
Capture the lead with a result page.
Reward
Milestone offer
Small guaranteed value after completion.
Follow-on
Referral
Only after the base conversion works.

When it backfires

When to skip gamification

Sometimes the right call is no mechanic at all. Five situations where gamification adds friction instead of lift. If you nod at any of them, send a clean promo and move on.

  • The category does not have repeat behavior
    Gamification needs a second visit to compound. For purely one-shot purchases, a clean promo outperforms most mechanics.
  • The reward is the only reason to participate
    If the only thing the user gets is a discount, you are running a promo with extra steps. Drop the mechanic and lower the price.
  • The mechanic creates fairness disputes you cannot answer
    Skill-based contests and leaderboards need transparent rules and tie-breakers. Without them, every winner generates support tickets.
  • Internal teams cannot ship in days
    Gamified campaigns are calendar-driven. If your team needs four weeks to ship a quiz, the moment is gone. Use a builder so a marketer can launch in a day.
  • The brand is in a sensitive context
    Health, debt, condolences, recovery: gamification reads as flippant in these categories. The mechanic is fine; the framing is the problem.

Measurement

The KPIs that actually matter

Pick one number you will defend at the next QBR. Write it on the brief in week one. Everything else here is a supporting view, not the verdict.

KPI 01
Participation rate
8-25%
Unique participants as a share of campaign reach. The first signal that the offer and creative are working.
KPI 02
Completion rate
55-80%
Of those who started, the share that finished the mechanic. Catches drop-off in the form, quiz, or onboarding flow.
KPI 03
Repeat participation
20-45%
Share of users who came back at least once during the engagement window. The clearest signal of habit formation.
KPI 04
Email or phone capture rate
70-90%
First-party data captured per participant. The second-most valuable output of any engagement.
KPI 05
Reward redemption rate
30-55%
Earned rewards that were actually used. Low redemption signals the reward is wrong, not the mechanic.
Watch for: Below 20% means the prize isn't desirable enough, or the redemption flow has friction.
KPI 06
Referral conversion
10-22%
Invited users who completed the target action. The truest test of a referral program.
KPI 07
Cost per participant
30%+ below paid CPA
Total reward liability plus media spend divided by participants. Compare to your paid-channel CPA.

The operator's view

What it looks like to run three at once

Marketing teams ship campaigns. Operators monitor them. The job of the platform is to compress the second job into one screen so the marketer can keep doing the first.

The operator's view

Three campaigns running, one window to watch them

Campaign control

3 LIVE

Spring Spin Sale

Spin

Participation

18%

vs control

+12%

Live

Onboard Streak Push

Streak

Participation

9%

vs control

+22%

Live

Top-100 Predictor Cup

Contest

Participation

4%

vs control

+38%

Live

Marketers ship the engagements. The room shows them how each one is doing without opening three dashboards.

One window over three live campaigns. The uplift column is the only one anyone really watches.

How the operating model works

Marketing owns the brief. Bricqs runs the rules. Engineering wires the surface once.

The healthiest launches look a lot like the best case studies: one-time event and identity plumbing, then marketers control rewards, cadence, and campaign variations without turning every change into a ticket.

Launch in days
if the brief and events are ready
One embed
surface wiring done once
Marketer-owned
rewards, cadence, and variants
Marketingowns the briefBricqsowns the rulesEngineeringowns the first embed
Build this with Bricqs
The flow
Planner
Your team
Goal · audience · reward budget
  • Writes the brief and names the KPI
  • Chooses the mechanic from the constraint set
  • Owns the live campaign rhythm and iteration
brief
insight
Bricqs
Bricqs
Builder · rule engine · analytics
  • Campaign templates, rewards, and mechanic setup
  • Real-time progress, points, streaks, and eligibility logic
  • Participation, completion, uplift, and reward reporting
events
status
Surface
Your product stack
Site · app · CRM · backend
  • Identity and placement wired once
  • Behavior events stream into the rule layer
  • Campaign surfaces appear where the user already acts

Under the hood

How a rule executes 800 times an hour without anyone watching

The user-facing mechanic is half the system. The other half is a rules engine that turns event streams into points, badges, and rewards in real time. Marketers do not configure this; they just expect it to work.

Behind the scenes

What the engagement engine is doing in real time

Event stream

  • purchase.completed0.3s
  • quiz.passed0.8s
  • checkin.verified1.2s
  • referral.converted2.1s

Active Rule

Whenpurchase > $50
Thenaward 100 pts + send notification

847 triggers/hr

All rules executing normally

Recent executions

Points awardedBadge unlockedEmail sentWebhook pending

Events stream in. The rule decides who earns what. Idempotent by design, so a duplicate fact never double-scores.

In the wild

What real campaigns look like

Three patterns you have probably seen in the wild, with the marketer's read on what each one is buying. Steal the structure; rewrite the creative for your brand.

D2C and retail
Spin reward
01
Style reward
PromotionEmail capture

Daily spin during a 10-day sale, with email capture on entry and a small guaranteed reward (free shipping) plus a 1 in 25 jackpot.

What it is buying

List growth of 15 to 30 percent during the window, basket lift on the day each user redeems, jackpot generates social and PR.

Banking and fintech
Streak loop
02
14day streak
Repeat useHabit

Monthly streak: log in and check a balance for 5 days in a row, get a small cashback or free trade. Add a tier upgrade after 3 streaks.

What it is buying

Daily active users lift in the 25 to 40 percent range, which compounds into upsell on cards, loans, and investment products.

Media and OTT
Prediction contest
03
1Alex T.
4,280 pts
2Maria S.
3,910 pts
3Jordan P.
3,645 pts
Live eventLeaderboard

Predict the match outcome before kickoff, score points in real time, weekly leaderboard with a top-50 prize pool.

What it is buying

Session length and ad inventory go up sharply. Sponsorable surface for FMCG and telco partners. Yearly tentpole.

What real users experience

One screen, several mechanics, one engine

Picture a customer two months into your program. She opens the app on a Tuesday morning and sees: her points balance, her tier with a target, a 14-day streak she's protecting, a badge she just unlocked, and a daily spin she hasn't taken yet. Five mechanics on one screen. None of them feel like games, they feel like progress.

Member home · Day 47

Strong gamification reads as a status system, not a game.

The thesis of this entire library lives on a single screen. Every mechanic on it earns its place by answering a question the customer is already asking, ‘how am I doing, what comes next, what did I just earn.’ The brand isn't selling. The system is showing the customer their progress, and that's the persuasion.

Points are the receipt; the tier is the destination.
The points number is what makes the system measurable. The tier is what makes it aspirational. Programs that show only points feel transactional; programs that show only the tier feel arbitrary. Both numbers, on the same screen, is the working pattern.
Streaks are visible because invisible streaks die.
A streak the user can't see is a streak they'll break by accident. The 7-day grid is the cheapest, most universal way to make the streak felt, every day a small, claimable square. The grid is the streak.
Spin available is the daily-return mechanism, not a prize.
The dashed-border spin tile is what makes the user open the app on day 48 even if they don't need to buy anything. The spin earns its keep as a habit hook, not as the reward path. Most programs misuse it as a prize and underprice the habit it creates.
S
SUNRA
Hi, Maya
Your points
1,240pts
760 to next tier · Platinum
Tier
Gold
Streak
14days
Badge unlocked: Trailblazer
You completed 14 days
Daily spin available
Resets in 14h
Spin

Outcomes you should expect

Three signals to read across the active cohort

Gamification is a system, not an engagement, so the diagnostics are slower than a single launch. These three operating ranges tell you whether the system is doing its job over a 90-day window. Hit two of three and the program pays back; hit all three and the program becomes a moat.

30-50%
before
after
Completion lift on gated flows
Adding visible progress to an onboarding, profile, or signup flow lifts completion 30-50% versus the same flow without progression. The lift comes from the visibility of the goal, not the points or rewards underneath. Progression is the cheapest mechanic to ship and the most universally effective.
1.5-2.5×
Return frequency for users on a streak
Users in an active streak return at 1.5 to 2.5 times the rate of users without one. The lift is sustained for as long as the streak is alive, and the cost to maintain it is whatever you spend on the visible streak counter. The streak is the engagement; the prize is the streak.
8-15%
ARPU lift across the active cohort
Cohorts that engage with two or more mechanics, points plus tier, streak plus reward, show 8-15% lift in average revenue per user against matched controls. Single-mechanic programs rarely deliver this. The compounding is real but only kicks in at the second mechanic.

Branch by goal

What are you trying to move?

Six common briefs land on a marketer's desk. Each one has a closest playbook in this library. Skip ahead to whichever matches the one staring at you right now.

Topic library

Pick a mechanic, get the playbook

Each guide below is a working playbook for one mechanic: how to plan it, what to ship, and how to measure the lift.

Implementation

Where Bricqs fits once the guide becomes a real launch plan

If this page helped you decide the system, these are the three Bricqs surfaces most teams end up using next.

With Bricqs

Choose the layer that matches your engagement

The mechanics in this guide map directly to Bricqs primitives. Start in the builder for fast launches, then deepen into embedded surfaces and event-driven loyalty systems when the program proves itself.

Surfaces
3
Setup model
Rules once, iterate fast

Compare and decide

Comparing gamification with another approach?

If you're trying to place gamification next to a loyalty program, a discount strategy, or a single mechanic, the working answer usually starts with a comparison page.

Frequently asked

What marketing teams ask before they start

Q01How is gamification different from a regular promotion?

A promotion gives the discount upfront and ends when the discount ends. A gamified campaign asks for participation first, which means you collect data, learn preferences, and build a reason for the user to come back even after the engagement closes.

Q02Do we need a developer to launch a gamified campaign?

Not for the first one. Most teams launch their first quiz, spin, or contest entirely from a builder, with developers only involved later to integrate it deeper into the app or website. The faster the marketer can self-serve, the more campaigns you ship.

Q03What is the most common mistake in a first engagement?

Setting the reward odds wrong. If everyone wins, the reward stops feeling like a reward. If almost no one wins, the user feels tricked. Aim for a tiered structure: a small guaranteed value for everyone, and a rare bigger prize that is worth talking about.

Q04How long should a gamified campaign run?

Most short campaigns work best at 7 to 14 days. Daily mechanics like streaks need at least 4 weeks for the habit to take. Always-on programs like loyalty tiers should be reviewed quarterly, not closed.

Q05How do we measure ROI on a gamified campaign?

Compare the engagement cohort to a matched control on the metric you committed to in the brief, usually revenue per participant or repeat rate. Track reward liability separately so margin impact is visible. The lift on first-party data captured is often the largest single line item, even if it is harder to value.

Q06Can gamification work for B2B?

Yes, for any motion with a repeat user: SaaS onboarding, partner activation, sales-rep enablement, account-based renewal cycles. The mechanics that work in B2B are progression, certification badges, and structured challenges. Spin and scratch usually do not fit.

Q07How do we prevent abuse and fraud?

Three things stop most abuse: rate limiting per device and per identity, server-side scoring for anything with a prize, and a public rules page that names the disqualification triggers. Build these in from day one rather than after the first incident.

Pick a mechanic, ship an engagement

Bricqs gives marketers an engagement engine, not a tech project

Configure points, tiers, challenges, and contests in one place. Plug it into your existing site or app, or start from a template and go live the same week.

1 brief to align the room2 mechanics max in version one
What happens next
01
Pick the mechanic
Choose the smallest working system for the brief.
02
Launch without rebuilds
Configure rules and rewards in one place.