> ## Documentation Index
> Fetch the complete documentation index at: https://help.lobyco.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Run two games at once

> Set the priority and attempts on two live games, so you know which one customers see first and when the second one shows.

When two games are live at once, the app has to decide which one a customer sees. This page shows how **Game priority** and the attempt settings decide that, using two games with instant wins.

## What you'll build

```mermaid theme={"system"}
flowchart TB
    A["Game 1<br/>Game priority 1"] -->|"Used up today"| B["Game 2<br/>Game priority 2"]
    B -->|"Used up today"| C["No game<br/>until tomorrow"]
```

A customer plays game 1 first. Once they've used today's attempts on it, game 2 takes its place. The next day, game 1 comes back first, as long as the customer still has attempts left on it.

## How the app picks a game

Lobyco gives your app the games each customer can play right now, in order of **Game priority**. **1** is the highest. The two games don't have to be in the same campaign. Priority compares every game that's live for the customer.

A game leaves a customer's list as soon as they can't play it any more. That happens when the customer has done one of these.

* Used all their **Attempts per day** for today. The game comes back the next day.
* Used all their **Total attempts**. The game doesn't come back.
* Won as many times as **Allowed wins** allows. The game doesn't come back.

When two games have the same priority, the one that starts first comes first.

**Silent Stop** lets customers keep playing a game while nobody wins, for example while you fix a prize that has run out. A game in **Silent Stop** always moves to the end of the list, whatever its priority. [Fill in Activity details](/business-documentation/activities/games/create-a-game#fill-in-activity-details) explains where to switch it on.

What customers see depends on your app. An app that shows one game at a time shows the first game on the list. An app that lists every game shows them all, in this order.

For example, game 1 has **Total attempts** 10 and **Attempts per day** 2. A customer plays it twice on Monday, so game 2 shows for the rest of Monday. On Tuesday, game 1 is first again, because the customer still has 8 attempts left. So customers don't have to use all 10 attempts before they see game 2. They only would if **Attempts per day** were also 10.

## Settings

| Field | Game 1 | Game 2 | What it does here |
| - | - | - | - |
| **Game priority** | 1 | 2 | Puts game 1 first on every customer's list. |
| **Start date** / **End date** | The same dates | The same dates | Makes both games live at the same time. |
| **Attempts per day** | 2 | 1 | Decides when game 2 gets its turn each day. |
| **Total attempts** | 10 | 5 | Decides when game 1 stops for good. |
| **Allowed wins** | 1 | 1 | Moves a customer who wins game 1 on to game 2. |

**Attempts per day** can't be higher than **Total attempts**. [Create a game](/business-documentation/activities/games/create-a-game#set-how-the-game-plays) describes every field on the form.

## Create the first game

Open the campaign and select **Add activity**. Select the **Game** tile, then **From scratch**.

On **Activity details**, set **Game priority** to **1**. Fill in the rest of the game as described in [Create a game](/business-documentation/activities/games/create-a-game).

## Set how often customers can play

Open **Activity behaviour**. In the **Gameplay** panel, paste the gameplay's **Live URL** into **Game URL**. [Create a game](/business-documentation/activities/games/create-a-game#set-how-the-game-plays) explains where to copy it. Then set **Attempts per day** to 2 and **Total attempts** to 10.

Under **Winner draw**, leave **Enable lottery draw (not recommended for luck-based games)** unticked. Set **Allowed wins** to 1. Set **Win rate** to how many plays there are for each win, on average, such as 5. A lottery game has no **Allowed wins**, so a customer only moves on from it once their attempts are used.

![The Activity behaviour step of a game named Autumn spin to win, on its Details tab, with Statistics beside it. The steps across the top read Activity details, Reward settings, Activity behaviour, Game layout and Segmentation. The Gameplay panel holds Game URL, filled in with a link that starts https://gameplay.your-environment.lob…, then Attempts per day set to 2 and Total attempts set to 10. The Winner draw panel below has Enable lottery draw (not recommended for luck-based games) unticked, Allowed wins set to 1 and Win rate set to 5. Cancel, Delete, Save and Publish sit along the bottom.](https://mintcdn.com/lobyco-4c9fb3ad/WYxSmfbwe1zr5xYw/images/usecase-30-first-game-attempt-settings.png?fit=max\&auto=format\&n=WYxSmfbwe1zr5xYw\&q=85\&s=e49dc60efe932ed4fa7e0f680248ba87)

*The first game's attempt settings*

## Create the second game

Add a second game the same way. Give it the same **Start date** and **End date**, and set **Game priority** to **2**.

On **Activity behaviour**, set **Attempts per day** to 1, **Total attempts** to 5 and **Allowed wins** to 1. Fill in **Game URL** and **Win rate** the same way as on the first game.

## Check who can play each game

Open **Segmentation** on both games. A customer only sees a game they're allowed to play. If game 2 targets an audience the customer isn't in, game 1 is the only game they ever see.

## Publish both games

Select **Publish** on each game and confirm. Each one goes live straight away, or on its start date if that's later. You'll know it worked when both show as **Scheduled** or **Active** in the campaign's list.

## Check the result

Use a test customer in your app.

1. Play game 1 twice. The app then shows game 2, or moves game 2 to the top of its list.
2. Open game 1 and select **Statistics**. Under **Filters**, enter the test customer's member ID in **Membership IDs** and select **Apply**. The table shows their two attempts.
3. Do the same on game 2. Its attempts start after the second attempt on game 1.

The next day, the app shows game 1 first again.

## Variation: show game 2 once game 1 is used up

Set game 1's **Attempts per day** to the same number as its **Total attempts**. Customers then see game 2 only once they've used every attempt on game 1, or won it as many times as **Allowed wins** allows.

## Variation: a triggered second game

If game 2 is [triggered](/business-documentation/activities/games/create-a-game#games-started-by-a-block) from the orchestration canvas, it only shows to customers the flow has given a play. They can't play it more often than the plays they've been given, whatever **Attempts per day** says.

## Related

* [Create a game](/business-documentation/activities/games/create-a-game) covers the game form, including **Game priority** and attempts.
* [Game statistics](/business-documentation/measure/activity-statistics#game-statistics) explains the **Statistics** tab and its filters.
* [Reward a challenge with a game play](/business-documentation/use-cases/reward-a-completed-challenge-with-a-game-play) gives customers a play of a triggered game.


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