Calculate your Loyalty Economy

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Before you set up any quests, reward rules, or redeem options, work through this page once. It walks you through five calculations. By the end, you'll have filled in a one-page economy sheet you can reuse whenever you add something new to your loyalty programme.

Why This Matters

Tokens are a currency you create. Every quest, reward rule, and redeem option you configure afterwards is priced in tokens, so a mistake here doesn't stay contained to one screen, it ripples through everything. And because users hold onto tokens they've earned, you can't quietly fix a bad number later. Changing what a token is worth after launch looks like taking value away from people who are already holding a balance.

What You'll Calculate

  • Your earn rate: How many tokens a typical action should earn.

  • A reward's price: How many tokens a specific reward should cost, and whether that price is affordable.

  • A safe spending cap: The most any single user could cost you in a month, so your heaviest users can't blow the budget.

  • Time to first reward: Whether a new user earns something worth having quickly enough to stick around.

  • Your redeem catalogue prices: What everything in your catalogue should cost, in tokens.

We'll work through all five using one running example. Marketing wants a quest that rewards users with $5 worth of tokens, completable once a month, and you've separately set a $2 monthly budget per active user. These are two independent decisions that need to be checked against each other. Swap in your own figures once you see how the calculation works.

Before you Begin

Before you begin, identify the following six numbers.

Name

Symbol

What it means

Budget

B

How much you're willing to pay out per active user, per month.

Peg

P

How many tokens equal one unit of currency. You set this yourself.

Median activity

Am

How many qualifying actions a typical user takes per month.

Heavy activity

Ah

How many qualifying actions your most active users take per month.

Reward price

R

The price, in real currency, of the reward you want users to reach.

Time to reward

T

How many months you want a user to take to earn that reward.

Note: Use the median and heavy activity numbers here, not an average. An average gets pulled upward by your most active users, and if you plan around it, you'll set an earn rate the median user can never actually reach.

Calculation 1: Calculate Your Earn Rate per Action

This calculation gives you your earn rate: how many tokens a typical action should earn.

Work this out once, for your whole economy, before you configure any loyalty solution. It gives you a target earn rate per action which the number every token-paying mechanism (reward rules, quests, levels, perks, achievements) should average out to.

Since you'll typically have several of these active at once, this target isn't something you type into a single field. Instead, once they're set up, you check their blended payout against this target and adjust any one mechanism's Amount if the blend drifts too far off.

  1. Start with how many tokens fit inside your budget:

    Allowance = B × P

    This is your monthly token allowance per user. It's simply your budget converted into tokens, using your peg rate.

  2. Then divide that across how often a typical user acts, to get your earn rate:

    E = Allowance ÷ Am

    Am is your median monthly activity, from the table above. Round E to a whole number.

Output: An earn rate (E)

Example: Say you're running a loyalty programme. You've decided you're willing to pay out $2 worth of tokens per active user, per month (B), and you've set your peg so that 100 tokens equal $1 (P). Your typical user takes 20 qualifying actions a month (Am), things like logging in or placing a bet.

You want to work out a target earn rate, then check whether your actual reward rules and quests, blended together, pay out close to it.

  1. First, work out your total token budget for that typical user:

Allowance = B × P = $2 × 100 = 200 tokens

In plain terms, if a typical user logs in and places bets at their usual pace all month, you're willing to let them walk away with 200 tokens.

  1. Then spread that across their 20 actions, to find out what a single action should be worth on average:

E = Allowance ÷ Am = 200 ÷ 20 = 10 tokens per action

So on average, every qualifying action a typical user takes should earn them about 10 tokens. That's your target.

Now, you don't actually have one reward rule or quest paying exactly 10 tokens every time. You have several rules and quests running at once, each paying something different. Say your typical user's 20 actions break down like this:

  • They log in most days: 15 logins/month, 5 tokens each

  • They place a handful of bigger bets: 5 bets/month, 30 tokens each

So, Add up everything this user actually earns in a month:

(15 × 5) + (5 × 30) = 75 + 150 = 225 tokens

Then spread that back across their 20 actions, the same way you did for the target:

225 ÷ 20 = 11.25 tokens per action

Your actual rules average 11.25 tokens an action against a target of 10, about 12.5% over. That's close enough to leave as-is. If the gap were much wider, say 15 instead of 11.25, you'd lower the Amount on your daily login or bet-size rule until the blended average comes back down near 10.

Recalculate the blend whenever you add, remove, or change a reward rule or quest, since each change shifts what your rules pay out on average, and check it against your target again.

Calculation 2: Check Affordability of Each Reward

Run this before you add a new item to your redeem catalogue with a stated real-world value, such as a $5 gift card. It converts that value into tokens using your peg, then checks whether it's affordable within your chosen timeframe against your budget. If it fails, adjust the item's value, its timeframe, or your budget, not the earn rate.

  1. Convert the item's price into tokens, using the same peg:

    Price = R × P

  2. Check that this specific item is actually affordable within the timeframe you want:

    R ÷ T ≤ B

Output: An item priced in tokens (Price), and a pass or fail on affordability

Where this applies: Price maps directly to Product price in tokens (Physical, Digital), Price (tokens) (Internal Rewards), or Conversion Rate (Currency) on that redeem option.

Example: Say you want to add a $5 gift card to your catalogue, and you want users to reach it within T = 1 month. Your peg (P) is 100 tokens per dollar, and your budget (B) is $2 per active user, per month.

  1. Price = $5 × 100 = 500 tokens

  2. $5 ÷ 1.0 = $5.00 per month

    This affordability check ($5.00) is 2.5 times your $2.00 budget.

When a check fails, fix the inputs, not the earn rate. You have three ways of doing this:

  • Stretch T (make the item take longer to reach)

  • Cut R (lower the item's value)

  • Raise B (increase the budget)

Stretching T to 2.5 months resolves it: $5 ÷ 2.5 = $2.00 per month.

Calculation 3: A Safe Spending Cap

An earn rate that's affordable for a typical user can still be dangerous for your most active ones. This calculation checks that, and sets a hard limit.

Work it out once, for your whole economy. Then, every time you add or change a reward rule, quest, level bonus, or perk, add up the maximum tokens a single user could earn from everything they're eligible for, and check that total against the cap you set.

If it's higher, tighten the frequency or amount on one or more of those rules until it isn't, paying particular attention to a Currency redeem option's Conversion Rate, since an overly generous rate is the fastest way to blow past this cap.

  1. First, work out how much more active your heaviest users are:

Disp = Ah ÷ Am

For example, your heaviest users take five times as many qualifying actions as a typical user (Disp = 5). Left unchecked, they could cost you five times your budget, $10 a month each, purely from being more active, with no mistake anywhere in your setup.

  1. So you set a cap:

Cap = k × B × P (k is how much overspend you'll tolerate, usually 2–3)

Then check your blended cost, across your whole user base, still lands close to budget once the cap is applied.

Our example: with the cap applied, this blends to $2.20 against a $2.00 budget, close enough to sign off. Without the cap, that same population would have blended to $2.80, a 40% overrun caused by just one heavy-user group in ten.

Output: a monthly earn cap per user (Cap).

There's no platform setting that limits how many tokens a user can earn. Cap is a calculated figure you can use as a target when setting reward token amounts on your reward rules, quests, level bonuses, and perks.

Example: Continuing the running example, your budget (B) is $2, your peg (P) is 100 tokens per dollar, your typical user (Am) takes 20 qualifying actions a month, and your heaviest users (Ah) take 100.

  1. Disp = Ah ÷ Am = 100 ÷ 20 = 5

Your heaviest users are five times as active as a typical user. Left unchecked, they could cost you five times your budget, $10 a month each, purely from being more active, with no mistake anywhere in your setup.

  1. To set a Cap k = 2:

    Cap = 2 × $2 × 100 = 400 tokens per user, per month

This example assumes 1 in 10 users is a heavy user. Use your own numbers here, based on how your users actually split between typical and heavy.

Now check your blended cost across your whole user base, using a weighted average of what each group costs:

Blended cost = (share of typical users × typical cost) + (share of heavy users × heavy user cost)

  • Without the cap, a heavy user costs $10/month:

(0.9 × $2) + (0.1 × $10) = $1.80 + $1.00 = $2.80

That's a 40% overrun on your $2.00 budget (B), caused by just one heavy-user group in ten.

  • With the cap applied, a heavy user costs $4/month instead:

(0.9 × $2) + (0.1 × $4) = $1.80 + $0.40 = $2.20

That's only 10% over your $2.00 budget, close enough to sign off.

Calculation 4: Time to First Reward

Check whether a brand-new user can reach the cheapest item in your redeem catalogue (under Redeem > Options) within about a week of typical activity:

Cheapest ÷ (E × Am ÷ 30) < 7 days

If they can't, most won't stick around long enough to find out what else is on offer. Nothing in the product will warn you this is happening, the widget won't show an error, engagement will just quietly decline.

Output: Confirmation that your cheapest redeem catalogue item is attainable

Where this applies: If this check fails, lower the price on your cheapest offering in the catalogue, or raise the token amount on the reward rule or quest that feeds it. It's a check you run against decisions you've already made elsewhere, not a new field of its own.

Calculation 5: Price Your Redeem Catalogue

Every item you add to your redeem catalogue (under Redeem > Options) needs a token price. Work this out once per item, using the same peg you used everywhere else:

tokens = currency value × P

Currency conversion rate

For a Currency redeem option, the Conversion Rate takes the currency value of one token, not a token price. Enter 1 ÷ P, which converts your peg from tokens per unit of currency into currency per token. For example, with a peg of 100 tokens per dollar, enter 0.01, meaning each token is worth $0.01.

If everything in your catalogue costs more than a new user can earn in a month, you've built a savings account nobody uses, and you'll see it show up as a low redemption rate.

Output: A token price for each item in your catalogue.

Example: Continuing the running example, your peg (P) is 100 tokens per dollar. Say you're pricing three items for your catalogue: a $0.40 sticker, a $2 gift card, and a $5 gift card.

Sticker: $0.40 × 100 = 40 tokens
$2 gift card: $2 × 100 = 200 tokens
$5 gift card: $5 × 100 = 500 tokens

You'd repeat this same calculation for every item you add, whatever its real-world value is.

Where this applies: Type the result directly into Product price in tokens (Physical, Digital) or Price (tokens) (Internal Rewards) on that redeem option. For Conversion Rate (Currency), enter 1 ÷ P.

Your Finished Economy Sheet

Once you've worked through all five calculations, you should have a sheet like this, listing each calculation, the formula behind it, and where you'll use the result.

Calculation

Formula

Where Used

Token peg

P (your own figure)

Used throughout every other calculation to convert between real currency and tokens

Calculation 1: Earn rate per action

E = Allowance ÷ Am

Checked against the blended payout of your reward rules, quests, and other token-paying mechanisms

Calculation 2: Reward price and affordability

Price = R × P, checked against R ÷ T ≤ B

Setting a reward's value and timeframe on a quest, reward rule, or redeem option

Calculation 3: Safe spending cap

Cap = k × B × P

Currency redeem option's Conversion Rate; overall exposure check across reward rules, quests, level bonuses, and perks

Calculation 4: Time to first reward

Cheapest ÷ (E × Am ÷ 30) < 7 days

Price on your cheapest redeem option, or the earn rate feeding it

Calculation 5: Redeem catalogue prices

tokens = currency value × P

Product price in tokens (Physical, Digital), Price (tokens) (Internal Rewards)

Keep this sheet next to you as you configure quests, reward rules, and redeem options. Whenever a screen asks for a token amount or a price, it's one of these formulas you're solving first, then typing the result into that field.

Before you Launch

Review the checks below, then confirm everything against the Exit Criteria that follows.

  • Track Cost and Liability

  • Getting the Right Earn Rate

  • Prevent Users from Gaming the System

  • Plan for Currency Conversion Lead Time

Calculate Cost and Liability

Unlike Calculations 1 through 5, this is not a one-time calculation, it is continuous monitoring.

  • Issuing a token creates a liability: an amount owed to the user if they redeem it. Liability accruing = Issued − Actual cost

  • Redeeming a token creates a cost: an amount paid out from your budget. Actual cost = Issued × Redemption rate

Example: Continuing the running example, issuing $2.20 of tokens per user each month, at a 60% redemption rate, results in:

Actual cost = $2.20 × 0.60 = $1.32
Liability accruing = $2.20 − $1.32 = $0.88

This means that of the $2.20 issued, $1.32 has actually left your budget as real spend, and $0.88 sits unredeemed on your books, tokens users are holding but haven't cashed in yet.

Liability accrues on the balance sheet, and it carries two problems:

  • It's still money you'll owe later, whenever the user chooses to redeem, so it doesn't disappear just because it's not on this month's cost report.

  • A high or rising liability usually means the catalogue isn't meeting user demand since users are earning tokens but not finding anything worth spending them on.

If liability is climbing relative to what's being issued, revisit Calculation 5 and either add cheaper catalogue tiers or reprice existing ones so users have a realistic reason to redeem.

Getting the Right Earn Rate

Your earn rate can drift too far in either direction, and both following errors are hard to reverse once users notice.

  • Too generous: If your effective earn rate (Calculation 1) ends up higher than what you modeled, users reach the earn cap (Calculation 3) within days. The programme functions as a discount scheme rather than a loyalty solution, and reducing the rate after launch is visible to users as a loss of value already earned.

This often occurs when multiple bonuses apply to the same action at once, for example a vertical multiplier, a perk, and a quest bonus, since they multiply together rather than add. A 10-token action with a 2× multiplier, a 1.5× perk, and a 2× quest bonus pays out 60 tokens, six times what you planned for. Before launch, recalculate your earn cap (Calculation 3) using the worst case: every stackable bonus applied to the same action at once

  • Too conservative: If your effective earn rate (Calculation 1) ends up lower than modeled, users never reach a reward worth having within the target window (Calculation 4). Nothing in the product flags this as an error, it shows up later as declining engagement with no obvious cause.

Prevent Users from Gaming the System

Close off these three ways an earn rule can be exploited.

  • Minimum threshold: Determine whether a trivial action, such as a $0.10 bet, should earn tokens. If it does, this creates an exploitable loophole for earning tokens at negligible cost. Set a minimum qualifying value before tokens are awarded.

  • Earn caps: Apply the cap from Calculation 3 to limit the maximum tokens a single user can earn.

  • Reversal handling: Define what happens to tokens already earned when the originating action is cancelled, refunded, or charged back. If tokens are not reversed in these cases, this creates an exploitable gap. Document this as a technical requirement for the engineering team.

Plan for Currency Conversion Lead Time

If the catalogue includes a promo-balance currency conversion option, it requires either a webhook to a client-hosted server or an integration with the Xtremepush Promotion Engine. This is engineering work with its own lead time and should be raised during economy design, not at go-live.

Exit Criteria

Before you sign off, check three different things. They don't all need to be checked at the same frequency.

Check Once, for the Whole Economy

  • Recorded inputs: All six inputs (B, P, Am, Ah, R, T) are recorded, with their sources.

  • Cost and liability: Tracked as two separate numbers, not combined (see Calculate Cost and Liability).

  • Reversal semantics: What happens to tokens already earned when the originating action is cancelled, refunded, or charged back is documented as a technical requirement for your engineering team (see Prevent Users from Gaming the System).

Recheck Every Time You Add or Change a Reward

Recheck Whenever Your Catalogue Changes