The Individual Missions are very similar to Tournament Missions, but, instead of competing against other players, the player competes against set targets. All players are given the same (one) mission to complete. Each spin counts, and the aim is to complete the missions in as few spins as possible. This time there is no leaderboard where players compete against each other, but instead, there is a prize ladder - where the number of spins it takes to complete the mission determines the prize.
The player can win all the prizes available on the ladder, and each prize can be won once. Thus, the players can keep Chasing and retrying the mission until they've won all the available prizes.
This is done exactly like a Tournament Mission campaign. You select the tasks you want the mission to consist of. The available tasks are the same as in the Tournament Missions.
For example, the tasks for a Chase campaign could be something like:
- Win 20 times
- Win 25 times your bet
- Win 4 spins in a row
After setting the Tasks that each player needs to complete, you decide on how many spins the player need to get the tasks done by in order to receive a prize.
As mentioned above, you can select multiple prizes and the player have the chance to win each prize once. If the player manages to win all the available prizes, they have completed the campaign. A good idea is to set up a prize structure with a combination of easier-to-win prizes and harder-to-win prizes to keep the players motivated.
When setting up the prizes for this campaign, you need to first select the maximum number of spins required to win the prize (win within), and then you select the prize. For example:
Just like the Tournament Missions, the player's progress will automatically restart unless they manage to complete the tasks within the maximum number of spins required to win a prize. Both the spin counter and the task progress reset and start from 0 again - allowing the players to fairly compete without any action required on their side to reset progress.
- This setting allows the players to restart their mission progress once they have surpassed the set number of spins. For example, if you set this to 50 spins, you allow all players to restart each mission attempt after having played 50 spins - if they are not happy with their current progress/result.