Benefits Catalog

A benefit is one thing a player can get: a free bet, a bet boost, bonus money, XP, a cash reward, a locked bonus, an accumulator boost or a featured price boost. Each is defined once in the backoffice Benefits page (under Rewards in the sidebar). Every other screen that pays something - a promotion stage, a streak day, a mission, a level-up, a tier perk, a rewards catalog item, a staff grant, a cohort grant - picks from this list instead of retyping the terms.

Players never see the word "benefit". They see free bets, boosts, bonuses and XP. The name is backoffice vocabulary.

Benefit types

Type What the player gets How it reaches them
Free bet A sportsbook voucher with a face value in one currency. The winnings are paid, the stake is not. Optional limits on odds, singles or multis, sports, market types and expiry. Given, held until used
Bet boost A token that adds a percentage to the winnings of one cash bet (or to one leg's price), up to a cap. Optional limits on odds, stake, singles or multis, sports and market types, and expiry. It can be tied to one event or selection. Given, held until used
Bonus money A casino bonus grant with wagering. Its amount, wagering and bonus terms are set inside the benefit. Given, held until wagered
XP A fixed number of experience points. Not limited by the daily wagering XP cap. Given, applied at once
Cash reward Real cash in the player's wallet with no wagering. Entered in USD and converted to the player's wallet currency when it is paid. Given, applied at once
Locked bonus A pot that cannot be bet and unlocks into cash as the player wagers. A fixed USD amount or a percentage of the triggering deposit (with an optional cap), and an optional release rate of its own. Given, applied at once
Acca boost Extra winnings on cash multis by number of legs, on a ladder (for example more legs, higher percent), with a minimum price per leg and a cap on the extra. Applies by itself
Price boost A better price on one chosen selection, with a stake cap, a USD budget and a start and end. Applies by itself

The first six are given to named players. The last two are automatic: nothing is held, and they apply to eligible bets from the players they are for. Automatic benefits are never placed inside a reward.

For how each instrument behaves in play, see Gamification & Rewards (free bets, bet boosts), Promotions & Bonuses (bonus money, locked bonus, cash rewards) and Sportsbook (acca and price boosts in the bet slip).

Money figures on bonus money, cash rewards and locked bonuses are set in USD and converted at issue at the live rate. With no live rate the benefit is not paid; it stays pending and is retried when a rate returns. Free bets and bet boosts are set in the currency they will be used in.

The benefit dialog

A benefit is created and edited in a full-screen dialog with a few steps per type, a progress rail, and a plain-language sentence on the side that reads back what the player will get ("The player gets a $10 bet with no expiry. They keep the winnings, not the stake.").

Type Steps
Free bet, bet boost Type, Basics, Limits, Review
XP, cash reward, locked bonus Type, Basics
Bonus money Type, Basics, How much, Wagering, Where it counts, Max win, Review
Acca boost Type, Ladder, Who gets it, Review
Price boost Type, Selection, Price and budget, Who gets it, Review

The Benefits table groups benefits as given, used later, given, applied at once and always on, filters by status, and shows for each benefit where it is used (rewards, missions, streak days, perks, promotions, levels). The page sits under Rewards, beside the rewards catalog and the perks. Every create, change and delete is audited with a before-and-after snapshot.

Starting points. An operator with no benefits can add a default set in one click: ten benefits in USD (free bets, a bet boost, cash rewards, locked bonuses and XP), each editable afterwards.

Defined once, copied when used. Editing a benefit never changes what a player already holds, and never changes a reward that already uses it: reward items keep the settings they copied. For bonus money, a bonus already issued keeps the terms it was issued with, and rewards and promotions that use the benefit pay the new terms from their next payout. A benefit used anywhere cannot be deleted; it can be archived (and restored). An unused benefit can be deleted.

Who can be paid what

Where What it can pay
Promotion stage One benefit per stage, up to ten stages. A deposit match is a bonus money or locked bonus benefit; a percentage of the deposit uses the triggering deposit.
Streak reward day XP, a benefit, or both
Mission XP, a benefit, or both
Tier level-up prize Any catalog reward (a bundle or a mystery box)
Perk A benefit once a week or once a month, to a tier and above, to every VIP or to one VIP; or a better level-up box. Perks can also raise limits or pay rakeback, which are not benefits
Rewards catalog item Bundles and mystery boxes of benefits, XP and nested rewards
Staff grant One reward or one benefit to one player
Grant to many players One reward or one benefit to up to 100 players at once
Cohort grant One reward or one benefit to a cohort, with an optional holdout

Only the benefit kinds that are given can be used in these places; the automatic ones are configured here and run on their own.

A streak day, mission or perk pays one benefit directly. For anything bigger (several items, a random draw), build a reward in the rewards catalog and use it as a level-up prize or a grant.

Automatic benefits and audiences

Acca boosts and price boosts have an audience, the players they apply to:

  • Everyone;
  • A cohort, which follows the cohort as it changes: a player who starts matching it gets the offer, one who stops loses it;
  • One player;
  • A tier and above;
  • VIP players, while they stay VIP.

For a cohort or tier audience (not VIP) you can set a holdout of 0-50 percent. Held-out players are simply not offered the benefit, so you can measure what it does. Which holdout a player lands in is fixed per player and benefit.

Audiences are checked per player, at the moment they look. When a player opens the sportsbook, an event or the bet slip, the API works out which live automatic benefits that one player is eligible for and shows only those. The odds board stays the same for everyone; the player's boosted prices and ladders are laid over it. The answer is cached for about a minute per player, so an audience edit reaches players within that time. A visitor who is not signed in sees only the benefits for everyone. Players who are not active or who are self-excluded get nothing.

Eligibility is checked again when the bet is placed and recorded on the bet. A player who leaves the audience after placing keeps the boost on that bet; settlement never re-checks.

An operator can run several acca boosts at once. When a player qualifies for more than one, the ladder that pays the highest percent at the slip's number of legs applies; a tie goes to the narrower audience (one player, then cohort, then tier, then everyone), then to the oldest. The benefits table reads each audience in words ("Cohort: Whales (10% held out)", "Gold and above") and shows roughly how many players it reaches now.

Automatic benefits have a Live switch separate from archiving. A price boost also stops by itself when its window ends, its budget is used or the board price reaches the boosted price.

Reward announcements

Every grant path announces what the player received: a card the next time they are on the site, for a held mystery box, a delivered bundle or a staff grant, with the reward's name, what it contained and why they got it (a promotion, a mission, a streak day, a level-up, a perk or "from the team"). The announcement is raised once per grant, after the grant is committed. A box the player opens themselves is not announced a second time, because the reveal already showed it.

Nested bundles are described by what they pay, not by their internal names. A player never sees the name of an undelivered or staff-only reward, and the reward history leaves out prizes that were skipped, for example for a self-excluded player.

Granting a benefit to many players

The player list can grant a benefit (or a reward) to many selected players in one action, up to 100 at once. A reason is required. Each player goes through the same checks, limits and audit as a single grant. A retry replays the grants that already went through and only retries the rest. Players who cannot receive it (self-excluded, not active, items skipped) are listed and skipped, not failed silently.

Responsible gaming

Every grant path refuses self-excluded players, and automatic benefits respect the same suppression as other promotional surfaces. Audiences may target by value, such as a tier or a cohort; there is no targeting by a harm-risk score, and none is built.

Scope & Roadmap

Implemented. The catalog with eight benefit types; the stepped dialog with a reading-back sentence; "used in" counts; archive, restore and delete rules; every consumer (promotion stages, streak days, missions, perks, level-ups, catalog items, staff grants, bulk grants, cohort grants) picking from it; bonus terms edited inside the bonus money benefit; a default benefit set for an empty catalog; acca and price boosts as benefits with everyone, cohort, one-player, tier and VIP audiences, holdouts, per-player eligibility at request time and again at placement; several acca boosts at once with a best-ladder rule; reward announcements for every grant; nested bundles described by what they pay.

Partial. Streak days, missions and perks pay one benefit, not a bundle or a box.

Not built. No audience by harm-risk score. No per-player expiry on an automatic benefit (an expiring boost for one player is a held bet boost).

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