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Promo Games

Admin Manager

Use this page to set up a prize game (spin the wheel, scratch card, slots or plinko) that plays on the register after a sale.

Quick steps​

  1. Go to Settings, click Edit Settings and open the Operations tab. Under Promo Games, tick Enable Promo Games, then click Update Settings.
  2. Open Promo Games in the admin menu and click New Game.
  3. Pick a ready-made game — For All Sales (no customer needed) or Customer Rewards (needs a customer on the sale). Type a name if you like, then click Use Template.
  4. On the game's page, check the Prize Pool. Click + Add Reward to add a prize, or the pencil icon to change one.
  5. Click Preview to watch the game with your real prizes.
  6. Click Activate. New games start switched off, so nothing plays until you do this.
tip

Store credit and loyalty points prizes only play when a customer is attached to the sale. Remind cashiers to look the customer up first.

Common questions​

The game didn't play after a sale. Check the game is Active, the sale met its Minimum Spend, and it's inside the game's hours and days. Delivery and shipping orders never play games, and a game that needs a customer won't play on a sale without one.

How does the customer use a discount prize? Every win gets a reward code (printed on the receipt). A discount prize is used on a future purchase with that code. Store credit and loyalty points go onto the customer's account right away.

Can I hand out prizes for a game we play at the counter? Yes. Use the Manual Rewards tab to set up a comp the clerk gives from the register's Reward button. It rings up as a $0 line.

What happens to a prize if the sale is voided? The prize is cancelled: the code stops working, and store credit, points and free product stock are taken back.


More detail: how games work and turning them on

Promo games add gamification to your store by offering customers a chance to win prizes after completing a purchase. The game plays on the register screen (and on the customer display, if you have one) after a sale, creating an engaging experience that encourages repeat visits and higher spending.

How Promo Games Work​

  1. An admin or manager creates one or more promo games with configured rewards.
  2. When an in-store or pickup sale is completed, the system checks whether a game plays. Delivery and shipping orders never play games.
  3. The game animation plays on the register screen and customer display.
  4. The customer wins a prize (discount, store credit, loyalty points, or free product) or sees a consolation message.
  5. Every win gets a reward code. Store credit and loyalty points are added to the customer's account straight away, and a free product is handed over on the spot by default. A discount prize is redeemed with its code on a future purchase.

Automatic Play vs. Choose Your Game​

How games play depends on the Game Credit Threshold ($) setting (see below):

SettingWhat happens after a sale
Game Credit Threshold left blankAutomatic play. Active games are checked in Display Order. For each game the sale must meet the minimum spend, schedule and caps, then the game's Win Probability decides if the customer wins. The first win ends the check.
Game Credit Threshold set (e.g. $50)The register shows a Choose Your Game! screen. The customer gets one play for every full threshold amount spent (a sale under the threshold that meets a game's minimum spend still gets one play). Each play is a guaranteed win from the game's prize pool; the win probability is not used. If only one game can be played, it starts without the choice screen.

A sale that includes purchased spins (see Buy-a-Spin) always uses the Choose Your Game! screen.

Enabling Promo Games​

  1. Navigate to Settings > Edit Settings and open the Operations tab.
  2. In the Promo Games section, check Enable Promo Games.
  3. Optionally check Interactive Promo Games so customers can tap or scratch to play (each game must also have Interactive Mode turned on).
  4. Optionally set a Game Credit Threshold ($) to use the Choose Your Game mode described above.
  5. Save settings.

Once enabled, Promo Games appears in the admin navigation.

Buying spins at the register (see Buy-a-Spin) works once the Buy Spins feature is switched on for your store.

See Feature Flags for details.

Game Types​

Brother POS offers four game types, each with a different visual experience:

TypeAnimationDescription
WheelSpinning prize wheelA classic spin-the-wheel with colored prize sections plus grey "✕" sections for a loss. With Interactive Mode, the customer taps Tap to Spin!
ScratchScratch card revealA scratch-off card that reveals the prize underneath. Interactive (customer scratches) or auto-reveal.
SlotSlot machine reelsSpinning reels that stop to reveal the prize. With Interactive Mode, the customer pulls the lever.
PlinkoBall drop boardA ball drops through a peg board and lands in a slot. Interactive (customer drops the ball) or auto-play.

In interactive mode, if the customer doesn't play within the Interactive Timeout, the game plays by itself.

More detail: templates and custom games

Creating a Game from a Template​

The fastest way to set up a game is to use a pre-built template. Templates create a fully configured game with balanced rewards in one click.

Available Templates​

TemplateGame TypeRewardsCustomer RequiredNotes
Spin to SaveWheelPercent offNo5% to 25% off, $20 min spend
Spin for CreditWheelStore creditYes$1 to $10 credit, $20 min spend
Scratch & SaveScratchDollars offNo$2 to $25 off, $15 min spend
Scratch for CreditScratchStore creditYes$1 to $15 credit, $15 min spend
Lucky SlotsSlotPercent offNo5% to 30% off, $25 min spend
Credit SlotsSlotStore creditYes$1 to $10 credit, $30 min spend
Plinko DropPlinkoPercent and dollars offNo5% to 30% off and $3 to $10 off, $25 min spend
Plinko CreditsPlinkoStore creditYes$1 to $20 credit, $25 min spend
Jackpot WheelWheelMixed, plus a jackpot prizeYes$50 min spend, progressive jackpot

Step-by-Step​

  1. Navigate to Promo Games in the admin panel.
  2. Click New Game. Templates are grouped into For All Sales (no customer needed) and Customer Rewards (requires a customer).
  3. On the template you want, optionally type a custom name.
  4. Click Use Template. The game and all its rewards are created instantly.
  5. Review and adjust settings as needed. Template games start inactive, so click Activate when you're ready.

Creating a Custom Game​

  1. Click New Game on the promo games page.
  2. Expand Or create a custom game from scratch and fill in the settings below.

Game Setup​

FieldDefaultDescription
Name—Display name for the game (required)
Game TypeWheelWheel, Scratch, Slot, or Plinko
Win Probability (%)25Chance a qualifying sale wins (0-100). Used in automatic play only.
Minimum Spend ($)0The sale must be at least this amount to qualify
ActiveOffWhether the game is currently running
Show consolation on no-winOnShow a consolation message when the customer doesn't win
Require customer on saleOffThe game only plays when a customer is attached to the sale. Needed for store credit and loyalty points prizes.

Win Limits​

FieldDescription
Max Wins Per DayMaximum total wins across all customers per day. Leave blank for unlimited.
Max Per Customer Per DayMaximum wins a single customer can get per day. Filled in as 1 on a new game; clear it for unlimited.

Advanced Settings​

Expand Advanced Settings for the progressive jackpot, buy spins, animation and schedule.

Animation & Display

FieldDescription
Spin Duration (ms)Length of the animation in milliseconds (default 5000)
Display OrderOrder games are checked and listed in. Lower = first.
Consolation MessageMessage shown when the customer doesn't win
Sound EffectsPlay sound effects during the animation
Interactive ModeCustomer taps, scratches, pulls or drops to play instead of auto-play. Also needs Interactive Promo Games on in store settings.
Interactive Timeout (sec)Seconds (5-30, default 10) before the game plays by itself if the customer doesn't interact

Schedule

  • Start Hour (0-23) / End Hour (0-23) — Restrict the game to certain hours in your store's time zone. The game stops at the start of the end hour (10 to 18 runs 10:00 AM until 6:00 PM). Overnight ranges work (22 to 2 runs 10 PM until 2 AM).
  • Active Days — Check which days of the week the game runs (e.g., Sat and Sun only).

Leave the schedule blank to run the game all day, every day.

  1. Click Create Game, then add rewards to the game.
More detail: prizes and rewards

Configuring Rewards​

Each game needs at least one reward. Rewards are the prizes customers can win.

Adding a Reward​

  1. Open the game's detail page.
  2. In the Prize Pool section, click + Add Reward.
  3. Configure the reward, then click Add Reward:
FieldRequiredDescription
NameYesName of the prize (e.g., "10% Off Next Visit")
Display Name (on game)NoShort name shown on the game (uses Name if blank)
Reward TypeYesSee reward types below
ValueYes*The prize amount (not needed for a free product)
Free ProductFor free productThe product given away
WeightYesHow likely this reward is to be picked (higher = more common). Default 1.
ColorNoColor of the game section for this reward
Expires (days)NoDays until the reward code expires (blank = never)
Max/DayNoDaily cap for this specific reward
Max TotalNoLifetime cap for this reward
Rarity TierNoCommon (default), Uncommon, Rare, Legendary, or Jackpot
Triggers Bonus Round / Bonus GameNoWinning this reward plays a bonus round on the selected game

Drag rewards in the Prize Pool to reorder them. Auto-Color by Tier sets every reward's color to match its rarity tier. Click the pencil icon on a reward to edit it.

Reward Types​

TypeDescriptionCustomer Required
Discount percentPercentage off a future purchase, redeemed with the reward codeNo
Discount amountDollar amount off a future purchase, redeemed with the reward codeNo
Store creditAdded to the customer's store credit balance right awayYes
Loyalty pointsAdded to the customer's loyalty balance right awayYes
Free productA specific product given freeNo
Store credit and loyalty rewards

Store credit and loyalty point rewards need a customer attached to the sale. When you add one to a game, Require customer on sale is switched on for that game automatically. If a sale has no customer, these rewards are skipped and the game picks from the remaining rewards.

Discount percent prizes top out at 100%

A Discount percent reward value can't be more than 100 — typing 150 when you meant 15 is refused when you save, instead of paying out more than the cart is worth. 100% (the purchase free) is allowed. A Discount amount prize bigger than the cart simply brings the cart to $0 when it's redeemed.

Free product prizes come off inventory

By default a free product prize is handed over on the spot: the customer is told to collect it and one unit comes off that product's stock right away. If the prize is a bundle, its component items are deducted. The movement appears in the product's stock adjustment history as Promo Prize Given, so a giveaway never looks like missing stock. A free product that is out of stock is not offered as a prize.

To give a code the customer redeems later instead, edit the reward and uncheck Auto-redeem on win.

Reward Tiers​

The Rarity Tier controls how the prize is presented on the game display:

TierTypical Use
CommonSmall prizes (5% off, $1 credit)
UncommonMedium prizes (10% off, $3 credit)
RareValuable prizes (15% off, $5 credit)
LegendaryTop prizes (25% off, $10 credit)
JackpotThe progressive jackpot prize

A Jackpot tier reward is the one that wins the progressive jackpot pool on a game with the jackpot turned on.

Reward Weights​

Weights determine how often each reward is picked when a customer wins. Higher weight = more frequent. The Prize Pool shows each reward's share as a percentage.

Example:

RewardWeightApproximate Chance
5% Off (Common)50~63%
10% Off (Uncommon)20~25%
20% Off (Rare)8~10%
50% Off (Legendary)2~2.5%
More detail: progressive jackpot and buy-a-spin

Progressive Jackpot​

Jackpot games build up a prize pool over time from qualifying sales.

How Jackpots Work​

  1. Under Advanced Settings, check Progressive Jackpot and set the contribution rate and seed amount.
  2. Add a reward with the Jackpot rarity tier.
  3. Sales that meet the game's minimum spend add a percentage of the sale total to the pool — even if the customer doesn't win. Each purchased spin adds a percentage of the spin price.
  4. When a customer wins the Jackpot tier reward, the pool amount is recorded on the win, shown on the game and printed on the receipt, and the pool resets to the seed amount.
  5. The current pool amount is shown on the game selection cards and the customer display.
What a jackpot win pays

When the Jackpot reward is a Store credit or Discount amount prize, the win is worth the whole pool. A store credit prize adds the pool amount to the customer's balance, and a dollars-off prize gives a reward code worth the pool. A Discount percent, Loyalty points or Free product Jackpot reward can't be worth a dollar pool, so it pays its own Value as usual.

Jackpot Settings​

FieldDescription
Progressive JackpotTurn jackpot mechanics on/off
Contribution Rate (%)Percentage of each qualifying sale added to the pool (e.g., 5%)
Seed Amount ($)Starting pool amount and reset value after a win (e.g., $50)

Resetting the Jackpot​

To reset the pool by hand (e.g., for a promotion restart), click Reset Pool in the Progressive Jackpot panel on the game's detail page and confirm. The pool returns to the seed amount.

Buy-a-Spin​

When a spin price is set on a game, customers can buy plays at the register.

How It Works​

  1. Under Advanced Settings > Buy Spins, set a Spin Price ($) (e.g., $2.00).
  2. The system automatically creates a product with the game's name in a "Games" category, with SKU GAME- followed by a number. Use Edit Product to change its catalog details.
  3. Cashiers add this product to the cart like any other item. The quantity is the number of spins.
  4. After the sale, the register shows the Choose Your Game! screen. Each purchased spin is a guaranteed win from that game's prize pool (the win probability is not used).

The spin product only appears at the register while the Buy Spins feature is on for your store. It is automatically deactivated when the game is deactivated or the spin price is cleared. If Promo Games is turned off for your store, or the sale is a delivery or shipping order, purchased spins can't be played.

More detail: manual rewards

Manual Rewards​

Manual Rewards are clerk-issued comps and prizes — a product given to a customer as a reward and rung up as a $0 (comped) cart line. Unlike the digital promo games above, manual rewards exist for physical games and one-off giveaways: the wheel spin at your counter, a plinko board, or a "manager's choice" comp. The clerk picks the reward and the specific product to hand over directly at the POS register.

Manual rewards live on their own Promo Games tab. From the Promo Games page, use the navigation tabs at the top — Promo Games, Manual Rewards, Win History, and Reward Activity — to switch between them.

Same feature flag

Manual Rewards use the same Promo Games feature flag as the digital games. If Promo Games is enabled, the Manual Rewards tab is available.

How a Manual Reward Works​

A manual reward defines a pool of products the clerk can choose from when issuing the reward, plus how the cart line should be sized:

  1. An admin creates a manual reward with a name, an optional image, and a pool of eligible products.
  2. At the register, the clerk taps the Reward button, picks the reward, then picks the specific product to give the customer. The clerk can add an optional note (e.g., "plinko — big win").
  3. The chosen product is added to the cart as a fully comped ($0) line.
  4. The issued reward is logged under Reward Activity with the clerk, customer, product, note, and sale.

Creating a Manual Reward​

  1. Open the Manual Rewards tab and click New Reward.
  2. Fill in the configuration, then click Create reward:
FieldRequiredDescription
NameYesDisplay name shown on the POS reward picker (e.g., "Free Eighth Spin")
Image URL (optional)NoImage shown on the POS reward picker tile
Max per day (optional)NoDaily cap on how many times this reward can be issued. Leave blank for unlimited.
Sort orderNoPosition of the reward in the picker
Default weight (g)NoCart line weight used when the clerk picks a weight-based product (flower, hash, shatter). E.g., 7 for a free eighth.
Default qty (units)NoCart line quantity used when the clerk picks a unit product (prerolls, edibles, vapes). E.g., 5 house prerolls.
ActiveNoWhether the reward is available at the POS

The daily cap counts rewards already issued today plus rewards currently sitting in a register's cart, so two registers can't both hand out the last one. A reward left in an abandoned cart frees its spot after 30 minutes.

Weight and Quantity Config​

The Default weight and Default qty fields make sure the comped cart line lands at the right size for the product type:

  • When the clerk picks a weight-based product, the reward uses the Default weight (g) value (e.g., a 7g eighth of flower).
  • When the clerk picks a unit product, the reward uses the Default qty (units) value (e.g., 5 prerolls).

A reward can have both defaults set so the same reward works for either kind of product. If a default is blank, the line falls back to a quantity of 1.

The Reward Pool​

The pool is the set of products the clerk can choose from. There are two ways to fill it, and they combine:

  • Categories — Check one or more categories. Every active product in those categories (and their subcategories) is eligible. The pool resolves live, so products added to a checked category later become eligible automatically without re-saving the reward.
  • Specific products (optional) — Pin individual products that should always be in the pool, useful for items like "1 Kush Kraft liquid diamonds" or "5 house prerolls". Search by name or SKU to add them.

For a pinned product you can override the weight or quantity per product. Leave the override blank to fall back to the reward's default weight/qty above.

Out-of-stock rewards are hidden

Products that are out of stock are hidden from the clerk's reward picker, so a clerk never issues a reward you cannot fulfill. If a reward pool has exactly one in-stock product, the POS skips the product-picker step and adds it directly.

Managing Manual Rewards​

Each reward card in the list shows the number of products in its pool and how many have been issued today (against the daily cap, if set). From the card you can:

  • Toggle active — Activate or deactivate the reward. Inactive rewards do not appear at the POS.
  • Edit — Change the name, image, caps, defaults, or pool.

Reward Activity​

The Reward Activity tab is a log of every manual reward issued at the POS. Each row shows when it was issued, which reward, the product given, the quantity, the clerk's note, the customer (if attached), the clerk, and the sale. You can filter by reward and by date range, and Export CSV downloads the filtered list.

More detail: win history, voids and managing games

Win History​

The game detail page shows a Recent Wins table, including:

  • Date the prize was won
  • Customer name (or Guest)
  • Prize name
  • Code — the reward code, starting with WIN, JP (jackpot), BNS (bonus round) or BUY (purchased spin)
  • Sale total of the triggering sale
  • Status — Active, Redeemed, Expired, or Revoked (the prize was cancelled, for example because its sale was voided)

Click View All (or open the Win History tab) for every win across your games. There you can filter by game, date range, and status — Redeemed, Unredeemed or Revoked. Opening a revoked win shows the reason, such as which sale was voided.

When a Sale Is Voided​

A void means the sale never happened, so any prize that sale won is cancelled (Revoked):

  • Reward code — stops working. If a customer presents it, the register shows Cancelled — the sale that won this prize was voided.
  • Store credit prize — taken back off the customer's balance. If they have already spent some of it, only what's left is removed; the balance never goes below $0.
  • Loyalty points prize — reversed along with the rest of the points that sale earned.
  • Free product handed out on that sale — goes back into stock, recorded as Promo Prize Returned.
  • Prize caps — the prize counts back against its Max Total, so a one-of-a-kind prize can be won again.
  • Raffle entries bought on that sale are removed from the draw.

A prize the customer already redeemed on a later sale is not cancelled — it has already left the store.

Refunding a sale also removes the raffle entries it bought, whether the return is done at the register or in the admin panel.

Managing Games​

Activating / Deactivating​

Toggle a game on or off from the games list with the activate/deactivate icon, or with the Activate / Deactivate button on the game's detail page. Deactivated games do not play at the POS but keep all their configuration and history.

Editing​

Click Edit on any game to modify its settings. Changes take effect immediately for future sales.

Deleting​

Click Delete Game at the bottom of the game's detail page and confirm. The game stops playing and is removed from your games list. This can't be undone.

More detail: best practices

Best Practices​

  1. Start with a template. Templates provide balanced reward configurations. Adjust from there.
  2. Set reasonable win probabilities. 20-30% is typical. Too high devalues the excitement; too low frustrates customers.
  3. Use daily caps. Prevent excessive prize payouts by setting per-day limits.
  4. Attach customers for credit rewards. Store credit and loyalty point prizes only play when a customer is on the sale, so train cashiers to look one up.
  5. Test with Preview. Use the Preview button on the game's page to watch the animation with your real prize pool and win chance before activating.
  6. Monitor win history. Review the wins list regularly to verify the game is performing as expected.

What's Next?​