Daily Games puts one mini-game in front of your fans each day, as a card in their feed. Every fan who plays wins something: they always earn at least your floor points. Winnings above the floor come out of a daily points ceiling you control, so you’re never surprised by what a busy day costs.
Find it in the admin under Point Earning › Daily Games
The Daily Games Dashboard
At the top of the page you’ll see whether Daily Games is Live, plus two buttons:
Program settings: the floor, ceiling and other settings shared by every mini-game (see below)
Turn Daily Games off: pauses Daily Games for your whole program
The Today panel shows how today is going:
Today’s game: the mini-game running today, and its type
Plays: how many fans have played today
Floor paid: points paid out as the guaranteed floor
Chance paid: points paid above the floor, out of today’s chance budget
Total paid: everything paid today, out of today’s hard stop
Tomorrow: which mini-game runs tomorrow
The Mini-games table lists every game in your program:
Mini-game: the name, game type, and whether it’s a chance game or a skill game
Reward: the range of points it can pay (for example, 5 to 100 points)
Schedule: when it runs (In rotation, on chosen weekdays, or between two dates)
Plays 7D: plays over the last 7 days
Live for fans: switch a game on or off without deleting it
Actions: Edit or Delete
To add a game, click + New mini-game.
Program Settings
Click Program settings to set the numbers every mini-game shares. The top of the window shows a plain-English summary of what to expect, for example: “About 1 fan a day will play. Most win 5 points, about 1 in 7 wins 50…” Click The four-number breakdown to see the math.
Floor points: paid on every play, no matter what the game lands on, so a fan can never walk away with nothing. Every points rung in every game must be at least this amount.
Daily points ceiling (includes the floor): the most your program will pay out in a day. Fanmaker reserves 1.25 times the expected floor cost for the guaranteed floor, and pays chance winnings from the rest. Set it to 0 for no ceiling.
Size for my busiest day fills in a ceiling big enough to cover your busiest day in the last 30 days. It’s a ceiling, not a budget you’ve committed to spend.
Overrun cap (%): how far past the ceiling a busy day can run before the game closes for the rest of the day. 100 stops exactly at the ceiling, 150 allows half again, and 200 is the maximum.
Play rate (%): the share of your daily active fans you expect to play. This is only used for the planning figures; it doesn’t limit anything.
Entry point: where fans find the game.
Feed card only (default): a card in the fan’s feed
Feed card and dock: the feed card, plus a bar at the bottom of every page
Bottom dock only
Official rules URL: shown to fans next to the odds. Required by law once any game awards something other than points.
Presented by: an optional sponsor line on the game screen (for example, “Local Credit Union”).
Where today’s pool goes shows today’s Floor reserve, Chance budget and Hard stop. These are recalculated each time the page loads.
Click Save settings when you’re done.
A pin overrides every schedule and the rotation for that day. Choose a Date and a Game, then click Pin this date. Choose No game (blackout) to skip a day entirely. Pinned days appear under Upcoming pins.
At the bottom of the page:
Plays per day and Points paid per day
Where fans landed yesterday: how plays were spread across each rung. This uses yesterday’s data, because a part-finished day gives a skewed picture.
Go to Point Earning › Daily Games and click + New mini-game. To change an existing game, open Actions › Edit on its row. The form is the same either way.
Preview: The Preview panel on the right shows the game in the fan app, updating as you type. Click Replay to run it again. Nothing is saved and no play is recorded until you save.
Mini-game:
Live for fans: switch the game on or off.
Mini-game: choose the game type. A short description appears underneath.
Fan title: the heading fans see at the top of the game.
Tagline: one line under the title.
Odds: The odds are a ladder of 2 to 8 rungs, and their chances must add up to 100. For each rung, enter:
Rung name: for example, Nice try, Big win, Elite win
Points: the total a fan receives on that rung, not an amount on top of the floor. That means no rung can be below your floor.
Chance: the percent chance of landing on this rung
Guaranteed/day: leave this at 0 for plain odds. Above 0, the rung is forced to land at least that many times a day, spread across the day. Normal wins count toward it, and if fewer fans play than expected, some of the guaranteed wins won’t happen.
Click + Add rung to add a rung, or Remove to delete one.
Under the ladder, Fanmaker shows the effect of your odds: Chances add up to, Expected plays a day, Average cost a play, Expected winners a day and Expected payout a day (compared with your chance budget).
Advanced (optional): Everything in Advanced already has a value. Open it only if you want to change something.
Internal name: what you call the game in the admin. Fans never see this. Leave it blank to copy the fan title.
Rotation position: lower numbers run earlier in the rotation.
Schedule: A pinned date on the index beats everything in this section. Otherwise a date range wins over a weekday rule, and anything left in rotation fills the remaining days in position order.
In the daily rotation: takes its turn with the other games in the rotation
Only on chosen weekdays: tick the Days it should run
Only between two dates: set Starts and Ends
Reward: What the rungs pay out in.
Points: each rung’s amount is the total points the fan sees.
Sweepstakes entries: each rung’s amount is the number of free entries. Choose the Sweepstakes to enter. Entries are given the moment the play settles. A fan who’s already at that sweepstakes’ entry limit keeps their floor points and is told so on the game screen.
A prize and Stored value: coming soon.
Mini-game options: Settings for the game type you picked. They’re different for each type. Switching the game type resets these to that type’s defaults.
Sponsor: an optional Sponsor name and Sponsor logo shown under the game. Use a wide, transparent PNG, at least 600×200 (PNG, JPEG or WebP, up to 1 MB). Leave both blank to use the program’s Presented by line.
Game icon: the square mark used inside the game, for example the wheel hub, locker crest, scratch watermark, puck face or reel symbol. By default it uses the square team logo from Design & Content › Design. To use a different icon for this game only, upload a 512×512 transparent PNG.
Click Save mini-game.
For setting up the sweepstakes itself, see Creating a New Sweepstakes.
Mini-games have unique configurations and reward settings. Options come pre-filled with sensible defaults. There are two kinds of games, Chance games and Skill Games.
The odds ladder alone decides the result. The animation just reveals it.
Spin to Win: A prize wheel whose wedges are your rungs, so fans can see the odds in the size of each wedge.
Spin length (ms): how long the wheel spins before it stops. 2000–8000; default 4200.
Scratch Off: A foil card the fan scratches. It reveals itself automatically once enough foil is cleared.
Auto reveal at (%): how much of the foil has to be cleared before the card reveals. 40–60; default 50, so nobody has to scratch every corner.
Pick a Locker: The fan picks one locker out of three to five. The other lockers are never opened.
Lockers: how many lockers to choose from. 3–5.
Roster numbers: the jersey numbers shown on the lockers, one per line.
Plinko: A puck drops through rows of pegs into the winning slot. It’s the most fun to watch.
Peg rows: more rows means a longer, bouncier drop. 8–14; default 14.
Slots: Three reels stop one after another.
Reel stop gap (ms): the delay between each reel stopping. 80–400; default 120. There’s no extra suspense pause before the third reel.
Coin Toss: The fan calls the coin while it’s in the air. It works best as a two-rung ladder.
Heads label and Tails label: the wording on each side of the coin (default Heads / Tails).
Pull Tab: The fan peels three tabs on a paper ticket. Three matching symbols pay out that rung.
There are no options for Pull Tab. The odds are the only thing that changes how it plays.
Meat Raffle: The Minnesota bar classic: the fan spins a paddle wheel and wins a cut of meat. The rung names are the cuts, so steak pays more than ground beef.
Wheel spots: how many numbers are on the paddle wheel, split between the rungs. 20–40; default 30.
Name your rungs after the cuts, from lowest to highest: Ground beef, Brats, Pork chops, Ribeye, Tomahawk. A rung with no name gets a cut automatically, based on its rank.
The fan’s timing or speed decides which rung they land on. The lowest rung is always the floor, so skill can only move a fan up.
Shootout: A bar sweeps across a target zone, and the fan taps to stop it. The same mechanic works for any sport.
Target zone width (%): how wide the scoring zone is. 8–40; default 18.
Sweep length (ms): how long one pass of the bar takes. 800–4000; default 1600.
Tap Frenzy: The fan taps as fast as they can for a few seconds to fill a crowd-noise meter. Loud, short and made for game day.
Tap window (ms): how long the fan has to tap. 3000–8000; default 5000.
Higher or Lower: The fan picks the bigger of two numbers. This is the game where fans get to feel smart.
Rounds: how many comparisons before the play ends. 1–5; default 3.
Roster numbers: the jersey numbers the game draws from, one per line.
Memory Match: The fan matches pairs of cards using your club’s own art. It takes the longest to play, so it works best scheduled once a week.
Pairs: how many matching pairs are on the board. 3–6; default 3.
Roster numbers: the jersey numbers used on the cards, one per line. Replace the placeholders with your own.
Claw Machine: The fan stops the claw over a prize, inside an arcade-cabinet frame.
Claw travel (ms): how long the claw takes to cross the cabinet. 1200–5000; default 2600.
Rally: Rapid swipes or alternating taps charge up a meter. No device permissions are needed.
Rally window (ms): how long the fan has to charge the meter. 3000–8000; default 5000.
Target taps: how many taps or swipes it takes to fill the meter. 10–120; default 30.