Game mode
What it is
Section titled “What it is”Game mode turns a campaign into booth games. A visitor taps the tablet, plays a short round, sees their rank, and leaves their details to save the score. It is part of campaigns. Anyone who can manage campaigns sets it up; visitors play without an account.
Included on every plan. The one exception is the paper-card scan in Card in 60, which needs Business + AI or Enterprise (see Scan my paper card).
Turn it on
Section titled “Turn it on”Open the campaign and go to its Games tab. Turn on Game mode, then switch on the games you want. Visitors can play while the campaign is active; you can Preview any game at any time. Under Play, set each game to Easy or Hard. With Players may pick Hard on, players choose the level before they start; with it off, a tap on the demo starts the game at your level. Settings save as you change them.
The games
Section titled “The games”There are six games. Every round is timed and ranked, and Easy and Hard each have their own board. Each game has a demo that shows how to play.
Card in 60. The visitor builds a Lynqu card against the clock: pick a look, pick a banner, type a name and job title, add how people reach them. The clock starts on the first tap. Sixty seconds is the target, not a limit, and the fastest time ranks first. A blank field costs nothing. Hard hides the live preview. On Business + AI and Enterprise a visitor can also photograph a paper card to fill the details in; see Scan my paper card. A visitor can also add a selfie as the card’s photo; see The selfie. The finished card shows in foil and tilts under a finger.
Card Match. A memory game: the card tiles show face up for a few seconds, flip back by themselves, and the clock starts. The visitor taps two at a time to find the pairs, two copies of the same card. Easy has 6 pairs and a 6-second look, Hard 8 pairs and a 3-second look. The ranked time is the clock plus 3 seconds per miss; only a finished board ranks.
The faces are real sample cards from Lynqu’s card gallery, with the photo, name, job title and banner each one carries. When there are not enough of them, Card Match fills the remaining pairs with built-in sample cards. Every pair is a different person and colour, and a board always has all its pairs. Each round draws its faces from the sample cards at random, so the board changes from round to round. When a pair is found, the caption names the person (“You met Liora Maven.”) and a green check draws in over the pair and fades away; the pair stays face up with a foil edge.
Lead or Not. The visitor taps their own field (marketing, sales, social media, affiliates, events or recruiting), off the clock. Lead cards then arrive one at a time under a rule such as “Say yes when they need marketing and have $1,000 or more.” Swipe right or tap Yes for a lead that fits, left or No for the rest. Easy is 10 cards; Hard is 14, adds a timing signal and gives each card 4 seconds. The score is the number of right answers; time breaks a tie. The money in the rule and the deal values on the cards show in your organization’s currency; the amounts do not change.
The Line-Up. Find the one lead every clue fits. The visitor folds the cards the clues rule out, then accuses the one left. Easy has 6 suspects and 3 clues, Hard has 10 suspects and 5 clues, and some of the Hard clues rule people out instead of in. A case lasts 90 seconds, and the fastest solve ranks first. The ranked time is the clock plus 3 seconds for each tap on a card that still fits (it stays up) and 10 seconds for each wrong accusation. On Easy the second wrong accusation loses the case, on Hard the third, and a case that is not solved does not rank.
Catch the Lead. A 30-second tap game. Leads appear one after another, and the visitor taps the hot ones and skips the cold ones. The round starts calm and speeds up: new leads arrive faster and leave sooner as the clock runs down, on Easy as well as Hard. It ranks on points.
Stack the Deck. A 60-second timing game. One tap drops each card onto the stack. Any overhang is trimmed off, and a perfect drop keeps the full width. After the fifth card the slide gets a little faster with every card, up to a limit for each level. The round ends at the first miss. It ranks on cards stacked, then on time.
How the booth looks
Section titled “How the booth looks”Every face-down card is a Lynqu card back: the brand colour, a faint Lynqu wordmark pattern and a light holographic foil. The foil is kept subtle: it brightens under a pointer and sweeps across a card once when it turns over or a pair matches.
- Lead or Not stamps Yes or No on the card while it is swiped.
- The Line-Up flips ruled-out suspects to the card back and turns the accused card over in foil.
- Catch the Lead gives the hot leads a foil edge, and a catch bursts.
- Stack the Deck stacks mini Lynqu cards, the overhang falls away and a perfect drop says “Perfect”.
- Results show the rank on a foil badge, with a medal ring for the top three. A top three finish gets confetti and a fanfare (when the sound is on), and the headline says so. A score of zero is never celebrated.
- Start screens lead with the game’s demo, and on a kiosk the game tiles lift into foil on touch or keyboard focus.
- Reduced motion. For visitors whose device asks for less motion, the foil and the other decoration stay still. The motion that is the game itself stays.
Scan my paper card
Section titled “Scan my paper card”In Card in 60, a visitor can photograph their paper business card instead of typing. Their name, title, email, phone and website fill in, and only the fields they have not already typed.
- Who can use it. Organizations on Business + AI and Enterprise plans. The button is hidden when your plan has no AI scanning, when your organization has switched scanning off, and when the creator’s scans for the month are used up. It is also hidden in a preview.
- What it spends. Each read uses one AI scan from the monthly allowance of the person who created the campaign. It never touches the team’s purchased scan packs.
- What is kept. The photo is read and then discarded. It is never stored, and the scan creates no contact or lead. The saved entry reaches your Contact Inbox as before.
- Busy booths. A kiosk opened from the Games tab is not limited, so a queue can keep scanning (each scan still uses the creator’s allowance). Phones that scan from the public QR code have hourly limits, for each phone and for the campaign, and the campaign has a daily one.
The selfie
Section titled “The selfie”On the “Who are you?” step of Card in 60, a visitor can tap Add a photo. On a phone or tablet it opens the front camera; on a computer it opens a file picker. The photo shows on the live card right away. It is optional.
- When it is sent. Only after the round is saved, and never while the device is offline. A round that is saved offline keeps its card but not the photo.
- How it is kept. The server saves the photo again without any location data and keeps it on private storage.
- Who sees it. The visitor does, on the claim page. Organizers never see it: it is not in the entries list and not on the board.
- What it becomes. The photo of the card the visitor claims, if they choose to use it (see How a visitor claims their card).
- When it is deleted. When the card is claimed, whichever choice the visitor made, after the 30-day claim window, or with the entry, whichever comes first.
- Shared screen. The kiosk clears the photo when the round resets, and nothing photographic is stored on the tablet.
Run the booth
Section titled “Run the booth”Booth staff who can see the campaign but cannot manage it also get the Games tab while Game mode is on. Theirs is read-only: they can open or preview each game, copy the player link and show its QR code, and open the TV board and show its QR code. They see no settings.
Sign in on the booth tablet, open the Games tab and tap Open beside a game. It opens in kiosk mode, and the leads it captures are credited to you. Add the page to the Home Screen (iPad: Share, Add to Home Screen; Android: the Chrome menu, Add to Home screen) and start the booth from that icon, so it runs full screen. In kiosk mode the screen stays awake. Lynqu has no PIN of its own, so lock the tablet to the booth:
- iPad: turn on Settings → Accessibility → Guided Access and set a passcode. In the booth, triple-click the top or Home button and tap Start. Triple-click and enter the passcode to leave.
- Android: turn on screen pinning (often under Settings → Security → App pinning; names vary by maker). Open the recent apps view, tap the booth’s icon and choose Pin.
Under Kiosk and demo:
- Demo mode when idle (on by default): between visitors the game plays its demo with a Demo chip. A demo never saves anything. A tap anywhere starts a real round, or opens the level pick when Players may pick Hard is on. With it off, the tablet waits on the game’s first screen instead.
- Back to the first screen after (default 45 seconds, 20 to 300): when a round has been touched and then nobody touches the screen this long, the tablet asks “Still playing?” for 10 seconds, then returns to its first screen (the demo when it is on) and drops the round unsaved. An untouched screen is never asked.
- Result screen resets (default 20 seconds, 10 to 60): how long a result stays up. A touch pauses the countdown.
- Booth theme: System, Light or Dark. The board follows it, and System shows light. A kiosk or a board never changes the theme of the rest of lynqu.com in that browser.
A kiosk plays sound from the first tap; the speaker button in the top bar mutes it, and the tablet remembers. A kiosk never vibrates. A game opened with Preview is a real round that is never saved, marked by an amber strip under the top bar.
Play on a phone
Section titled “Play on a phone”With the phone-play QR on (under Kiosk and demo), the demo and the TV board show a QR code to play on a phone; Copy player link gives the same link for a poster or a message. A phone round has the same rules, scoring and board, and the Games tab marks it with a phone icon. Phones never fall back to a demo, start with the sound off, and offer a language switcher. A phone gives a short vibration on a hit and on a miss, whether or not the sound is on.
The TV board
Section titled “The TV board”Open TV board on the Games tab opens /g/{token}/board for a booth screen:
the leaders of each game, a podium of three and ranks 4 to 10, switching games
every 20 seconds and levels when both have players. It updates every 15 seconds
and lists only players who agreed to share their details and saved their score.
Podium names are the largest text on the board.
The board is kept simple and bright. One line names the board on screen with its level, and a dot for every board on rotation shows where it is in the cycle. The word “Live” appears only when the board is out of date; it then keeps the last results up. The rows carry no phone icons. The podium glows: first place in the campaign colour with foil, second in lavender, third in amber. When someone new reaches the podium, or the leader changes, confetti falls over it. The board follows the booth theme, and System shows light.
Under Leaderboard and prize, Reset is Whole event (every play counts) or Daily (a fresh board each day in your organization’s time zone); a reset never deletes a play. Show names as is “Mia K.” or initials (“MK”).
Player emails
Section titled “Player emails”The booth can email the players for you, under your organization’s name and email style. Both emails are on by default; switch each one on or off under Player emails on the Games tab.
- Result email. Sent at 8 pm in your organization’s time zone to every player who saved a score that day with their consent. It shows their best rank and score for each game and level they played, celebrates a top three finish, and links back to the game with “Try to beat your score”.
- Card email (Card in 60). A visitor who designed a card but has not claimed it gets “Your card is ready” within a day of playing, and one more email shortly before the card expires that says how many days are left. It shows their card and a “Claim my card” button. It stops as soon as the card is claimed.
Each email has one paragraph you can rewrite, with {{first_name}},
{{campaign}} and {{organization}} filled in for each player. The rank,
the results, the card and the buttons are always added for you, and the
preview beside the text shows the email as players see it. The message is
sent exactly as you type it, in one language.
Every email has a link to stop these emails. A player who uses it, or who unsubscribed from your other emails, gets none. Player emails need your organization’s postal address in its settings; without one they are not sent.
After a visitor claims their card, the claim page offers the Lynqu app for iPhone and Android.
Lead capture and consent
Section titled “Lead capture and consent”Ask for details decides when the form appears:
- To save score (recommended): play first, then Save my score.
- Before play: the form opens after the first tap; the round starts when it closes. A player can still choose Play without saving.
- Off: no form. The result still shows the time and rank, but nothing is stored and the board does not change.
First name is always required, since it is the name on the board. Add email, phone, last name, company and job title as optional or required fields, as long as email or phone stays required.
Every form has a box the player must tick to save: “I agree that {organization} may keep these details and contact me about this event.” It is never ticked in advance and cannot be skipped; without it the player can play, but nothing is stored. You can write your own sentence (up to 300 characters; see Consent and responsible capture), and each submission keeps the exact text agreed to, and when. Turn on the marketing box for a second, optional box (“Send me news from {organization}”); the campaign’s automatic follow-up then only goes to players who ticked it.
In Card in 60 the card’s own steps collect the details, so the form shrinks to the consent boxes on the last step, and your required fields decide what must be filled before Claim my card lights up. Unless Ask for details is Off, the consent box must be ticked too: nothing is stored without it, so there is nothing to claim.
Where entries land
Section titled “Where entries land”Each saved play arrives in the Contact Inbox tab on the Campaigns page, with form and kiosk submissions. Add it to Leads from there, or turn on Add new contacts to Leads automatically. The lead carries the campaign, the event and the game, exports with your other leads, and a repeat player joins their existing lead (one person, one lead).
The Games tab lists every saved play, with the level, the time or score, a phone icon for phone plays, a flag on rows too fast to be real, and a mark on claimed cards. Narrow the list with the filters above it:
- Game: pick one game from the list, or all of them.
- Level: All, Easy or Hard. It appears once you have picked a game, Card in 60 included, since with Players may pick Hard on a visitor can raise any game to Hard.
- Event: appears when the campaign has linked events and you can see events.
Prizes and drawing a winner
Section titled “Prizes and drawing a winner”Under Leaderboard and prize, set Prize to Off, Top 1 or Top 3, describe it (up to 120 characters) and set a draw time. The kiosk and the TV board show both to players.
The draw is yours to run: filter the entries to a game and press Draw a winner. The draw follows the game and event filters. Every player with a saved, ranked, unflagged play of that game (in the selected event, when you filter to one) holds one ticket, however many times they played, and nobody wins twice. The draw always counts every level, and says so when you have a level selected. Lynqu picks one player at random, or three with Top 3, and marks their best play Winner. You can still pick or remove a winner by hand. With Prize off, the button is off.
How a visitor claims their card
Section titled “How a visitor claims their card”At the end of Card in 60 a kiosk shows a QR code and a phone shows Claim my card. Both open a page with the card the visitor built. They tap Make it my card and sign in, or create a free account, with the email they typed in the game. If they added a selfie, the page shows it with Use this photo, ticked; they can untick it to keep the card without it. The account’s email has to be verified first; if it is not, the page says so and sends them to finish that. The card then arrives as a draft in their account and opens in the card editor, where they look it over and publish it. If they sign in with another address, the page shows a masked hint of the right one. A card can be claimed once; the link expires 30 days after the game, and a card built without an email cannot be claimed. With Ask for details off, a visitor can still claim their card: Lynqu keeps it 30 days for that, and it never becomes a lead or a board row.
Good to know
Section titled “Good to know”- One row per person. Repeat plays with the same email or phone keep that player’s best result. Playing again is welcome; it cannot fill the board.
- Too fast to be real. A round faster than the game allows is still saved and reaches your Contact Inbox, but it is flagged and never ranks.
- No reading needed. Between visitors each game plays a demo of its one gesture, and every answer shows as a mark as well as a sound.
- Venue Wi-Fi. Load the booth while the connection works. If it drops, rounds keep running and saved plays wait on the tablet (up to 50, for 24 hours), then send when it returns.
- Shared screen. The tablet never offers the last player’s details, clears the form for the next visitor, and never shows an email or phone number back.

