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Rewards

This page is for marketers and campaign managers. A reward is a coupon a player is shown the moment their game ends, if they qualify. For example: everyone who scores 500 or more gets “10% off your next order”.

Rewards are not the same as winner draws, which pick winners later. Developers can read about rewards from the API side in Rewards and coupons.

Open the campaign and choose 6. Reward.

  1. Under Who earns a reward, turn on Give a reward for this campaign.
  2. Leave One reward per person on, unless you want a player to earn a coupon on every play.
  3. Add at least one prize (below), then choose Save reward.

Turning rewards off stops new coupons. Codes already handed out stay valid.

A campaign can offer several prizes. Choose Add a prize for each one.

Prizes are checked in order, and a player gets the first one they match. Put the rarest at the top, and end with a prize for everybody if you want one.

For each prize, set:

  • Coupon title: the line a player reads first, for example “10% off your next order”.
  • Who gets this: who qualifies for this prize (see below).
  • Description: more detail about the prize.
  • Where codes come from (see below).

Each prize shows how many codes are left and how many have been given out.

Option Who gets the prize
Everyone who plays Every player who finishes a game.
Only players who win Players whose wheel stops on a winning wedge. Only shown for Spin the Wheel, because the other games end on a score rather than a win.
Players who reach a score Players whose score is at least the Score needed.
Players who land on… Players whose wheel stops on one of the wedges you pick in Which wedges. Only shown for games with wedges.
Drawn winners up to a place Winners of a draw, from first place down to the place in Up to place. First place is 1.

For a prize for places 1 to 10, put 10 in Up to place, and place it under any prize for first place alone.

Option How it works
A list of codes you provide You add codes from your own shop. Each is given to one player unless you set People per code.
Codes we generate for you Keliplay creates unguessable codes. Your own system needs a way to recognise them.
One code for everybody Everybody who qualifies sees the same code. Your own system decides how often it can be used.

The Codes card appears once the reward is saved. It shows how many codes are still to give out.

  1. In Codes for, pick the prize. Each prize keeps its own codes and runs out on its own.
  2. Then, depending on the prize’s code source:
    • For your own codes or one shared code, fill in a row for each code:

      • Code: the code the player sees.
      • Coupon ref (optional): your own ID for the coupon. It is sent in the reward_granted webhook when a player is given the coupon, so your systems can tell which one it was. Each ref can be used once per campaign.
      • Coupon name (optional): a name for the coupon, such as “Free coffee voucher”. Players see it only if the reward page’s Coupon block is set to show it.

      Choose Add another for more rows. To add many at once, either:

      • choose Upload CSV and pick a file with a code column and, optionally, ref and name columns. A header row is optional; without one, the columns are read as code, ref, name. The file is read in your browser and never uploaded, and its rows appear in the form for you to check first.
      • paste lines of code, ref, name into a Code box, or cells copied from a spreadsheet. Each line becomes a row.

      Up to 5,000 codes can be added at once. Optionally set People per code, how many players may be given each code (blank means no limit). Choose Add codes. Codes already in the list are skipped.

    • For generated codes, enter How many (up to 1,000 at a time) and choose Generate.

New codes appear in the table straight away. It lists each Code, its Prize, its Coupon ref and Coupon name when any code has them, and how many times it has been Given out.

The number of codes you can store is set by your plan. See Plans.

Choose Withdraw next to a code and confirm. It is not given to anyone else. Players who already have it keep it. Withdrawn codes show Withdrawn.

The dashboard does not set an expiry for codes. Your developers can set one through the API. See Rewards and coupons. To tell players about an expiry, add it to the coupon’s Small print.

Under The page players see, build the page a player sees when their game ends. Choose Add a block, fill it in, and put the blocks in the order you want.

It uses the same blocks as the pre-game page, except the Play button, plus two of its own:

Block What it shows What you set
Result What the player just won, or their score. Words before it, for example “You won”.
Coupon The player’s coupon. What the player sees: The code, The coupon name, or The name and the code. A coupon without a name always shows its code. Small print under the coupon, such as an expiry or where to use it. Offer a copy button, available when the code is shown.

The same limits apply: 20 blocks, 8 images, animations and videos together, 1 video and 2 animations.

Every block has Show this to: Everybody, Players who won or Players who did not win. Blocks for winners are never sent to anyone else.

Use Preview as to see the page as a Winner, Not a winner or with No result, and Appearance for Light or Dark. The code in the preview is an example. Each player gets their own.

There is no button for this in the dashboard. Your developers can give a reward to a player through the API. The player is not shown anything, so your own systems tell them. See Rewards and coupons. It needs the Give a reward to a player by hand permission. Rewards given this way show as By hand on the Results tab.

Rewards are a plan feature. Without it, the tab shows Rewards are not part of your plan. See Plans.