Guild Seasons — Team-Based Loyalty Events

Concept

Seasonal team competition layered on top of the existing points system. Members get randomly assigned to teams (houses/factions) for a season. Teams compete to earn the most collective points. Winning team gets prizes, badges, bragging rights.

Think Harry Potter houses meets Reddit’s Orangered vs Periwinkle — community-driven, playful, low-stakes fun that drives engagement and visits.

How It Could Work

  • Season length: 1 month (or quarterly)
  • Teams: 2-4 factions, randomly assigned at season start. Themed to the shop (e.g. fantasy guild factions, literary genres, RPG classes)
  • Scoring: All points earned by team members during the season count toward the team total. Same earn mechanics — purchases, events, check-ins. No changes to the core engine.
  • Leaderboard: Visible in the member portal and maybe a physical display in-shop
  • Prizes: Winning team gets a badge (digital, Discord role, physical sticker), bonus points, exclusive merch, or a small discount
  • Individual prizes: Top earner per team gets something extra

Why This Works

  • Uses the existing points engine — no new earn mechanics needed
  • Creates social engagement and friendly competition
  • Drives visits (“I need to buy something, my team is behind”)
  • Works with the Discord community (team channels, trash talk)
  • Seasonal resets keep it fresh — no permanent winners
  • Low cost to run (badges and bragging rights are free)

Implementation Notes (Future)

  • New Payload collections: Seasons, Teams, TeamMemberships
  • Assign members to teams randomly at season start (or let them pick — TBD)
  • Aggregate points per team for the season period using LoyaltyTransactions date range
  • Leaderboard API endpoint for portal and in-shop display
  • Discord bot integration for team roles and announcements

Domain

dungeon.club — perfect for the member portal and community hub. Short, memorable, on-brand.