# Gamification Design System Specification ## 1. System Overview Fan Passport uses gamification to make the World Cup feel like a journey users actively complete. The system combines: - **XP** for personal level progression. - **Passport Points (PP)** for competitive leaderboards. - **Badges** for achievements and identity. - **Collections** for completion and discovery. - **Predictions** for skill expression. - **Trivia** for daily knowledge play. - **Challenges** for directed goals. - **Stamps** for memories and daily return. - **Share moments** for social proof. The product must feel rewarding for casual fans while remaining credible for competitive users. ## 2. Design Principles ### 2.1 Reward Participation, Skill, and Completion Differently - Participation should produce small, reliable progress. - Skill-based outcomes should produce meaningful competitive points. - Completion should produce memorable rewards. - Streaks should motivate return but not permanently punish missed days. ### 2.2 Avoid Gambling Patterns - No real-money stakes. - No paid prediction boosts. - No odds-style presentation as a primary UI. - No negative balance or loss chasing. - Giant killing predictions are framed as bold fan calls, not wagers. ### 2.3 Make Rules Transparent Every user-facing scoring event should be explainable: - What action was taken. - When it was taken. - Which rule applied. - Which reward was earned. - Whether the reward affects XP, Passport Points, badges, collections, or leaderboards. ### 2.4 Preserve Fairness - Prediction and quiz points cannot be bought. - Public leaderboard scores are auditable. - Corrections are versioned. - Ties use deterministic tie-breakers. - Privacy settings are respected. ### 2.5 Design for the Whole Tournament The game must work across: - Pre-tournament countdown. - Dense group-stage matchdays. - Rest days. - Knockout drama. - Final weekend. - Post-tournament recap. ## 3. Core Progression Currencies ### 3.1 XP **Purpose:** Personal level progression and long-term football identity. XP rewards broad participation. XP is not the primary competitive ranking score. Examples of XP sources: - Daily stamp. - Quiz completion. - Prediction submission. - Collection pack opening. - Badge unlock. - Challenge progress. - Sharing a moment. - Completing profile setup. XP should be forgiving and inclusive. ### 3.2 Passport Points (PP) **Purpose:** Competitive score for World Cup leaderboard ranking. PP rewards: - Correct predictions. - Quiz accuracy. - Collection completion. - Badge/challenge completion. - Meaningful daily participation with capped values. PP should be harder to earn than XP and more carefully controlled. ### 3.3 Craft Tokens **Purpose:** Collection duplicate mitigation. Craft Tokens are generated from duplicate collectibles and used to craft missing items or targeted packs. Craft Tokens do not directly increase leaderboards unless they help complete a collection set through normal rules. ### 3.4 Streak Freezes **Purpose:** Retention safety valve. A Streak Freeze protects a daily streak when a user misses one day. It should be earnable through normal play, limited in inventory, and unavailable for direct leaderboard advantage. ## 4. Reward Event Table Values are MVP defaults and may be tuned before launch through balancing review. Rule versions should be recorded when implemented. | Action | XP | Passport Points | Limits | Notes | | --- | ---: | ---: | --- | --- | | Complete onboarding | 50 | 0 | Once | Encourages profile setup without leaderboard advantage | | Select favorite team | 20 | 0 | Once, editable | Team choice should not be point-optimized | | Daily passport stamp | 25 | 5 | Once per daily reset | Keeps daily habit lightweight | | Submit match prediction | 10 | 0 | Once per match, editable before lock | Points awarded only after settlement | | Correct match outcome | 30 | 60 | Once per settled prediction | Win/draw/loss or equivalent | | Exact scoreline | 40 | 90 | Once per settled prediction | In addition to outcome points | | Correct goal margin | 15 | 30 | Once if outcome correct but exact score not hit | Prevents all-or-nothing frustration | | Correct both-teams-to-score call | 5 | 10 | Optional P1 mechanic | Should remain low-value | | Correct knockout advancement pick | 20 | 40 | Knockout matches only | Separate from 90-minute scoreline | | Correct giant killing declaration | 75 | 200 | Limited opportunities | Special bold-pick moment | | Complete daily quiz | 20 | 5 | One scored attempt daily | Participation reward | | Correct quiz answer | 10 | 20 | Per scored question | Accuracy reward | | Perfect daily quiz | 50 | 40 | Once daily | Encourages knowledge mastery | | Open earned collection pack | 15 | 0 | Based on pack source | Pack opening is progress, not competitive skill | | New collectible item | 10 | 5 | Per unique item | Small PP for collection progress | | Complete collection set | 75 | 100 | Per defined set | Meaningful completion reward | | Duplicate collectible | 3 | 0 | Per duplicate | Converts to Craft Tokens separately | | Unlock bronze badge | 30 | 20 | Per badge | Small recognition | | Unlock silver badge | 60 | 50 | Per badge | Mid-tier | | Unlock gold badge | 100 | 100 | Per badge | High completion | | Unlock legendary badge | 200 | 250 | Per badge | Rare, capped, auditable | | Complete daily mission | 30 | 20 | Once daily per mission | Mission-specific | | Complete weekly/theme challenge | 100 | 80 | Per challenge | Used during tournament phases | | Generate share card | 10 | 0 | Once per unique moment | No PP for social amplification | | Friend joins through invite | 25 | 0 | Capped | Avoid leaderboard referral abuse | ## 5. Level Progression ### 5.1 Level Formula XP required to advance from level `n` to level `n + 1`: `100 + (25 × (n - 1))` This creates early momentum and gradually increases effort. ### 5.2 Example Level Table | Level | XP Needed From Previous Level | Cumulative XP | Title | | ---: | ---: | ---: | --- | | 1 | 0 | 0 | Passport Issued | | 2 | 100 | 100 | Matchday Rookie | | 3 | 125 | 225 | Group Stage Regular | | 4 | 150 | 375 | Fixture Follower | | 5 | 175 | 550 | Stadium Spotter | | 6 | 200 | 750 | Quiz Contender | | 7 | 225 | 975 | Prediction Maker | | 8 | 250 | 1,225 | Badge Hunter | | 9 | 275 | 1,500 | Collection Builder | | 10 | 300 | 1,800 | Knockout Ready | | 15 | 425 | 3,550 | Tournament Loyalist | | 20 | 550 | 5,925 | World Cup Specialist | | 25 | 675 | 9,550 | Passport Elite | | 30 | 800 | 13,800 | Journey Legend | ### 5.3 Level Rewards Level rewards should be identity and engagement focused: - Profile frames. - Passport cover colors. - Share-card styles. - Collection pack rewards. - Streak freeze tokens. - Badge display slots. Level rewards should not directly grant high Passport Points. ## 6. Badge System ### 6.1 Badge Anatomy Each badge has: - ID. - Name. - Description. - Category. - Tier. - Unlock criteria. - Progress display rule. - XP reward. - Passport Points reward. - Share template eligibility. - Visibility state. - Rule version. ### 6.2 Badge Tiers | Tier | Role | Typical Difficulty | Reward Pattern | | --- | --- | --- | --- | | Bronze | Early proof of participation | 1–3 actions | Low XP/PP | | Silver | Sustained behavior | 4–10 actions | Moderate XP/PP | | Gold | Strong tournament commitment | Multi-day or multi-match | High XP/PP | | Legendary | Rare or tournament-defining | Difficult, capped, or perfect run | High XP/PP, special cosmetics | ### 6.3 Badge Visibility | Visibility | Use Case | | --- | --- | | Visible locked | Most badges; shows criteria and progress | | Visible hidden-progress | Criteria shown but exact progress hidden if suspense matters | | Secret | Rare surprise badges; no competitive PP unless criteria are auditable and fair | | Archived | Badge no longer earnable after tournament phase but remains visible if unlocked | Secret badges should be used sparingly. They should not determine major leaderboard outcomes because users cannot optimize toward them. ## 7. Badge Categories and Examples ### 7.1 Team Loyalty Badges | Badge | Tier | Criteria | | --- | --- | --- | | Passport Issued | Bronze | Complete onboarding and choose a favorite team | | Loyal Starter | Bronze | Stamp or predict your favorite team’s first match | | Followed the Flag | Silver | Stamp or predict every group-stage match for favorite team | | All the Way With Them | Gold | Stamp or predict every match your favorite team plays | | Second Team Spirit | Bronze | Adopt a new team after favorite team elimination | ### 7.2 Matchday Badges | Badge | Tier | Criteria | | --- | --- | --- | | Opening Match Stamp | Bronze | Stamp the opening matchday | | Triple Header | Silver | Predict or stamp three matches in one day | | Group Stage Marathon | Gold | Stamp or predict at least 24 group-stage matches | | Final Witness | Gold | Stamp the final | | Every Match Journey | Legendary | Stamp or predict every tournament match | ### 7.3 Stadium Badges | Badge | Tier | Criteria | | --- | --- | --- | | First Venue | Bronze | Collect one stadium item | | Host City Explorer | Silver | Collect five stadiums | | Stadium Collector | Gold | Collect all tournament stadiums | | Coast to Coast | Gold | Collect at least one stadium from each host country | | Final Venue Memory | Silver | Stamp the final venue match | ### 7.4 Group Completion Badges | Badge | Tier | Criteria | | --- | --- | --- | | Group A Complete | Silver | Collect all Group A teams and stamp or predict three Group A matches | | Group Specialist | Silver | Complete any two groups | | Every Group Complete | Legendary | Complete all group sets | | Group Stage Scholar | Gold | Correctly answer a trivia question for each group theme | ### 7.5 Prediction Badges | Badge | Tier | Criteria | | --- | --- | --- | | First Call | Bronze | Submit first match prediction | | Nailed It | Bronze | Hit first correct outcome | | Scoreline Seer | Silver | Hit first exact scoreline | | Hat-Trick of Calls | Silver | Correctly predict three outcomes in one day | | Prediction Streak | Gold | Correctly predict outcomes on five consecutive matchdays with predictions | | Bracket Believer | Silver | Submit knockout bracket prediction | | Champion Caller | Legendary | Correctly predict tournament champion before tournament begins | ### 7.6 Giant Killing Badges | Badge | Tier | Criteria | | --- | --- | --- | | Bold Call | Bronze | Declare first eligible giant killing | | Giant Killer | Gold | Correctly predict one giant killing | | Shock Specialist | Legendary | Correctly predict three giant killings during tournament | | Against the Odds | Silver | Correctly predict lower-ranked team advancing in knockout match | ### 7.7 Trivia Badges | Badge | Tier | Criteria | | --- | --- | --- | | First Answer | Bronze | Complete first daily quiz | | Perfect Day | Silver | Score 100% on a daily quiz | | Trivia Week | Gold | Complete seven daily quizzes | | World Cup Brain | Gold | Answer 100 quiz questions correctly | | No Misses | Legendary | Complete a perfect quiz on five separate days | ### 7.8 Collection Badges | Badge | Tier | Criteria | | --- | --- | --- | | First Sticker | Bronze | Add first collectible to album | | Pack Opener | Bronze | Open five earned packs | | Group Collector | Silver | Complete one group collection | | Team Album Master | Gold | Collect all team items | | Full Passport Album | Legendary | Complete all MVP collection categories | | Duplicate Dealer | Silver | Craft a missing item using duplicate tokens | ### 7.9 Streak Badges | Badge | Tier | Criteria | | --- | --- | --- | | Back Tomorrow | Bronze | Two-day activity streak | | Matchweek Habit | Silver | Seven-day activity streak | | Tournament Routine | Gold | Fourteen-day activity streak | | Daily Devotion | Legendary | Active every tournament day or protected equivalent | ### 7.10 Social and Sharing Badges | Badge | Tier | Criteria | | --- | --- | --- | | First Share | Bronze | Share or generate first moment card | | Bragging Rights | Silver | Share a correct exact-score moment | | Invite XI | Silver | Invite eleven friends who create passports, capped for XP only | | Group Chat Hero | Gold | Have five friends join a friend leaderboard | ### 7.11 Legacy Badges | Badge | Tier | Criteria | | --- | --- | --- | | Tournament Archivist | Gold | View final recap and save archive | | World Cup 2026 Founder | Legendary | Create account during World Cup 2026 passport era | | Next Season Ready | Silver | Join waitlist or activate next passport after final | ## 8. Achievement Progression ### 8.1 Achievement Chains Achievement chains are connected badge sets that give users long-term goals. Example chains: #### Watch/Stamp Chain 1. First Match Stamp. 2. Five Match Stamps. 3. Favorite Team Complete. 4. Group Stage Marathon. 5. Final Witness. 6. Every Match Journey. #### Prediction Chain 1. First Call. 2. Nailed It. 3. Scoreline Seer. 4. Hat-Trick of Calls. 5. Prediction Streak. 6. Champion Caller. #### Collection Chain 1. First Sticker. 2. Pack Opener. 3. Group Collector. 4. Stadium Collector. 5. Team Album Master. 6. Full Passport Album. #### Trivia Chain 1. First Answer. 2. Perfect Day. 3. Trivia Week. 4. World Cup Brain. 5. No Misses. ### 8.2 Progress Presentation Progress should be displayed as: - Numeric counts where clear: “18 / 48 teams collected.” - Phase progress: “Group stage: 12 / 24 match predictions.” - Timeline progress: “Day 8 of your streak.” - Hidden progress only for surprise achievements. ### 8.3 Completion Psychology The system should provide: - Early badges within the first session. - Mid-term goals achievable within 3–7 days. - Tournament-long aspirational goals. - Recovery paths when users miss days. - Alternative goals after team elimination. ## 9. Collection Mechanics ### 9.1 Collection Categories MVP album categories: 1. **Teams** — all qualified national teams. 2. **Groups** — group completion pages. 3. **Stadiums** — World Cup venues. 4. **Host Cities** — city memory items. 5. **Matches** — match stamps or collectible match cards. 6. **Moments** — tournament milestones such as opening match, first knockout, final. 7. **Trivia Trophies** — earned through quiz mastery. 8. **Prediction Trophies** — earned through prediction milestones. Player-specific collections should be future scope unless licensing is secured. ### 9.2 Album Structure The album should be organized into pages: - My Team. - Today’s Match Stamps. - Groups A–L, depending on tournament structure. - Stadiums. - Host Cities. - Knockout Path. - Trivia Shelf. - Prediction Shelf. - Legacy Recap. Each page should show: - Completed count. - Missing count. - Rarity where relevant. - Ways to earn missing items. - Set completion reward. ### 9.3 Pack Types | Pack | Source | Contents | Notes | | --- | --- | --- | --- | | Starter Pack | Onboarding | Favorite team, random teams, first stadium | Guarantees early collection progress | | Daily Pack | Daily stamp or daily mission | 2–4 items | One per day maximum for standard source | | Matchday Pack | Predict or stamp matchday threshold | Match/team/stadium weighted | Encourages matchday engagement | | Quiz Pack | Perfect quiz or quiz streak | Trivia/moment items | Knowledge-themed | | Group Pack | Complete group challenge | Items from selected group | Helps completionists | | Knockout Pack | Knockout prediction/challenge | Knockout teams/moments | Phase-specific | | Final Pack | Final weekend actions | Final venue/moment items | High emotional value | | Legacy Pack | Post-final recap | Recap cosmetics/memories | Archive reward | ### 9.4 Rarity | Rarity | Approximate Role | Design Notes | | --- | --- | --- | | Common | Most teams/match items | Should fill early album quickly | | Uncommon | Stadiums, group moments | Adds variety | | Rare | Knockout moments, difficult trivia items | Provides chase goals | | Epic | Final-specific or perfect achievements | Limited but not impossible | | Legendary | Tournament-defining achievements | Usually earned by criteria, not random only | Random pack odds should be disclosed if packs are monetized in the future. In MVP, all packs should be earnable. ### 9.5 Duplicate Handling Duplicates convert to Craft Tokens. Suggested conversion: | Duplicate Rarity | Craft Tokens | | --- | ---: | | Common | 1 | | Uncommon | 3 | | Rare | 8 | | Epic | 20 | | Legendary | 50 | Crafting cost should be higher than duplicate value to maintain collection pacing: | Target Rarity | Craft Cost | | --- | ---: | | Common | 5 | | Uncommon | 15 | | Rare | 40 | | Epic | 100 | | Legendary | 250 | Legendary crafting should be limited to non-achievement legendary items. Achievement-based legendary items should be earned through actions. ### 9.6 Pity and Completion Balancing To prevent frustration: - Starter Pack should avoid duplicates. - First item in a Daily Pack should favor missing common/uncommon items. - Group Packs should favor missing items from that group. - Duplicate rate should increase only after users have substantial completion. - Users should always see non-random ways to progress difficult sets. ### 9.7 Set Completion Rewards Examples: | Set | Criteria | Reward | | --- | --- | --- | | Favorite Team Page | Team item + all favorite team match stamps | Badge, XP, share card | | Group Set | All teams in group + required group match activity | Badge, PP, group frame | | Stadium Set | All stadium items | Gold badge, PP, stadium cover | | Host Country Set | All stadiums/host cities in one host country | Badge, pack | | Knockout Path | Collect all knockout round moment items | Badge, PP | | Full Album | Complete all MVP collection categories | Legendary badge, recap highlight | ## 10. Prediction Mechanics ### 10.1 Prediction Types #### Match Outcome Prediction User predicts: - Team A win. - Draw. - Team B win. For knockout matches, the 90-minute result and advancement can be separate. #### Exact Score Prediction User predicts final score for standard match settlement: - For group stage: score after regulation plus stoppage time. - For knockout: score after regulation plus stoppage time, excluding extra time and penalties, unless the product explicitly labels a separate “advances” pick. #### Knockout Advancement Pick User predicts which team advances, regardless of method. #### Giant Killing Declaration User optionally declares that an eligible lower-ranked or lower-seeded team will defeat or eliminate a higher-ranked opponent. #### Champion Prediction User predicts tournament champion before a defined lock date, normally before opening match. #### Bracket Prediction User fills knockout bracket once bracket is known. This can be P1 if MVP timing requires. ### 10.2 Prediction Lock Rules - Default lock: 5 minutes before scheduled kickoff. - Users can edit predictions until lock. - Prediction timestamp is recorded. - If kickoff time changes before lock, lock time updates. - If kickoff is postponed after lock, admin can keep locked predictions or reopen the market. - If a match is abandoned and replayed, admin marks the original prediction market void or transfers it only if rules clearly support transfer. - Users must see locked status clearly. ### 10.3 Match Prediction Scoring | Result | Passport Points | XP | Notes | | --- | ---: | ---: | --- | | Correct outcome | 60 | 30 | Outcome must match settled result basis | | Exact scoreline | +90 | +40 | Awarded on top of correct outcome | | Correct goal margin | +30 | +15 | Awarded only if correct outcome and not exact scoreline | | Correct both-teams-to-score call | +10 | +5 | Optional P1 add-on | | Incorrect prediction | 0 | 0 | No penalty | | Submitted prediction, regardless of result | 0 | 10 | Awarded at submission, not settlement | ### 10.4 Knockout Scoring | Prediction | Passport Points | XP | | --- | ---: | ---: | | Correct 90-minute outcome | 60 | 30 | | Correct 90-minute exact score | +90 | +40 | | Correct advancement pick | 40 | 20 | | Correct penalty shootout occurrence if offered | 20 | 10 | Penalty shootout occurrence is optional and should be used only if the UI remains simple. ### 10.5 Giant Killing Eligibility A match is eligible for a giant killing declaration if at least one of these is true: - The lower-ranked team is at least 15 FIFA ranking places below the opponent at the time the market opens. - The lower-seeded or less-favored team is marked eligible by an admin rule based on tournament standings, ranking, or editorial criteria. - In knockout rounds, a group runner-up eliminates a group winner and admin marks the matchup eligible. - A confederation or historical mismatch is editorially marked as a major upset, if using a reviewed content process. The eligibility rule used must be visible in the match prediction UI. ### 10.6 Giant Killing Scoring | Outcome | Passport Points | XP | Badge Impact | | --- | ---: | ---: | --- | | Correct declared giant killing | 200 | 75 | Giant Killer progress | | Declared but not correct | 0 | 5 | Participation XP only if desired | | Eligible match not declared | 0 | 0 | No impact | A giant killing is correct when: - In group stage, the eligible lower-ranked team wins the match. - In knockout stage, the eligible lower-ranked team advances, unless the UI explicitly says “wins in 90 minutes.” ### 10.7 Champion and Bracket Scoring #### Champion Prediction | Timing | Points if Correct | Notes | | --- | ---: | --- | | Before opening match | 500 PP | Highest value; capped opportunity | | Before knockout begins | 250 PP | If offered as second-chance pick | | After quarterfinals begin | Not recommended | Too late for meaningful tournament prediction | #### Bracket Prediction | Correct Pick | Passport Points | | --- | ---: | | Correct Round of 16 winner | 40 | | Correct quarterfinal winner | 70 | | Correct semifinal winner | 120 | | Correct finalist | 150 | | Correct champion | 300 | Bracket scoring should not overwhelm daily engagement. It should be high prestige but not make late joiners hopeless. ### 10.8 Prediction History Each prediction history item should show: - Match. - Submitted pick. - Submission timestamp. - Lock timestamp. - Final result. - Settlement basis. - Points earned. - Badges progressed. - Leaderboard impact. ### 10.9 Prediction Fairness Controls - Disable editing after lock at API and UI levels. - Record server time for prediction submission. - Store rule version with settlement. - Use idempotent settlement event IDs. - Show correction notices when scores change. - Prevent users from entering predictions after match status indicates started. - If offline submissions are supported, they must be rejected if received after lock. ## 11. Quiz Mechanics ### 11.1 Daily Quiz Structure MVP daily quiz: - 5 questions per day. - One scored attempt per user per daily reset. - Multiple-choice format. - Immediate feedback after each question or at end; end-of-quiz feedback is better for reducing answer-sharing during the attempt. - Explanation shown after answer is locked. - Difficulty mix: - 2 easy. - 2 medium. - 1 hard. ### 11.2 Question Categories | Category | Examples | | --- | --- | | World Cup history | Past champions, records, famous matches | | 2026 tournament | Host cities, qualified teams, groups | | Stadiums and geography | Venues, host countries, city facts | | Rules and format | Group advancement, extra time, penalties | | Team culture | Nicknames, colors, historic moments | | Predictions literacy | Understanding group tables and knockout paths | ### 11.3 Quiz Scoring | Event | Passport Points | XP | | --- | ---: | ---: | | Complete daily quiz | 5 | 20 | | Correct answer | 20 | 10 | | Perfect 5/5 | 40 | 50 | | Daily streak milestone | Varies | Varies | Maximum standard daily quiz score: - Completion: 5 PP. - Five correct answers: 100 PP. - Perfect bonus: 40 PP. - Total: 145 PP. ### 11.4 Attempts and Practice - Only the first attempt counts for Passport Points. - Users may review explanations after completion. - Practice mode uses retired or non-scored questions. - Practice mode grants no Passport Points and minimal or no XP. - If a quiz question is later invalidated, affected users receive a correction according to the quiz correction policy. ### 11.5 Streaks A quiz streak increments when the user completes the scored daily quiz. Rules: - Completion, not perfect score, maintains streak. - Streak Freeze can protect one missed day. - A user can hold a limited number of freezes. - Streak freezes should be earned through challenges or level rewards. - Streaks should be based on the product’s daily reset timezone but displayed in user-local date language. ### 11.6 Question Quality Rules Each question should include: - Prompt. - Correct answer. - Three plausible incorrect answers. - Explanation. - Difficulty. - Category. - Source or editor note. - Localization notes where needed. - Active date or availability window. - Review status. Avoid: - Ambiguous wording. - Subjective “best” answers. - Questions likely to change without warning unless tied to a specific date. - Spoilers in answer choices before users answer. - Insulting or nationalist framing. ### 11.7 Quiz Accessibility - Avoid mandatory rapid timers in MVP. - If speed bonuses are introduced, provide accessible alternatives. - Answer choices must be screen-reader friendly. - Color must not be the only correct/incorrect indicator. - Explanations must be readable after animations. ## 12. Daily Return Loops ### 12.1 Daily Passport Stamp The daily passport stamp is the simplest habit mechanic. Rules: - Available once per daily reset. - Awards XP and small PP. - Changes visual design by tournament phase. - Can include a short prompt: - “Stamp Day 4: Group Stage continues.” - “Stamp Rest Day: Trivia and collections await.” - “Stamp Final Day: One more match.” ### 12.2 Daily Mission Daily missions direct behavior. Examples: | Mission | Criteria | Reward | | --- | --- | --- | | Make today’s first prediction | Submit one prediction for a match today | XP, PP, pack progress | | Answer daily trivia | Complete scored quiz | XP, PP, quiz streak | | Collect a host city | Add any host city item | XP, Craft Tokens | | Back the underdog | Make a giant killing declaration in eligible match | XP, badge progress | | Complete a group page | Finish any group collection requirement | Badge, PP | | Share your matchday | Generate a share card after a stamp | XP | ### 12.3 Weekly or Phase Challenges Because the tournament is short, “weekly” challenges should often align to tournament phases. Examples: | Phase | Challenge | Criteria | | --- | --- | --- | | Countdown | Passport Prepared | Complete onboarding, favorite team, champion prediction | | Group Stage Week 1 | Group Explorer | Predict or stamp at least one match from every active group | | Group Stage Week 2 | Every Group | Complete all group collection pages | | Round of 16 | Knockout Ready | Submit predictions for every Round of 16 match | | Quarterfinals | Bold Weekend | Make at least one eligible giant killing declaration | | Final | Final Witness | Stamp the final, make final prediction, complete final quiz | ### 12.4 Rest-Day Design Rest days must still provide value: - Daily stamp. - Trivia. - Collection pack. - Recap of previous phase. - Upcoming bracket prediction. - “Catch up on missing group sets.” - Share your journey so far. - Mini-challenge: “Name the semifinalists” or “Complete stadium shelf.” ### 12.5 Notification Triggers Notification categories: | Trigger | Example | Priority | | --- | --- | --- | | Prediction deadline | “England kicks off in 45 minutes. Lock your prediction.” | High | | Daily trivia | “Today’s World Cup trivia is live.” | Medium | | Streak risk | “Your passport streak needs today’s stamp.” | Medium | | Badge unlock | “You unlocked Stadium Collector.” | Low | | Match result settled | “Your prediction points are ready.” | Medium | | Friend challenge | “You moved above Sam on Predictions.” | Low | | Final recap | “Your World Cup passport recap is ready.” | High post-final | Rules: - Users can opt out by category. - Quiet hours are respected. - Avoid sending more than two non-critical notifications per day by default. - Prediction deadline notifications require explicit interest in that team/match or pending prediction action. ## 13. Leaderboard Rules ### 13.1 Leaderboard Types | Leaderboard | Ranking Metric | Audience | | --- | --- | --- | | Overall Passport | Total Passport Points | Global competition | | Prediction Pro | Prediction points and accuracy | Prediction-focused users | | Trivia Masters | Trivia points, perfect days | Quiz users | | Collectors | Collection completion score | Completionists | | Streak | Current activity streak | Habit users | | Friends | Passport Points among friend graph/invite group | Social users | | Country/Region | Passport Points by selected region | National identity | | Favorite Team Fans | Passport Points among fans of same favorite team | Team community | | Phase Leaderboard | Points earned during tournament phase | Late joiner fairness | ### 13.2 Overall Passport Score Overall Passport leaderboard uses total Passport Points from: - Prediction settlement. - Daily quiz scoring. - Badge/challenge completion. - Collection set completion. - Capped daily participation. It excludes: - Pure XP. - Referral counts. - Paid purchases. - Cosmetic unlocks. - Practice quiz results. ### 13.3 Prediction Pro Score Prediction leaderboard should show: - Prediction points. - Correct outcome count. - Exact scoreline count. - Accuracy percentage. - Giant killings predicted. - Matches predicted. Recommended ranking: 1. Prediction Passport Points. 2. Higher correct outcome accuracy among users with at least a minimum number of predictions. 3. More exact scorelines. 4. Earlier latest scoring timestamp. 5. Deterministic stable tie-breaker. ### 13.4 Collector Score Collector leaderboard can use: - Unique collection items. - Completed sets. - Rarity-weighted completion. - Crafting activity only as it contributes to unique items. Suggested score: - Common item: 1 collector point. - Uncommon: 3. - Rare: 8. - Epic: 20. - Legendary: 50. - Completed set bonus: 25% of set item value. This score can be displayed separately from Passport Points. ### 13.5 Trivia Score Trivia leaderboard uses: - Daily quiz Passport Points. - Perfect quiz count. - Correct answer percentage. - Streak length. Tie-breakers: 1. Trivia PP. 2. Perfect quiz count. 3. Correct answers. 4. Current streak. 5. Earliest achievement time. ### 13.6 Public Visibility Users can choose: - Public. - Friends only. - Private. Public leaderboard row may show: - Display name. - Avatar. - Country/region if user permits. - Favorite team if user permits. - Score. - Rank. It must not show: - Email. - Legal name. - Exact location. - Age. - Private friend graph. - Device identifiers. ### 13.7 Tie-Breakers Overall leaderboard tie-breakers: 1. Higher prediction points. 2. Higher quiz points. 3. More completed collection sets. 4. More gold/legendary badges. 5. Earlier time reaching current score. 6. Stable deterministic hash of user ID for display ordering only. ### 13.8 Anti-Cheat and Moderation Potential anomalies: - Impossible number of predictions submitted near lock. - Repeated quiz perfect scores across many accounts from same device cluster. - Abnormally high referral creation. - Score events without valid source action. - Admin-granted points without reason. Moderation actions: - Soft hide from public leaderboard pending review. - Recalculate score. - Remove invalid event. - Restore score after review. - Ban account for severe abuse. - Preserve user-facing explanation where appropriate. ### 13.9 Finalization After the final: - Keep leaderboards provisional for 72 hours. - Resolve result corrections and abuse reviews. - Mark final leaderboard as archived. - Generate final rank share cards. - Keep personal passport accessible even if public leaderboard is archived. ## 14. Sharing Moments ### 14.1 Share Moment Triggers | Trigger | Share Card Title | | --- | --- | | Passport created | “My World Cup Passport is issued” | | Favorite team first stamp | “I’m following [Team] all tournament” | | Badge unlocked | “Badge unlocked: [Badge Name]” | | Exact score prediction | “I called it exactly” | | Giant killing hit | “I predicted the shock” | | Perfect quiz | “Perfect World Cup trivia day” | | Collection set complete | “Set complete: [Group/Stadium/etc.]” | | Level milestone | “I reached [Level Title]” | | Final recap | “My World Cup journey” | | Leaderboard finish | “I finished #[Rank] in [Leaderboard]” | ### 14.2 Share Card Requirements Each card should include: - Fan Passport branding. - Competition context. - User display name or anonymized label. - Moment title. - Date or tournament phase. - Badge/collection/prediction visual. - Optional favorite team styling. - Deep link or QR/link destination. - Privacy-safe copy. ### 14.3 Sharing Privacy Before sharing, users can: - Hide display name. - Hide country/region. - Hide favorite team. - Hide exact score if not relevant. - Choose static image only or link card. For minors or private accounts, default share cards should use generic display names unless guardian-safe rules are implemented. ### 14.4 Viral Loop Share recipient flow: 1. Opens shared card. 2. Sees public moment landing page. 3. Can create own passport. 4. Receives starter pack. 5. Optionally joins sharer’s friend leaderboard through invite. The recipient should not need access to the sharer’s private profile. ## 15. Challenge Design System ### 15.1 Challenge Anatomy Each challenge has: - Name. - Description. - Availability window. - Criteria. - Progress state. - Rewards. - Related badge or collection set. - Eligibility rules. - Expiration behavior. - Share eligibility. ### 15.2 Challenge Types | Type | Example | Duration | | --- | --- | --- | | Daily | Answer today’s trivia | 1 day | | Matchday | Predict three matches today | 1 day | | Phase | Complete every group | Group stage | | Team | Watch all England matches | Team journey | | Collection | Collect all stadiums | Tournament-long | | Prediction | Predict a giant killing | Match-specific | | Social | Create a friend leaderboard | Tournament-long | | Legacy | Save final recap | Post-final | ### 15.3 Challenge Expiration - Expired incomplete challenges move to archive with progress preserved. - If a challenge was impossible due to fixture change, admin can extend or convert it. - Completed challenges remain visible in passport history. - Users should not lose already-awarded rewards when a challenge expires. ## 16. Example End-to-End User Journeys ### 16.1 Casual Fan First Session 1. User opens shared “Passport issued” card. 2. Creates guest passport. 3. Selects favorite team. 4. Receives Starter Pack. 5. Stamps today. 6. Makes one prediction. 7. Answers daily quiz. 8. Unlocks Passport Issued and First Call. 9. Sees progress summary and tomorrow prompt. ### 16.2 England Supporter Challenge 1. User chooses England as favorite team. 2. Home shows “Watch all England matches.” 3. User stamps or predicts each England fixture. 4. After each match, team journey page updates. 5. If England is eliminated, user receives “All the Way With Them” if complete. 6. User can adopt a second team for knockout continuation. ### 16.3 Prediction Competitor 1. User opens prediction queue before matchday. 2. Predicts all matches. 3. Marks one eligible underdog as giant killing. 4. Match results settle. 5. User sees exact scoreline and giant killing success. 6. Prediction Pro leaderboard rank increases. 7. User shares “I predicted the shock.” ### 16.4 Completionist 1. User opens album. 2. Sees Group B at 6/8 items. 3. Completes daily mission to earn Group Pack. 4. Opens pack and gets one missing item plus duplicate. 5. Duplicate converts into Craft Tokens. 6. User crafts final missing Group B item. 7. Group B Complete badge unlocks. 8. User shares set completion. ## 17. Balancing Review Before Launch Before launch, the team should simulate: - A casual user with 5 minutes/day. - A committed user with all matchday predictions. - A trivia expert. - A collector with average pack luck. - A late joiner. - A user whose favorite team exits early. - A user who misses three days. The review should verify: - Early badges unlock in first session. - No user can win overall leaderboard by only stamping daily. - Prediction and quiz skill matter. - Collection completion is achievable without payment. - Late joiners have phase leaderboards and meaningful goals. - Missing one day does not destroy motivation. - Final leaderboard score ranges are understandable. ## 18. Rule Versioning Every implemented rule should have a version identifier, especially: - Prediction scoring. - Quiz scoring. - Badge criteria. - Collection pack odds. - Crafting costs. - Leaderboard tie-breakers. - Challenge rewards. If a rule changes during the tournament: - Future events use the new version. - Past events remain on the old version unless a correction is required. - Users receive explanation for meaningful score adjustments.