A question game your attendees play before or after the survey. They choose a door, answer the questions behind it, and watch their points flip over one by one. A high score wins a Treat. A low score gets a Trick.
Each door pays differently. One is a gamble with big points or nothing, the other gives steady points. Attendees choose how much risk to take.
Each door holds up to 20 questions and each player gets a random few of them. Add more questions than the draw so players get different ones.
Write the message a Trick shows, so even a low score tells attendees something about your product.
Most booth games are pure luck or pure skill. Trick or Treat mixes three things: a choice, what the attendee knows, and a little luck in which questions they draw. That makes every round feel different and gives people a reason to talk about it.
The door choice is a natural conversation starter. People who pick the risky door want to tell you why, and the end reveal, where each card flips to show what it was worth, draws a small crowd around the screen.
You write the questions and the Trick message, so the game teaches your message without a sales pitch. A Trick can show the problem your product solves, and a Treat rewards the people who already know it.
Scaniam draws the questions and checks the answers, not the phone. Scaniam checks that a result is genuine before a prize is given, so the prizes you hand out are ones attendees really earned.
Start from the Trick and Treat doors, rename them if you like, and write the questions behind each one.
Give each question its points and choose what a wrong answer costs. Scaniam shows how often each door reaches each prize.
Set the score each prize needs, and a small gift for a Trick so everyone leaves with something.
Print it for the booth and add your own background image if you want a custom look.
Before or after your survey, the attendee picks a door. They answer a few questions drawn at random from that door, then each answer flips over to show its points. A high total wins a Treat (a prize). A low total shows a Trick message, and you can still give a small gift.
So the choice matters. A risky door can mix high-point and zero-point questions and take points away for a wrong answer. A safe door gives the same points for every right answer. You set the points, and Scaniam shows how often each door reaches each prize.
Not easily. Each player gets a random few questions from the door they pick. Scaniam checks that a result is genuine before a prize is given.
Yes. Rename the doors and change the background image, for example Red team and Blue team, or Bold and Safe.
Yes. It is on the Scaniam free plan within your monthly response limit.
Free plan. No credit card. Set it up yourself.