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

# Completion & Rewards

> The Distribution step explained, plus what a member sees end-to-end when they finish a challenge

The [creation wizard](/admin-guide/challenges/challenge-creation) gets a challenge built. This page is about the part that makes members come back: **what they earn, and what they actually see when they earn it.** It covers the **Distribution** step in depth, then walks the member's completion journey from the final action to the reward landing in their wallet.

<Info>
  **Points**, **XP**, and **reward assets** all feed the same member wallet, no matter which surface earned them. See [Earning Rewards](/user-guide/rewards/earning) for the full list of earning surfaces.
</Info>

## Two places rewards attach

A challenge can pay out at two levels, and they stack:

<CardGroup cols={2}>
  <Card title="Per-action distribution" icon="list-check">
    Each **action** inside the challenge can carry its own optional points / XP / reward allocation. A member who completes that action is credited immediately, even mid-challenge.
  </Card>

  <Card title="Challenge-level distribution" icon="flag-checkered">
    Completing the **final action** triggers the challenge-level payout: the "completion bonus". This is what you configure in the **Distribution** step.
  </Card>
</CardGroup>

<Tip>
  Use per-action rewards to keep momentum inside a long challenge, and the challenge-level bonus as the headline payout for crossing the finish line. A common pattern: small XP per action, then a reward asset on completion.
</Tip>

***

## The Distribution step

In the wizard's **Distribution** step you attach three currencies plus optional reward assets.

### Points and XP

| Currency   | What it does                                                                            | Member-facing reference              |
| ---------- | --------------------------------------------------------------------------------------- | ------------------------------------ |
| **Points** | Spendable balance: redeemed in the shop, on giveaway entries, or for multiplier boosts. | [Points](/user-guide/rewards/points) |
| **XP**     | Progression / status: drives levels and leaderboards, not spent.                        | [XP](/user-guide/rewards/xp)         |

Set the amount of each a member can earn on completion; either can be zero. The Points value is the **maximum** a member can earn: unless your organisation has **Fixed Points Distribution** enabled, challenge-completion points are pro-rated by how much of the challenge the member actually completed, so a partial or scored completion earns proportionally fewer points. With Fixed Points Distribution on, every completion grants the full amount.

<Note>
  Points are **not** the same as **keys**. [Key-gated challenges](/admin-guide/challenges/unlock-keys) are unlocked by spending a separate keys balance (`unlockPrice`), which members earn from specific challenges, rewards, or admin gifts. A points payout does not let a member open a key-gated challenge.
</Note>

### Reward assets

Beyond points and XP you can attach a catalog **reward** to the completion. Rewards come in two allocation types (a single reward can use both):

<CardGroup cols={2}>
  <Card title="Assets" icon="box">
    Owned items the member keeps: a voucher, a digital collectible, a physical item, or a multiplier boost. Lands in the wallet on completion.
  </Card>

  <Card title="Entries" icon="ticket">
    Chances in a giveaway / prize draw. Completing the challenge adds the member's entries to the draw rather than handing them an item outright.
  </Card>
</CardGroup>

See [Reward Types](/admin-guide/rewards/reward-types) for the full catalog of what an asset can be and how to configure it.

### Supply: what this challenge hands out

In the **Distribution** step you pick a reward, set the **amount to distribute**, and set a **Supply** cap for *this* allocation: how many of the reward this challenge can give out before it stops. That cap can't exceed the reward's own remaining inventory.

Per-member limits and the reward's overall inventory are a separate, reward-level concern:

| Set on…                               | Control                                                                                   | Question it answers                                               |
| ------------------------------------- | ----------------------------------------------------------------------------------------- | ----------------------------------------------------------------- |
| **The challenge** (Distribution step) | Amount to distribute, and this allocation's **Supply**                                    | How many of the reward does *this challenge* hand out?            |
| **The reward** (reward form)          | Total inventory, and **per-member caps** (`Max assets per user` / `Max entries per user`) | How many exist in total, and how many can a *single member* hold? |

Each can be a finite number or left **unlimited**. Once a reward's inventory is exhausted it stops being granted; later finishers still get the points and XP, just not the capped asset.

<Note>
  The reward's **total inventory** and **per-member caps** live on the **reward itself**, set them when you create or edit the reward, not on the challenge allocation. Inventory can also be tracked as a single shared pool across every challenge that hands the reward out. The challenge's Distribution step only decides how much of that inventory to give out here. See [Reward Types](/admin-guide/rewards/reward-types).
</Note>

<Warning>
  Anything with a finite supply is genuinely scarce: once it's gone, it's gone for the live audience. Double-check the supply you're handing out here, and the reward's own inventory and per-member caps, before you go Live, especially on a high-traffic challenge. [Preview](/admin-guide/challenges/preview-mode) the challenge to confirm.
</Warning>

***

## Earn-once vs repeatable

Whether a member can earn a challenge's rewards once or on a recurring basis is governed by the **Scheduling** step, not Distribution:

* **Progress period**: how long a single attempt may run before it times out.
* **Max completions per period**: how often each member can complete a *repeatable* challenge and be credited again.

Leave max-completions at one for a classic earn-once challenge (onboarding, a one-time survey). Raise it for habit loops (a daily check-in, a weekly quiz) where you *want* members earning the payout repeatedly. See [Challenge Creation → Scheduling](/admin-guide/challenges/challenge-creation).

***

## What the member sees

Here's the same flow from the member's side, end to end.

<Steps>
  <Step title="Completing actions">
    The member works through the challenge's actions. Any action carrying a per-action allocation credits them the moment it's completed, and they see the points / XP tick up.
  </Step>

  <Step title="The final action fires the completion bonus">
    Completing the last action triggers the challenge-level distribution. The member sees a **completion screen** summarising what they just earned: points, XP, and any reward asset.
  </Step>

  <Step title="Points and XP hit the wallet">
    The balances update immediately. Points become spendable; XP advances levels and [leaderboard](/user-guide/leaderboards) standing. If the member has an active **XP Boost** or **Points Boost**, the earning is multiplied for that currency (highest active multiplier per type wins).
  </Step>

  <Step title="The reward lands">
    * **Assets** appear in the member's wallet, ready to use or [redeem](/user-guide/rewards/redeeming).
    * **Entries** are added to the relevant giveaway draw.
  </Step>
</Steps>

<Info>
  Members can revisit their completed challenges and earnings. See [Participation](/user-guide/challenges/participation) and the post-challenge [Recap](/user-guide/challenges/recap).
</Info>

***

## Verify it before you ship

1. **Preview** the challenge ([3-column preview](/admin-guide/challenges/preview-mode)) and walk it as a member would, then confirm the completion screen shows the payout you intended.
2. Check the **supply** this challenge hands out (and the reward's own inventory and per-member caps) are set deliberately, not left unlimited by accident on a scarce reward.
3. After launch, watch the **completion funnel** in [Analytics](/admin-guide/challenges/analytics): a healthy Completions number means the payout is landing.

***

## Next steps

<CardGroup cols={2}>
  <Card title="Challenge creation" icon="rocket" href="/admin-guide/challenges/challenge-creation">
    The full wizard, including where Distribution sits.
  </Card>

  <Card title="Earning rewards" icon="arrow-up-right" href="/user-guide/rewards/earning">
    Every surface that feeds the wallet, not just challenges.
  </Card>

  <Card title="Redeeming" icon="cart-shopping" href="/user-guide/rewards/redeeming">
    What members do with what they've earned.
  </Card>

  <Card title="Analytics" icon="chart-line" href="/admin-guide/challenges/analytics">
    Track the completion funnel and per-action stats.
  </Card>
</CardGroup>
