# Missions

### Overview

Missions are a powerful way to guide users toward meaningful actions. They give players a sense of purpose and progress, rewarding them with a strong feeling of accomplishment once completed. In the Smartico system, a Mission is a collection of tasks. When a user completes all the tasks in the list, the mission is marked as completed.

<div><figure><img src="/files/ACBRvNRJhscHrQMY9GYL" alt=""><figcaption><p>GF Widget: Missions Overview</p></figcaption></figure> <figure><img src="/files/iV0iYLgAaD1AbVt8Bwz2" alt=""><figcaption><p>GF Widget: Opened Mission</p></figcaption></figure></div>

**Mission Statuses & Types**

The possible mission statuses are:

* Draft
* Active
* Archived

The newly created or cloned missions will automatically be in 'Draft' status. You can switch the mission from there to 'Active' or 'Archived.' Once a mission is set to 'Active,' it cannot be reverted to 'Draft' - only to 'Archived.' Additionally, an archived mission cannot be restored to 'Active' or 'Draft' status.

The mission types are:

* [Generally Available Missions](https://help.smartico.ai/welcome/products/gamification-basics/missions#generally-available-missions)
* [Locked Missions](https://help.smartico.ai/welcome/products/gamification-basics/missions/locked-missions)
* [Featured Manually Missions](https://help.smartico.ai/welcome/products/gamification-basics/missions/featured-manually)
* [Recurring Missions](https://help.smartico.ai/welcome/products/gamification-basics/missions/recurring-missions)
* [Recurring upon completion Missions](https://help.smartico.ai/welcome/products/gamification-basics/missions/recurring-upon-completion-missions)

Every type supports the following options:

<figure><img src="/files/4qKeDGXcq9R4XAaIvMzc" alt=""><figcaption></figcaption></figure>

**Mission Specifics:**

1. Segmenting a mission is not the same as locking it.

* **Locked Mission** (with unlock condition):\
  If you add an unlock condition (e.g., *make a deposit and have a total deposit count ≥ 1*), players will still see the mission, but it will appear as **locked**.

<figure><img src="/files/TXoC0dpL7aCdBUOaOYOr" alt=""><figcaption><p>BO: 'Task to unlock the mission' in Missions</p></figcaption></figure>

* **Segmentation (“Who can see and progress in the mission”)**:\
  If you apply segmentation rules here, users who don’t meet the criteria will **not see the mission at all**.

<figure><img src="/files/0fm7zQ711xZJ0NM42XvG" alt=""><figcaption><p>BO: 'Who can see and progress in the mission' option in Missions</p></figcaption></figure>

{% hint style="success" %}
By default, completed missions remain visible even if the player is no longer in the visibility segment ('Who can see and progress in the mission').

* You can change this behavior in **Label Settings → Missions & Badges** **→** '**Ignore segment check for completed missions'.**
* If this setting is disabled, completed missions will be hidden once the player falls out of the visibility segment - they will no longer appear in the GF Widget or in **BO → User Profile → Active Missions**.
  {% endhint %}

2. Using ‘Dynamic Amount via JavaScript Function’ for Mission Rewards

When issuing points rewards in missions with the **‘Dynamic amount using JavaScript function’** option, please note:

* `event.XXXX` properties **cannot** be used in iPoint JS rewards for missions.
* Dynamic properties are also **not supported** in iPoint JS rewards for missions.

<figure><img src="/files/1zfeqp0NrIECwiNACKKs" alt=""><figcaption><p>BO: 'Dynamic amount using JavaScript function’ option in Mission rewards</p></figcaption></figure>

### Generally Available Missions

The mission becomes available to the end user after it is activated without the need to unlock it. Once it is completed, it goes to the Completed tab. The behavior of the mission on the UI also depends on the configured settings.

<mark style="color:blue;">**\[Opt-in: OFF]**</mark>**&#x20;Generally Available + Availability period**

If the opt-in option is disabled and the Start and End dates are configured, the mission will have the following behavior:

* **Before the Start Date,** the mission will appear under the Locked tab with a label indicating the start date and a countdown timer showing the time remaining until it becomes available.
* **After the Start Date,** the mission will move to the Available tab, with a timer showing the time until the End date is reached.
* **When the End date is reached** and the mission is not completed, it moves to the Missed tab with an Expired label.

<mark style="color:blue;">**\[Opt-in: OFF]**</mark>**&#x20;Generally Available + Time to complete the mission**

If the opt-in option is disabled and 'Time to complete the mission' is set, the mission will have the following behavior:

* **Once the mission is activated,** it will be displayed under the Available tab with a timer showing the time left to complete the mission.
* **When the time to complete the mission is reached** and the mission is not completed, it will go to the missed tab with the Expired chip.

<mark style="color:blue;">**\[Opt-in: OFF]**</mark>**&#x20;Generally Available + Time to complete the mission + Availability period**

If the opt-in option is disabled, 'Time to complete the mission' is set, and Start and End dates are configured, the mission will have the following behavior:

* **Before the Start Date,** the mission will appear under the Locked tab with a label indicating the start date and a countdown timer showing the time remaining until it becomes available.
* **After the Start Date,** the mission will move to the Available tab, with a timer showing the time that is set in the ‘Time to complete the mission’ setting. This timer takes into consideration the End date as well, and it shows the shortest period that is left. So, in case the End date is closer in time than the time set in Time to complete the mission, the timer will show the time left until the End date and vice versa.
* **After the time to complete the mission or the End date is reached**, the mission will go to the missed tab with the Expired chip.

<div><figure><img src="/files/XkrfeLsLrfDxsCO1oyir" alt=""><figcaption><p>GF Widget: Expired Mission</p></figcaption></figure> <figure><img src="/files/vzxlgWo2Mxvx3ROdVJ86" alt=""><figcaption><p>GF Widget: Active Mission</p></figcaption></figure> <figure><img src="/files/2T51Ep51tMeKrCSanOg4" alt=""><figcaption><p>GF Widget: Locked Mission by Date</p></figcaption></figure></div>

<mark style="color:purple;">**\[Opt-in ON]**</mark>**&#x20;Generally available + Availability period**

If the opt-in option is enabled and the Start and End dates are configured, the mission will have the following behavior:

* **Before the Start Date,** the mission will appear under the Locked tab with a label indicating the start date and a countdown timer showing the time remaining until it becomes available. The opt-in button is disabled.
* **After the Start Date,** the mission will move to the Available tab, with a timer showing the time until the End date is reached. The opt-in button is active, and there is a ‘Requires opt-in’ chip.
* **After Opt-in,** the timer continues counting the time until the End date, and there is a ‘You are opted in’ chip.
* **After the End date is reached,** no matter if the player has opted in or not, if the mission is not completed, it will go to the missed tab with the Expired chip.

<mark style="color:purple;">**\[Opt-in ON]**</mark>**&#x20;Generally available + Time to complete the mission**

If the opt-in option is enabled and the 'Time to complete the mission' is set, the mission will have the following behavior:

* **Once the mission is activated,** it will be displayed under the Available tab with an Opt-in button and ‘Requires opt-in’ chip without a timer.
* **After Opt-in**, the timer appears, showing the time left to complete the mission
* **When the time to complete the mission is reached** and the mission is not completed, it will go to the missed tab with the Expired chip.

<mark style="color:purple;">**\[Opt-in ON]**</mark>**&#x20;Generally Available + Time to complete the mission + Availability Period**

If the opt-in option is enabled, 'Time to complete the mission' is set, and Start and End dates are configured, the mission will have the following behavior:

* **Before the Start date,** the mission will appear under the Locked tab with a label indicating the start date and a countdown timer showing the time remaining until it becomes available. The opt-in button is disabled.
* **After the Start Date,** the mission will move to the Available tab, with a timer showing the time until the End date is reached. The opt-in button is active, and there is a ‘Requires opt-in’ chip.
* **After Opt-in,** the timer is changed, and it shows the time left to complete the mission. This timer takes into consideration the End date as well, and it shows the shortest period that is left. So, in case the End date is closer in time than the time set in Time to complete the mission, the timer will show the time left until the End date and vice versa.
* **After the time to complete the mission or the End date is reached** and the mission is not completed, the mission will go to the missed tab with the Expired chip.

<div><figure><img src="/files/pn3vUJ0ZDXEto2LnfcwS" alt=""><figcaption><p>GF Widget: Expided mission with opt-in</p></figcaption></figure> <figure><img src="/files/bSvUWXY2fXckCvsrLvQ3" alt=""><figcaption><p>GF Widget: Active mission with opt-in</p></figcaption></figure> <figure><img src="/files/5aX8jk0j8drFwQ6OnSJo" alt=""><figcaption><p>GF Widget: Locked mission by date with opt-in</p></figcaption></figure></div>

📖 <mark style="color:purple;">Read more about 'Locked missions</mark>' [**here**](https://help.smartico.ai/welcome/products/gamification-basics/missions/locked-missions)\
📖 <mark style="color:purple;">Read more about 'Recurring missions</mark>' [**here**](https://help.smartico.ai/welcome/products/gamification-basics/missions/recurring-missions)\
📖 <mark style="color:purple;">Read more about 'Recurring upon completion' missions</mark> [**here**](https://help.smartico.ai/welcome/products/gamification-basics/missions/recurring-upon-completion-missions)\
📖 <mark style="color:purple;">Read more about 'Featured manually' missions</mark> [**here**](https://help.smartico.ai/welcome/products/gamification-basics/missions/featured-manually)

### Multi-currency amount

Multi-currency amount provides the possibility to tune mission names or descriptions according to the user's currency. As soon as the values are defined, you can use them in the mission name and descriptions with the placeholder tag {{amount}}.

**Example of usage in mission description:**\
\&#xNAN;*'To unlock this mission, you should deposit in total {{amount}} {{state.core\_wallet\_currency}}'*\
For such a mission, users of the EUR currency will see the amount and currency name matching the EUR configuration, and users of the USD own value.

{% hint style="success" %}
**Notes:**

* Support for multicurrency depends on your product integration.
* You can leave values for some currencies empty and set only the 'Default' field; in such a case, all users of currencies not defined will see the value of 'Default'.
  {% endhint %}

<figure><img src="/files/pDy5HyNS1Txevx5UqdHS" alt=""><figcaption><p>BO: Multi-currency setting in Missions</p></figcaption></figure>

**Multi-currency amount in Mission Tasks**

You can tune the task name according to the user's currency. Use the placeholder tag {{amount}} in the task name once values are defined.

**For example:** 'Bet {{amount}} {{state.core\_wallet\_currency}} in total' Could be transformed based on the user currency to: 'Bet 100 EUR in total' or 'Bet 120 USD in total'

{% hint style="success" %}
For the task that is expecting the user to collect a specific SUM of bets, deposits, points, etc. The 'Multi-currency amount' will be used to evaluate the completion of the task.
{% endhint %}

<div data-full-width="false"><figure><img src="/files/wpzL57N4nyeYL8LrxhLN" alt=""><figcaption><p>BO: Multi-currency setting in Missions Tasks</p></figcaption></figure></div>

### Scheduled Missions

You can schedule a mission to unlock at a specific time using the ‘Availability Period’ feature, which allows you to set a Start and End date for the mission. This feature is compatible with all mission types, including Recurring, Recurring Upon Completion, Locked, Featured Manually, and Generally Available missions.

<figure><img src="/files/6V8a0eAycPCeqTZVoIuk" alt=""><figcaption><p>BO: Availability period in Missions</p></figcaption></figure>

You can configure either the Start and End dates or just one (e.g., only a Start date or only an End date).

* **Before the Start Date:** The mission will appear under the Locked tab with a label indicating the start date and a countdown timer showing the time remaining until it becomes available.
* **After the Start Date:** The mission will move to the Available tab, ready for players to engage.
* If the time to complete the mission is reached and the mission is not completed, it moves to the **Missed** tab with an **Expired** label.
  * For recurring missions, there will not be an Expired label, only a timer showing the time left till the next reset date.
* If the **End date** is reached and the mission is not completed, it moves to the **Missed** tab with an Expired label. For recurring missions, this means the mission will not reappear.

<div><figure><img src="/files/2UyY2nQuLMltrcxwjvfd" alt=""><figcaption></figcaption></figure> <figure><img src="/files/5nOUlEsawwrfJo8WGGXv" alt=""><figcaption></figcaption></figure> <figure><img src="/files/E9VyrTCJOu473QFyUsvh" alt=""><figcaption></figcaption></figure></div>

{% hint style="success" %}
Keep in mind that the availability period works in combination with other settings, such as:

* Time to complete the mission
* Opt-in
* Hide mission when expired
* Recurrence of mission (for recurring missions only)

The behavior of the mission on the user interface (UI) will depend on how these settings are configured together.
{% endhint %}

### Show expired missions

You can choose whether to expose expired and not completed missions or to hide them. A mission is considered expired when its set duration has passed and the player did not complete it. The option to show/hide the expired missions is located in the missions template within the BO and is available only if you have set a time limit. If a mission expires, the ‘**Hide mission when expired’** is disabled, and the user hasn’t completed it, it moves to the Missed tab. In case the user completes it before it expires, the mission moves to the Completed tab. If the ‘**Hide mission when expired’** is enabled, it will disappear from the gamification widget when the mission expires.

<figure><img src="/files/7KCVwW7WgIhEISXEue2Y" alt=""><figcaption><p>BO: Hide mission when expired setting in Missions</p></figcaption></figure>

{% hint style="danger" %}

* ‘**Hide mission when expired’** will not be available if you haven’t set a time limit for the Mission!
* The ‘**Hide mission when expired’** is available only for 'Generally available' missions.
  {% endhint %}

The table below outlines 'Generally available' missions with the '**Hide mission when expired**' option and their respective behaviors upon completion or expiration.

<table><thead><tr><th width="199">Mission Type</th><th width="105">Hide mission when expired</th><th width="208">Completed Missions</th><th>Expired Missions</th></tr></thead><tbody><tr><td>Generally Available with Time Limit set and opt-in or Scheduled</td><td>Yes</td><td>Goes to the completed tab</td><td>Disappears from GF Widget</td></tr><tr><td>Generally Available with Time Limit set and opt-in or Scheduled</td><td>No</td><td>Goes to the completed tab</td><td>Goes to the missed tab</td></tr></tbody></table>

### Manual Reward Claiming

Players can manually claim rewards after completing missions. The '**Enable reward claiming'** option can be found within the Missions template in the BO, and it is available for all mission types. By default, this option is disabled, meaning rewards will be automatically released to the player upon mission completion.

<figure><img src="/files/UNQ8oCSMOME9kJTrNcEm" alt=""><figcaption><p>BO: 'Enable reward claiming' option in Missions</p></figcaption></figure>

When enabled, players must manually claim their rewards after completing a mission by pressing the ‘Claim reward’ button. Until then, the reward will not be released. Completed missions with unclaimed rewards can be found in the 'Completed' tab with a ‘Reward not claimed’ label. Players can then open the mission pop-up to claim their reward.

{% hint style="success" %}
If a mission is completed and the ‘Claim Reward’ option is enabled, but the player does not manually claim the reward, it will remain available for up to 6 months after mission completion. After this period, the reward can no longer be claimed manually by the player.
{% endhint %}

{% hint style="success" %}
Keep in mind that if ‘**Enable reward claiming’** is ON, the points from the mission tasks will also be given to the user only after the reward is manually claimed from the player until then, no points will be awarded.
{% endhint %}

<div><figure><img src="/files/1mjg3ckv1QnGQ498Hbh9" alt=""><figcaption><p>GF Widget: Not Claimed mission</p></figcaption></figure> <figure><img src="/files/QE23lkikrPMGj66x18ec" alt=""><figcaption><p>GF Widget: Not claimed mission opened</p></figcaption></figure></div>

Operators can also manually claim rewards for a specific player in the BO from two locations:\
\
1\. From the mission template -> Users Completed

<figure><img src="/files/v8mPfqviccuJfMbmMC2q" alt=""><figcaption><p>BO: Claim mission reward from 'Users Completed' tab</p></figcaption></figure>

2\. From the user profile page -> Active Missions

<figure><img src="/files/n4feI5UtG17mBXMFW0cp" alt=""><figcaption><p>BO: Claim mission reward from User Profile page</p></figcaption></figure>

You can also redirect players from the 'Claim Reward' button in missions. If 'Enable reward claiming' is ON you have the possibility to add a deep link to redirect players to a specific destination and to customize the button label. By default, the fields are empty, meaning no redirection will occur unless a deep link is provided.

<figure><img src="/files/wlb6dI2Cb3lzF5r4Hmfc" alt=""><figcaption><p>BO: Redirect from 'Claim' button in Missions</p></figcaption></figure>

When a player clicks the 'Claim' button, they will receive their reward and be redirected to the specified location simultaneously.

### Display Missions' Progress as Count

The 'Display progress as count' option is located in the Mission template -> Tasks within the BO. This option allows you to show the remaining number of event occurrences as a count (e.g., 35/100) instead of a percentage in the progress bar of the mission. This feature is available for both single and multiple-task missions.

{% hint style="success" %}
By default, this option is disabled, so the progress bar will display a percentage.

When enabled for missions with multiple tasks, each task will display progress as a count, while the overall progress bar will still show a percentage.
{% endhint %}

<div><figure><img src="/files/RLdCI5B48pJMkgVnZkK2" alt=""><figcaption><p>GF Widget: Display progress as Count in missions</p></figcaption></figure> <figure><img src="/files/fuEbJQrVMsAUJB1A2qvo" alt=""><figcaption><p>GF Widget: Display progress as Count in missions</p></figcaption></figure> <figure><img src="/files/huPyAFP72zeUNdO6IaNC" alt=""><figcaption><p>GF Widget: Display progress as Count in missions with multiple tasks</p></figcaption></figure></div>

The 'Display progress as count' option can be configured per task and is available only for the following multi-action tasks:

* 'Complete action a few times'
* 'Complete action a few times, with a unique attribute'
* 'Complete action a few times, check a SUM of attribute'

<figure><img src="/files/d79DJjItLSf6Qsd8YzbI" alt=""><figcaption><p>BO: Display progress as Count setting in missions tasks</p></figcaption></figure>

### Manually Unlock mission for a specific user segment

You can manually unlock locked missions for specific user segments. For example, if a mission is set to unlock at level 7, you can unlock it for users who have already reached that level before the mission was created.

The 'Manual Unlock' option is available only for active Locked missions and does not apply to missions in 'Draft' or 'Archived' status. You'll find this option under the 'More' dropdown. Use conditions and 'OR' groups to define the user segments you wish to unlock the mission for. Once a mission is manually unlocked for these users, it cannot be reverted back to locked.

<div><figure><img src="/files/S3cYGnDuLsaxNohl6HTa" alt=""><figcaption><p>BO: Manual Unlock option for Locked missions</p></figcaption></figure> <figure><img src="/files/0ZC1t35nfH97JcZ6KMQz" alt=""><figcaption><p>BO: Manual Unlock settings</p></figcaption></figure></div>

### Manually Complete mission for a specific user segment

You can also manually complete missions for specific user segments. For example, if you create a KYC mission and some users have already completed KYC before the mission was created, you can manually complete the mission and reward those users.

The ‘Manual Complete’ option is available for all types of missions in status Active. You'll find this option under the 'More' dropdown. Use conditions and 'OR' groups to define the user segments you wish to complete the mission for. Once a mission is manually completed for these users, it cannot be reverted back and the rewards will be issued, unless manual reward claiming is enabled.

<div><figure><img src="/files/lCJjXGQFZid5jbDRJxkd" alt=""><figcaption><p>BO: Manual Complete for missions</p></figcaption></figure> <figure><img src="/files/utXexQobply4Zuth9oHR" alt=""><figcaption><p>BO: Manual Complete settings</p></figcaption></figure></div>

{% hint style="success" %}
Keep in mind the following specifics when you Manually Complete a mission:

* Locked missions will not be unlocked, but rewards will be issued to players unless manual reward claiming is enabled.
* For locked missions, it's recommended to first unlock the mission for a specific user segment before completing it. However, if you choose to complete the mission first, you can manually unlock it later from the BO.
* When manually completing missions with Opt-in, the players will not be automatically opted in after the completion.
  {% endhint %}

### Progress reset mode for ‘Featured manually’ missions

We’ve improved the functionality of ‘Featured Manually’ missions by introducing a new option called **'Progress Reset Mode'.** This feature gives you greater flexibility in managing mission progress when assigning a mission via a campaign, automation rule, or manually through the user profile page. You can now choose how the mission’s progress is handled, based on its current state (mission completed or not completed). The following options are available:

* **Keep progress if the mission was already given to the user** - The mission’s progress remains unchanged, regardless of whether it is completed, not started, or in progress but incomplete.
* **Reset progress, if the mission was given, but not Completed yet** - The mission’s progress will be reset if the mission is not completed yet. The mission will appear in the ‘Overview’ and ‘Available’ tabs with no progress.
* **Reset process and restart mission, if it was given and already completed** - The mission’s progress will be reset even if it has already been completed. The mission moves from the ‘Completed’ tab back to the ‘Overview’ tab with no progress.
  * For missions that are not completed yet and have some time limit set (expiration), the unlock date will be extended and the expiration will be recalculated accordingly, since it is based on the unlock date. The mission progress will remain unchanged and will not be reset, while the opt-in status will be reset.
* **Reset progress if the mission was already given to a user** - The mission’s progress will be reset regardless of whether the mission was completed.

<div><figure><img src="/files/3vE6qu8EjcZLq0oAyr5r" alt=""><figcaption><p>BO: Progress reset mode in Campaigns</p></figcaption></figure> <figure><img src="/files/VRgEWNa1zOtjWEqstWPL" alt=""><figcaption><p>BO: Progress reset mode in Automation Rules</p></figcaption></figure></div>

### Mission sub-header

You can add a sub-header to the mission modal on the UI. This field allows you to display additional information beneath the mission title and supports both HTML and dynamic tags.

<figure><img src="/files/5Vf0eadH9KaQ3O2aDMGk" alt=""><figcaption><p>BO: Sub header field in Missions template</p></figcaption></figure>

For dynamic missions, you can use the Sub-header to show dynamic values - such as a player’s favorite game or provider instead of placing those tags in the mission title. On the UI, the sub-header appears directly below the mission title inside the mission modal.

<figure><img src="/files/DWh5y3tA55hdS18sbbdH" alt=""><figcaption><p>GF: Mission modal with sub header</p></figcaption></figure>

### **Reports related to the missions**

* You can find "Gamification: missions" data cube in the Data Studio in Smartico Back Office
* You can access DWH with the row data about all facts related to the missions. This topic is explained in the [Access to DWH](/welcome/technical-guides/smartico-data-warehouse.md) article. The tables related to the missions are:
  * g\_ach\_completed - facts of completing missions
  * g\_ach\_optin - facts of opt-ins
  * g\_ach\_claimed - facts of claimed prizes
  * dm\_ach - dictionary of all missions and badges defined in your setup


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