Create standard game
Activity details¶
The game setup includes the following general details to be configured.

- Name is used to identify and locate activities in the Lobyco Portal. Unique names aren't required, but a naming convention is recommended (e.g., 2024_week_42_CocaCola_chain).
- Start date and End date determine the visibility of the activity in the app.
- It's good practice to start activities at 00:01 and end at 23:59 to avoid confusion and track in an easier way.
- Activities cannot be created in the past, so the starting date and time need to be at least one minute in the future.
- If the game is created inside a campaign, the start date and end date need to be inside the campaign dates. The campaign start date and end date are shown under the dates input fields.
- Game priority determines the order in which games are shown when multiple are active. Lower priority numbers are shown first (e.g., Priority 1 will be exposed before Priority 2).
Tags¶
Tags help organize and group activities so they can be reused or filtered across the app. They can be used in different ways depending on your setup.
- Click on the Assign a tag field, or on the expand arrow, to see the list of available tags.
- Click on one or more tags to add them to the activity — the field supports multi-select, so you can assign as many tags as needed.
- The list of available tags is predefined per setup; reach out to your support manager if you need a new tag added.
- If no tags are configured for your setup, the Assign a tag field is hidden from the Activity details tab.
- The Assign a tag field is optional — you can leave it empty if no tag applies.
Save as template¶
An activity can be flagged as a template and be used as a starting point later on to create new activities. This is just a flag and does not impact the game running in any way.
The template flag can be toggled on and off at any point, even after the activity has expired.
Silent Stop¶
Provides a risk-free option to temporarily pause without removing the game from the App. Users still see and can play the game, but all game attempts are lost while Silent Stop is active.
This can be used if there is a logistic issue with the rewards and you need time to solve it before users can win the game.
đź’ˇActivity period hints¶
Before creating a Game Activity, three components need to be aligned.
- Game Activity - start and end dates of the main game activity in the App.
- Gameplay - the actual game design and flow that can be used in multiple game activities, if needed.
- Offers (optional) - must align with activity start and end dates, plus days to pick up the offer.

Reward settings¶
Multiple types of rewards are available and can be mixed up as desired. We recommend using only one reward for the regular games, but you can easily run games with multiple rewards for special game activities.
đź’ˇWhenever you need to run a game with multiple prizes, you need to make small enhancements to the game design so that winners are shown the actual prize. Read more about it on the game design with multiple rewards page.

Coupon reward results in a coupon in the App that can be redeemed by the winner by identifying with the membership at the checkout.
- Name as defined or imported in the Offer section.
- Period shows when the reward can be won. It defaults to the Offer dates and can be narrowed to a shorter window — see Reward period below.
- Max Amount of Rewards is the limit on the number of rewards handed out in the game. When reached and no other rewards are available, all played games will result in a loss.
- Usage shows the total and remaining number of rewards.
- Chain indicates the relevant chain for the reward.
- Trash Can removes the reward.
- Days to pick up prize configures after how many days the prize coupon will expire. Ensure that the Offer Activity that will be selected is set up to last for the duration of the game activity plus the days for pickup.
- Minimum campaigns with available prizes [deprecated] is relevant only when multiple store chains are defined, this setting determines how many chains must have prizes available for the activity to continue.
- The shown coupons are filtered to be valid within the start date and end date of the activity.
- By default, if multiple coupons are selected, then they will be randomly allocated to winners. The winner cannot select which prizes he gets.
- Exceptions can be made in the implementation where the users can select which coupons they want to receive once they win a game.
Bonus reward allocates bonus or points to the winners. It's loaded in real time once the user sees the winner screen.
- Name to identify the prize in the reporting of games.
- Id is allocated once the game is created and is used to map the reward to the gameplay pages in case multiple rewards are used for a single game.
- Amount of the bonus is the value of the bonus or points that the winner receives.
- Max rewards is the total number of prizes
- Period defaults to the game activity dates and can be adjusted — see Reward period below.
Custom allows the allocation of rewards that have a different distribution method than in the App. Normally, these are prizes with logistics that are delivered to the winners after the game has been played.

- Name to identify the prize in the reporting of games.
- Id is allocated once the game is created and is used to map the reward to the gameplay pages in case multiple rewards are used for a single game.
- Max rewards is the total number of prizes.
- Period defaults to the game activity dates and can be adjusted — see Reward period below.
Reward period¶
Every reward has its own Period — the time window when it can be won. By default a reward is available for the entire game, but you can schedule it for a shorter window, e.g., a different prize for each campaign day, without monitoring the game manually in between.
- The Period column is available for all reward types — Coupon, Bonus, and Custom — and shows the reward's start and end dates, including time.
- Default values: Coupon rewards take the start and end dates of the related Offer; Bonus and Custom rewards take the game activity dates.
- The period can be edited only while the reward is selected. Click the edit icon in the Period column to open the Reward period window and adjust the dates.
- At least one reward must be active at every point of the game duration. If the configured periods leave a gap without any active reward, a red error banner shows the dates missing a reward, and the game cannot be published until the gap is fixed. Save as Draft is still possible.
- If a reward with a period is also boosted, its win chance rises toward the end of the reward period instead of the end of the game.
Boost chances¶
By default, every reward has a similar fixed chance of being handed out across all reward allocations combined, and that chance stays the same for the whole duration of the game. The Boost chances toggle changes that reward's allocation from fixed to dynamic, so the reward becomes more likely to be given out as the game gets closer to its end date. This is useful for rewards with a small quantity, which might otherwise be left undistributed when the game expires.
The toggle is available on every reward type — Coupon, Bonus, and Custom — in the Boost chances column next to each reward.
How boosting works
When a reward is boosted, the longer the game runs without that reward being given out, the higher its chance of being the reward allocated to the next winner. This chance keeps rising as the game approaches its end, reaching 100% in the final window of the game — the last hour, or the final 5% of the game duration, whichever is longer. This is designed to make sure a boosted reward is given away before the game period ends. If the reward has its own reward period, the boost follows that period instead.
If several rewards are boosted at the same time, they compete in that final window and one of them is picked at random.
⚠️ Note: Boosting increases the likelihood that a reward is handed out, but it does not guarantee that the full quantity will be allocated. The boost only affects which reward is given when a game is won — it does not change how often the game is won. The final result still depends on the game duration, the number of players, the overall win rate, and any other rewards that are boosted at the same time.
Redemption date and Validity period¶
- The Redemption expire date must be the same as or later than the activity’s end date, but no later than the Reward End Date. Indicates the expiration end date for reward which might be different from activity's end date.
- Or use the Validity period of redemption to configure for have many days the reward is valid starting from the day it was rewarded to a user.
- One of the options must be selected
⚠️ Note: We do not allow to set a validity period which is longer than the reward's availability date. The validity period should always be less or equal to the reward's end date.
Game rewards allocation¶
Coupon rewards are the ones that are already created or imported into the Lobyco Promotion Platform.
Be cautious when selecting rewards, as they may already be selected in another game activity or have conflicting dates.
Games can manage two or more offers for a single game, relevant for retailers with more than one chain for prize pickup. Rewards will be handed out with equal win chances, and when one pool is depleted, the remaining rewards/chain will be the only option for winners.
In case multiple rewards are configured, they are allocated randomly based on the remaining rewards. There is no way to determine which ones will be allocated or finished first. For these games, you need to update the game design to include multiple reward screens. You can read more in the game design documentation.
You can see in real time the allocated and remaining rewards. You can change at any time the number of rewards if the game has not expired.
For example, you can increase the number of prizes after some days have passed, in case the supplier has agreed to fund the promotion with extra prizes. Also, you can decide to allocate for each day just a number of prizes so they are spread out more evenly during the promotional periods.
Activity behavior¶
Here you can set the Game URL and winning chances.

Game URL is copied from the game design and is the game flow displayed in the app, linking activity settings and game settings. Ensure the URL is correct and the game is reconciled when changes are made to game settings or game flow.
Winner chances & attempts¶
Conditions for the member's number of game attempts, win-chances, and allowed wins are set here.
- Allowed wins sets the number of rewards that one user can win. Once he has won, the user will no longer be shown the game until the end of the activity. If desired, this can be higher than one and a user can still play after he has won. Take into account that he can still win.
- Attempts per day sets a daily limit on the number of games a customer can play throughout the activity. Normally set to 1, especially for Luck games. Does not make sense to allow the same game to be played multiple times per day. Example: If the activity runs for 5 days and the customer gets 15 attempts spread evenly over the 5 days, this should be 3.
- Total attempts sets a limit on the total number of games a customer can play throughout the activity. Example: If the activity runs for 5 days and the customer gets 2 games per day, this should be 10.
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Win Rate determines the ratio between winners and losers. Win Rate is dynamic, and you can adjust it throughout the activity (remember to update/save changes, and they will apply instantly).
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Win rate 1 means that all game attempts are winners until rewards are depleted.
- If every second game should "win", the value is set to 2 (from 2 attempts; 1 lose, 1 win).
- If every 10th game should "win”, the value is set to 10 (from 10 attempts, 9 lose, 1 win).
đź’ˇCoupon rewards conversion rate¶
Games with coupon rewards usually have a conversion rate lower than 1:1. Not all customers redeem their coupon prizes. This can be compensated in two ways.
- Surplus rewards defined for the activity (+x% principle).
Example: If the conversion rate is 70%, then 2000 issued Reward coupons will lead to 1400 products picked up in stores. - Adjusting/updating the win rate as the activity progresses (must be based on experience for the conversion rate).
The win rate can be adjusted throughout the activity. Hence, the win rate can be 4 on the first day, then updated to 5 later if too many rewards have been handed out.
đź’ˇWinning chances mechanics¶
The implemented win rate is the Win Rate Value defined in the game. It means that approximately every Win Rate Value player who engages with the game will be declared a winner.
Winners are typically determined based on the sequential order in which users play the game. In other words, as users take turns to play, we keep track of the number of participants, and when the count reaches a multiple of Win Rate, the player at that position is declared a winner. This approach ensures fairness and impartiality in awarding prizes.
However, it's essential to acknowledge that due to technical considerations and the nature of online interactions, the exact Win Rate player may not always be declared a winner. There can be variations in the outcomes for different reasons, such as network latency, simultaneous gameplay, or system updates. This means that, in some instances, multiple winners might be consecutively selected or a winning player may not emerge after precisely every Win Rate participant.
By participating in the game the users should agree to accept these occasional variations in the win rate and understand that they do not impact the fairness of the game.
đź’ˇWinning chances during production tests¶
It’s a good practice to test a new game before enabling it for users. When testing in production with only a few users and validating that you get both Win and Lose flows, you need to take into account the actual chances of winning.
Specifically, to test a new game for both flows (Win and Lose), you would normally configure a game with a win chance of 2. That means that every second user that plays the game will Win.
In production, you will notice in fact that the first 4 consecutive games will be a loss. The reason is that there are 4 instances of the Game Service running in production. The number of instances can vary, but it's important to understand that after multiple game attempts played the win/lose ratio will balance as configured.

Game layout¶
In this section, you configure the look and feel of the game card in the App.
⚠️ The Game layout tab is not enabled by default and might not appear in your Admin Portal. It is currently available only for some setups — reach out to your support manager if you want to use it.

Game image¶
Is displayed in the App as the artwork of the game card, so each game can carry its own campaign visual instead of a generic game tile. It's optional — when not set, the App shows the default game card design.
When a game is created from a template, the game image is copied as well. The App design needs to be aligned to show this image, so how and where it appears depends on your App implementation.
Segmentation¶
Segmentation defines the audience for the specific game.

Segmentation is dynamic, like other attributes of the Activity. New/changed segmentation lists can be uploaded during the activity to either expand or narrow the audience.
The segmentation list must be in CSV format with one user ID per line, while the file size cannot exceed 48 MB.
The list can be added via "drag and drop” or via the "select file" link.
Segmentation with Audience Service¶
Some customers have integration with Audience Service that allows the management of Member Segments in one centralized place and reuse throughout the other promotion and communication sections.
This means that when selecting Target only selected segments, there will be the option to select from a predefined list of Segments or create a new one.

Select from list of predefined segments brings up a pop-up where all predefined audiences in the scope of Games are listed. Based on the name and description the needed Audience can be selected as a target for this game.
Create new list brings up a pop-up where a new Audience can be created.

- Name – use a representative name.
- Destination(s) – select where this list of members will be available for selection. Can be only Games or throughout other activities (e.g. Bonus, Feed, Notifications, etc.).
- Upload file - the list of member IDs should be uploaded in a CSV with one member ID per line.
- Description – longer text field that allows detailed description.