# Fan Passport — Game Design System ## 1. Design goals The game design system turns football fandom into a structured journey of collection, mastery, prediction, and memory. It must: - Reward daily participation - Support casual and expert fans - Encourage full-tournament engagement - Create fair competition - Produce shareable identity moments - Preserve the tournament as a digital keepsake - Reuse core mechanics for future competitions ## 2. Game economy overview Fan Passport uses non-monetary progression. MVP rewards should not provide pay-to-win advantages. ### 2.1 Primary reward types | Reward | Description | Used for | | --- | --- | --- | | XP | General progression points | Leveling, achievement feedback | | Badges | Named achievements with rarity | Identity, collection, sharing | | Stamps | Passport marks for teams, matches, stadiums, stages | Journey completion | | Stickers | Virtual collectible items | Collection depth | | Prediction points | Competitive scoring currency | Leaderboards | | Quiz streak | Consecutive daily trivia participation | Retention | | Memory cards | Shareable/persistent recap moments | Emotional value | | Titles | Display labels earned through achievements | Profile identity | ### 2.2 Separate scoring economies To preserve fairness, progression and competitive scoring are separated. | Economy | Can affect leaderboards? | Notes | | --- | --- | --- | | XP | Limited progression leaderboards only | XP rewards participation, not prediction skill | | Prediction points | Yes | Main competitive currency | | Quiz score | Yes, on quiz-specific boards | Separate from prediction skill | | Collection percentage | Yes, on collection boards | Measures completion | | Badge count/rarity | Yes, optional prestige board | Does not affect prediction ranking | A user should not be able to buy or randomly receive prediction points. ## 3. XP system ### 3.1 XP purpose XP provides immediate feedback and long-term progression. It should reward participation without undermining skill-based competition. ### 3.2 Recommended XP values | Action | XP | | --- | ---: | | Complete onboarding | 100 | | Choose favorite team | 50 | | Submit a match prediction | 20 | | Submit all predictions for a matchday | 75 | | Correct match winner prediction | 50 | | Exact scoreline prediction | 150 | | Predict a giant killing correctly | 200 | | Answer daily trivia | 30 | | Answer daily trivia correctly | +40 | | Maintain 3-day quiz streak | 100 | | Maintain 7-day quiz streak | 250 | | Check in to a match | 25 | | Complete all matches in a group | 250 | | Collect a stadium stamp | 60 | | Complete stadium collection | 1,000 | | Unlock a badge | 50–500 depending rarity | | Complete tournament passport | 2,026 | ### 3.3 XP levels Use levels to create a sense of momentum without making the system difficult to balance. | Level band | Title theme | XP range | | --- | --- | ---: | | 1–5 | New Arrival | 0–999 | | 6–10 | Group Stage Regular | 1,000–2,999 | | 11–20 | Matchday Traveller | 3,000–7,999 | | 21–35 | Stadium Hopper | 8,000–17,999 | | 36–50 | Passport Veteran | 18,000–34,999 | | 51–75 | World Cup Specialist | 35,000–64,999 | | 76–100 | Global Fan Legend | 65,000+ | Progression should be generous enough that active daily users feel advancement every few days. ## 4. Rarity system ### 4.1 Badge rarity tiers | Tier | Intended availability | Visual treatment | | --- | --- | --- | | Common | Most active users can earn | Simple color frame | | Uncommon | Requires repeated behavior or stage completion | Colored enamel frame | | Rare | Requires strong performance or multi-step completion | Metallic treatment | | Epic | Requires difficult or time-limited completion | Animated or premium frame | | Legendary | Very difficult, prestigious, or once-per-tournament | Distinct motion/shine and archive emphasis | ### 4.2 Rarity principles - Rarity must be based on effort, skill, timing, or completion, not arbitrary obscurity. - Limited-time badges should have clearly communicated windows. - Legendary badges should be few and memorable. - Users should be able to inspect how a badge was earned. - Hidden badges may exist, but their reveal should feel delightful rather than unfair. ## 5. Badge categories ### 5.1 Team loyalty badges Reward commitment to a selected team. Examples: | Badge | Rarity | Criteria | | --- | --- | --- | | Backed a Nation | Common | Select a favorite team | | First Fixture Faithful | Common | Predict or check in to favorite team’s first match | | Never Missed [Team] | Rare | Check in to every match played by favorite team | | [Team] Oracle | Rare | Correctly predict 3 matches involving favorite team | | Heartbreak Witness | Uncommon | Check in when favorite team is eliminated | | Glory Follower | Epic | Favorite team reaches final and user checked in to every team match | | Champion Loyalist | Legendary | Favorite team wins tournament and user supported them from before their first match | ### 5.2 Matchday badges Reward match participation. | Badge | Rarity | Criteria | | --- | --- | --- | | Kickoff Ready | Common | Submit first match prediction | | Matchday Regular | Common | Participate on 3 matchdays | | Full Matchday | Uncommon | Predict every fixture on a single matchday | | Triple Header | Uncommon | Check in to 3 matches in one day | | Perfect Matchday | Epic | Correctly predict winner/result for every match on a matchday with at least 3 fixtures | | Late Drama Witness | Rare | Check in to a match decided by a goal after 85 minutes, using official event feed if available | | Penalty Night | Rare | Check in to a knockout match decided by penalties | If real-time event data is not available, event-dependent badges should be awarded only after official match metadata is confirmed. ### 5.3 Prediction badges Reward forecasting skill. | Badge | Rarity | Criteria | | --- | --- | --- | | First Call | Common | Submit first prediction | | On the Board | Common | Earn first prediction points | | Scoreline Sniper | Rare | Predict exact scoreline | | Three in a Row | Uncommon | Correctly predict 3 match outcomes in a row | | Giant Killer | Epic | Correctly predict a lower-ranked team beating a substantially higher-ranked team | | Bracket Prophet | Epic | Correctly predict all teams advancing from one group before group stage starts | | Champion Caller | Legendary | Correctly predict tournament winner before their first match | | Penalty Prophet | Epic | Correctly predict a knockout match goes to penalties, if this prediction type is enabled | ### 5.4 Collection badges Reward completion. | Badge | Rarity | Criteria | | --- | --- | --- | | First Stamp | Common | Collect first stamp | | Group Complete | Uncommon | Complete one group collection | | Continental Collector | Rare | Collect all teams from a confederation, if official confederation metadata is used | | Stadium Explorer | Rare | Collect 8 stadium stamps | | All Stadiums | Epic | Collect all 16 World Cup 2026 stadiums | | Every Group | Epic | Complete all 12 group collections | | Full Passport | Legendary | Reach 100% core passport completion | ### 5.5 Quiz badges Reward trivia engagement. | Badge | Rarity | Criteria | | --- | --- | --- | | First Answer | Common | Answer first trivia question | | Learned Something | Common | Read explanation after answering | | Three-Day Streak | Uncommon | Answer trivia 3 days in a row | | Seven-Day Scholar | Rare | Answer trivia 7 days in a row | | Perfect Week | Epic | Answer all daily trivia correctly for 7 consecutive days | | World Cup Historian | Epic | Correctly answer 50 trivia questions | | Trivia Champion | Legendary | Finish tournament in top percentile of trivia scoring | ### 5.6 Stadium badges Reward exploration of host venues. World Cup 2026 host cities/stadiums should be represented with configurable venue records. The likely venue set includes: - Atlanta — Mercedes-Benz Stadium - Boston/Foxborough — Gillette Stadium - Dallas/Arlington — AT&T Stadium - Guadalajara — Estadio Akron - Houston — NRG Stadium - Kansas City — Arrowhead Stadium - Los Angeles/Inglewood — SoFi Stadium - Mexico City — Estadio Azteca - Miami — Hard Rock Stadium - Monterrey — Estadio BBVA - New York/New Jersey — MetLife Stadium - Philadelphia — Lincoln Financial Field - San Francisco Bay Area/Santa Clara — Levi’s Stadium - Seattle — Lumen Field - Toronto — BMO Field - Vancouver — BC Place Venue naming and branding should be verified before launch. Example badges: | Badge | Rarity | Criteria | | --- | --- | --- | | First Venue Stamp | Common | Collect first stadium | | North America Tour | Rare | Collect stadiums in all three host countries | | Mexico Trail | Uncommon | Collect all Mexico stadiums | | Canada Trail | Uncommon | Collect both Canada stadiums | | USA Trail | Rare | Collect all USA stadiums | | Final Venue Witness | Rare | Check in to or collect the final venue’s match stamp | | All Stadiums | Epic | Complete all stadiums | ### 5.7 Social/share badges Reward safe, positive sharing. | Badge | Rarity | Criteria | | --- | --- | --- | | Passport Shared | Common | Share first passport card | | Badge Bragger | Common | Share a badge unlock | | League Starter | Uncommon | Create a private league | | Full House | Rare | Invite 5 accepted members to a private league | | Viral Moment | Epic | A shared card drives a configurable number of new signups, subject to fraud controls | ### 5.8 Memory badges Reward personal archiving. | Badge | Rarity | Criteria | | --- | --- | --- | | First Memory | Common | Save first match memory note/reaction | | Group Stage Diary | Rare | Save at least one memory in each group-stage week | | Final Memory | Uncommon | Save a final match memory | | My 2026 Story | Epic | Generate post-tournament recap | | Archive Keeper | Legendary | Complete and archive the full tournament passport | ## 6. Achievement progression ### 6.1 Achievement structure Each achievement should have: - Unique ID - Name - Description - Category - Rarity - Progress target - Trigger rule - XP reward - Share card template - Visibility state - Time window, if applicable - Competition scope, if applicable ### 6.2 Progress states | State | Meaning | | --- | --- | | Locked | Not yet started or hidden | | In progress | User has measurable progress | | Claimable | Criteria met; user can claim reward or sees auto-unlock | | Claimed/unlocked | Reward granted | | Archived | Competition window closed; badge remains visible if earned | Most MVP achievements should auto-unlock to reduce friction. Claim flows can be used for major milestones to create celebration moments. ### 6.3 Achievement chains Use chains for long-term goals. Example: Stadium chain 1. First Venue Stamp 2. Four Stadiums 3. Eight Stadiums 4. Host Country Set 5. All Stadiums Example: Prediction chain 1. First Call 2. Three Correct 3. Ten Correct 4. Exact Scoreline 5. Giant Killer 6. Prediction Legend Example: Quiz chain 1. First Answer 2. Three-Day Streak 3. Seven-Day Scholar 4. Fifteen-Day Specialist 5. Perfect Week 6. World Cup Historian ## 7. Collection mechanics ### 7.1 Collection types | Collection | Items | Completion mechanic | | --- | --- | --- | | Team collection | 48 teams | Collect by favoriting, predicting, checking in, or completing team tasks | | Group collection | 12 groups | Complete all team cards and match stamps in a group | | Match collection | 104 matches | Collect stamp through prediction, check-in, or post-match interaction | | Stadium collection | 16 venues | Collect by interacting with matches hosted there or special venue trivia | | Sticker collection | Configurable sticker album | Earn through packs, achievements, and daily drops | | Moment collection | Major tournament events | Earn from official result/event triggers and user participation | | Memory collection | User-generated saved cards | Created from personal notes, reactions, shares, and recaps | ### 7.2 Team collection rules A team card can be collected through any of the following: - Select team as favorite - Submit prediction for one of the team’s matches - Check in to one of the team’s matches - Complete a quiz question about the team - Receive team sticker from a pack Team collection should not depend on expensive or random-only acquisition. ### 7.3 Match stamp rules A match stamp can be collected through: - Submitting a prediction before lock - Checking in during a configured window - Completing post-match recap interaction within 24 hours For MVP, a user should not need geolocation or live broadcast verification to collect a match stamp. The product is a fan journey, not a strict attendance verifier. ### 7.4 Stadium stamp rules A stadium can be collected by: - Collecting a match stamp for a match played at the stadium - Answering a venue trivia question - Completing a stadium spotlight challenge The first method should be the primary path. ### 7.5 Group completion rules A group is complete when the user has: - Collected all four teams in the group - Collected at least one match stamp from each team in the group, or alternatively collected all group match stamps depending on strictness setting Recommended MVP setting: complete group by collecting all four team cards and at least three match stamps from the group. This avoids making completion impossible for casual users while still encouraging depth. ### 7.6 Sticker collection mechanics #### Sticker sources | Source | Frequency | Notes | | --- | --- | --- | | Starter pack | Once after onboarding | Gives immediate collection satisfaction | | Daily pack | Once per day | Daily return loop | | Matchday pack | After submitting all predictions for a matchday | Encourages predictions | | Badge reward pack | On selected achievements | Milestone reward | | Challenge reward pack | On challenge completion | Deeper engagement | | Share reward pack | Limited/fraud-controlled | Growth loop | #### Pack composition A simple MVP pack can include 3 stickers: - 1 guaranteed common or better - 1 common/uncommon - 1 random slot with rarity odds If randomized odds are used, publish them clearly. Use duplicate protection for high-friction collections. #### Duplicate handling Options: 1. **Duplicate dust:** Duplicates convert to album currency used to craft missing common/uncommon stickers. 2. **Duplicate protection:** After a threshold, packs bias toward missing stickers. 3. **Trade with friends:** Defer beyond MVP due to moderation/fraud complexity. 4. **Wildcard sticker:** Rare reward that fills any missing slot in a set. Recommended MVP: duplicate dust plus periodic wildcard rewards. ### 7.7 Collection completion design Collections should show: - Total items - Collected count - Completion percentage - Missing items - How to collect missing items - Related challenges - Completion reward - Share card when complete ## 8. Prediction mechanics ### 8.1 Prediction types #### MVP prediction types | Type | Availability | Example | | --- | --- | --- | | Match result | All group matches | Team A win / draw / Team B win | | Knockout winner | Knockout matches | Team advancing | | Exact scoreline | All matches | 2–1 | | Confidence pick | Limited per matchday | Apply 1x, 2x, or 3x confidence to selected prediction | | Giant killing pick | Eligible matches only | Lower-ranked team beats higher-ranked team | | Group advancement | Pre/group stage | Which teams qualify from group | | Tournament winner | Pre-tournament until team’s first match | Champion prediction | #### Later prediction types - First goalscorer, if rights/data support exists - Player of the match - Extra time/penalties - Total goals band - Clean sheet - Golden Boot-style tournament outcome Avoid gambling terminology such as “bet,” “odds,” “stake,” or “payout.” ### 8.2 Prediction locking Prediction deadlines must be unambiguous. | Prediction | Lock time | | --- | --- | | Match result/scoreline | Scheduled kickoff time or configurable cutoff before kickoff | | Confidence pick | Same as match prediction | | Group advancement | Before first match in the group starts | | Tournament winner | Before selected team’s first match starts, or global tournament kickoff for stricter competition | | Bracket prediction | Before first knockout match starts | Once locked, user submissions cannot be edited except through an audited admin correction caused by platform or data error. ### 8.3 Prediction scoring #### Match prediction scoring | Outcome | Points | | --- | ---: | | Correct result/winner | 3 | | Correct goal difference | +1 | | Exact scoreline | +3 | | Correct draw result | 3 | | Exact draw scoreline | +3 | | Incorrect result | 0 | Examples: - Prediction 2–1, actual 2–1: 7 points - Prediction 2–1, actual 1–0: 4 points if correct winner and goal difference - Prediction 2–1, actual 3–1: 3 points if correct winner only - Prediction 1–1, actual 0–0: 3 points for draw result, no exact scoreline bonus #### Knockout scoring For knockout matches, score both final progression and scoreline carefully. Recommended: - Correct advancing team: 3 points - Correct regulation/extra-time result band, if predicted: +1 - Exact scoreline before penalties, if predicted and data supports: +3 - Correct penalties occurrence, if enabled: +2 #### Confidence multiplier Users receive a limited number of confidence tokens per matchday or stage. Example MVP: - One 2x token per matchday - Optional one 3x token per stage for P1/P2 Multiplier applies only to base match prediction points, not badge XP. #### Giant killing scoring A giant killing is a configurable eligible match where the underdog defeats the favorite. Eligibility can be determined by: - FIFA ranking gap - Elo ranking gap - tournament seeding/pot gap - editorially configured “upset eligible” flag Recommended MVP: editorially configured with ranking support to avoid edge-case disputes. Scoring: - Correct underdog win: normal match points +5 bonus prediction points - Exact scoreline on underdog win: normal exact bonus still applies - Incorrect upset pick: 0 for result, no penalty in MVP ### 8.4 Prediction transparency Every scored prediction should show: - User’s submitted prediction - Lock time - Actual result - Base points - Bonus points - Multiplier - Total - Leaderboard impact - Any data correction note ### 8.5 Prediction anti-cheat - Server time controls all deadlines. - Submissions store created and updated timestamps. - Locked predictions cannot be modified by clients. - Admin changes require reason, timestamp, and audit identity. - Leaderboards should be recalculated from immutable prediction records and official results. - Suspicious duplicate accounts can be excluded from prize-eligible boards if prizes are later introduced. ## 9. Quiz mechanics ### 9.1 Daily trivia loop Each day, users receive one featured trivia question or short quiz set. Recommended MVP: - One daily question for broad accessibility - Optional bonus questions on matchdays or special events - Multiple-choice format - Immediate feedback after answer - Explanation with context - Streak progress - XP reward - Quiz-specific leaderboard points ### 9.2 Quiz content categories | Category | Example | | --- | --- | | World Cup history | “Which country won the 1998 World Cup?” | | Host cities | “Which city hosts matches at Estadio Azteca?” | | Teams | “Which confederation does Japan compete in?” | | Famous matches | “What was the score in the 2014 semi-final between Brazil and Germany?” | | Stadiums | “Which 2026 host venue is in Vancouver?” | | Rules/formats | “How many teams compete in World Cup 2026?” | | Flags/kits/culture | “Which flag belongs to Morocco?” | | Current tournament | “Who scored in yesterday’s match?” if data supported | ### 9.3 Difficulty | Difficulty | Use | | --- | --- | | Easy | Casual daily habit; most users should feel capable | | Medium | Standard football knowledge | | Hard | Specialist questions; use for bonus quizzes | | Expert | Rare, optional, and clearly labeled | Daily trivia should rotate difficulty but avoid punishing casual fans. A good weekly rhythm: - 3 easy - 3 medium - 1 hard ### 9.4 Scoring | Action | Quiz points | | --- | ---: | | Answer daily question | 1 participation point | | Correct answer | +4 | | Correct within fast-answer window | +1 optional speed bonus | | Maintain streak milestone | Separate badge/XP, not quiz leaderboard points | Avoid heavy speed scoring in MVP because latency and accessibility differences can make it feel unfair. ### 9.5 Streak rules A streak increments when the user answers the daily trivia before the daily reset. Recommended reset: - Use user-local day where feasible for fairness - Store canonical UTC windows internally - Grace token: one missed day per tournament stage can preserve streak Grace tokens should be clearly explained. ### 9.6 Quiz fairness - Show answer only after submission. - Do not allow answer changes after reveal. - Avoid ambiguous questions. - Editorially review all content. - Record source/reference internally. - If a question is wrong or ambiguous, void it and grant participation credit to all affected users. ## 10. Challenge system ### 10.1 Challenge types | Type | Example | Frequency | | --- | --- | --- | | Daily | Answer today’s trivia; predict today’s matches | Daily | | Matchday | Predict all fixtures today | Matchdays | | Team | Watch/follow all England matches | Team-dependent | | Group | Complete every team in Group C | Group stage | | Stadium | Collect all stadiums in Mexico | Tournament | | Prediction | Predict a giant killing | Eligible matches | | Collection | Complete 50% of sticker album | Tournament | | Social | Create or join a private league | Early tournament | | Memory | Save a final match memory | Final week | ### 10.2 Challenge anatomy Each challenge should include: - Name - Description - Category - Availability window - Progress bar - Completion criteria - Reward - Difficulty - Estimated effort - Related screens - Share template - Expiry behavior ### 10.3 Recommended MVP challenge list | Challenge | Criteria | Reward | | --- | --- | --- | | Back Your Team | Select favorite team and predict their first match | Team loyalty badge + XP | | Today’s Passport | Complete trivia and at least one prediction today | Daily XP bonus | | Full Matchday | Predict every match on a matchday | Badge + sticker pack | | Group Collector | Collect all teams in one group | Badge + XP | | Every Group | Complete all group collections | Epic badge | | Stadium Trail | Collect 8 stadium stamps | Rare badge | | All Stadiums | Collect all 16 stadiums | Epic badge | | Giant Killing | Correctly predict eligible upset | Epic badge + bonus points | | Quiz Week | Answer trivia 7 days in a row | Rare badge | | Sticker Starter | Fill 25% of album | Sticker badge | | League Starter | Create private league with at least 3 members | Social badge | | Final Memory | Save and share final match memory | Memory badge | ## 11. Daily return loops ### 11.1 Daily home pattern The home screen should present a concise “Today’s Passport” card with 1–3 actions: 1. Answer today’s trivia 2. Predict today’s matches 3. Collect today’s pack or complete a nearby collection This prevents the product from feeling like a checklist overload. ### 11.2 Return triggers | Trigger | Timing | | --- | --- | | Daily trivia available | Morning local time | | Prediction deadline approaching | Configurable before kickoff | | Favorite team match | Day before and before kickoff | | Streak at risk | Evening local time | | New badge unlocked | Immediate or session-end | | Friend overtook you | Limited/frequency capped | | Collection nearly complete | After relevant action | | Stage starting | Before group/knockout/final stages | | Post-match score ready | After result finalized | ### 11.3 Streak design Streaks should reward consistency but not create burnout. Recommended streaks: - Trivia streak - Matchday participation streak - Prediction streak - Login streak as a softer supporting metric Use streak freeze/grace sparingly. ### 11.4 Comeback design Users who miss days should see: - “Catch up today” action - New daily leaderboard - Stage-specific challenges - Collection gaps they can still fill - Friend league weekly reset - Bonus quiz not affecting missed streak but restoring engagement ## 12. Leaderboard rules ### 12.1 Leaderboard types | Leaderboard | Score source | Reset | | --- | --- | --- | | Overall prediction | Prediction points | Tournament-long | | Daily prediction | Prediction points from one matchday | Daily | | Stage prediction | Group, Round of 32, etc. | Stage | | Private league prediction | Prediction points among invited members | Tournament/stage | | Quiz leaderboard | Quiz points | Daily/weekly/tournament | | Collection leaderboard | Completion percentage, then tie-breakers | Tournament | | Badge prestige | Weighted badge rarity score | Tournament | | Favorite team leaderboard | Fans of same selected team | Tournament/stage | ### 12.2 Tie-breakers Prediction leaderboard recommended tie-breakers: 1. Higher number of exact scorelines 2. Higher number of correct outcomes 3. Higher number of successful giant killing predictions 4. Earlier submission average for tied scored predictions, only if communicated clearly 5. Shared rank if still tied Collection leaderboard tie-breakers: 1. Higher core passport percentage 2. Higher number of completed categories 3. Higher rarity-weighted badge score 4. Earliest completion timestamp 5. Shared rank if still tied Quiz leaderboard tie-breakers: 1. Correct answers 2. Streak length 3. Fewer voided-question dependencies 4. Shared rank if speed is not used Avoid overemphasizing submission speed for accessibility. ### 12.3 Eligibility A user appears on public leaderboards if: - Account is active - Username passes moderation - User has opted into public ranking where required by privacy rules - User has not been excluded for integrity violations - Minimum participation threshold is met for that board Private leagues may show all joined members regardless of public opt-in, subject to league privacy terms. ### 12.4 Leaderboard display Leaderboards should show: - User rank - User score - Top positions - Nearby users - Friends/private league toggle - Time window - Scoring explanation link - Last updated time ### 12.5 Fairness and disputes - Use official final result status before finalizing match points. - Mark leaderboards as “provisional” until result data is confirmed. - Recalculate affected boards after corrections. - Notify users if a correction changes their score materially. - Keep an audit log of scoring changes. ## 13. Sharing moments ### 13.1 Shareable card types | Card | Moment | | --- | --- | | Badge unlock | User earns badge | | Prediction win | User gets exact scoreline or giant killing | | Passport progress | Milestone such as 25%, 50%, 75%, 100% | | Team loyalty | Favorite team matchday or achievement | | Group complete | User completes group | | Stadium collection | User completes stadium set/country trail | | Quiz streak | 3/7/15-day streak | | Leaderboard rank | User reaches top threshold | | Final recap | End-of-tournament story | | Memory card | User saves personal match memory | ### 13.2 Share card content A share card should include: - Visual badge/stamp/card art - User display name or initials - Achievement/moment name - Short explanation - Tournament branding - Optional favorite team colors where rights allow - Referral/deep link - Privacy-safe metadata only Avoid including private league names, precise location, email, or sensitive profile information unless explicitly allowed. ### 13.3 Share principles - Sharing should be optional. - The card should make the user look good. - Shared links should route to a public-safe landing page. - New users from shared links should see context before signup. - Sharing should not create spammy rewards; growth incentives need fraud limits. ## 14. Passport completion model ### 14.1 Core completion categories Recommended weighting: | Category | Weight | | --- | ---: | | Team collection | 20% | | Match stamps | 20% | | Stadium stamps | 15% | | Group completion | 15% | | Prediction participation | 10% | | Trivia participation | 10% | | Badges/challenges | 10% | This weighting balances collectors, predictors, and daily casual fans. ### 14.2 Completion thresholds | Threshold | Reward | | --- | --- | | 10% | First Steps badge | | 25% | Group Stage Traveller badge | | 50% | Halfway Around the World badge | | 75% | Passport Veteran badge | | 90% | World Cup Specialist badge | | 100% | Full Passport legendary badge | ### 14.3 Completion philosophy Full completion should be difficult but not impossible for dedicated users. If a user joins late, they should still have meaningful partial completion goals and late-stage badges. ## 15. Content operations ### 15.1 Content objects requiring editorial review - Trivia questions - Badge names/descriptions - Challenge descriptions - Share card copy - Stadium facts - Team facts - Moment labels - Notification text ### 15.2 Editorial quality bar Every quiz and fact should have: - Correct answer - Explanation - Internal source/reference - Difficulty - Category - Publish date/window - Review status - Localization readiness ### 15.3 Rights-sensitive content Before production use, verify rights for: - FIFA World Cup marks - Team crests - Player images and names in commercial contexts - Stadium photography - Broadcast/event clips - Sponsor conflicts - National federation marks The game system can function with text names, flags/emojis where permitted, abstract art, and generic football visuals if rights are limited. ## 16. Accessibility and inclusion - Do not require fast taps for core rewards. - Avoid color-only status communication. - Support screen-reader-friendly badge names and descriptions. - Provide plain-language explanations. - Avoid football jargon without context for casual fans. - Support time-zone clarity for deadlines. - Allow notification control. - Design for international names and usernames. - Be careful with national rivalry language; keep prompts celebratory and respectful. ## 17. Game balance principles 1. Participation gives XP; skill gives prediction points. 2. Daily users should regularly feel rewarded. 3. Missing a day should hurt streaks but not make the product pointless. 4. Rare badges should be aspirational and understandable. 5. Randomness in stickers should have guardrails. 6. Leaderboards should reset in enough windows to keep hope alive. 7. Casual users should see a simple next action. 8. Hardcore users should see deep completion paths. 9. Competition integrity is more important than flashy scoring. 10. Every mechanic should map to a real fan behavior.