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Millionaire Arena

Game Spec — Beta — 31 March 2026

30-day soft-launch inside existing winamillion.com app

1. Strategic Intent 2. Core Game: The Ladder 3. Live Draw Tie-In (9pm) 4. Progression and Retention 5. Monetisation 6. Regulatory Considerations 7. Technical Scope (Beta) 8. Launch Plan 9. Success Criteria 10. What This Is Not A. Future Arena Vision

1 Strategic Intent

Shift winamillion.com from a pure-chance prize-draw site into a skill-entertainment platform. This beta validates one core hypothesis:

TV-show-format gameplay drives higher completion and repeat-play than number-matching draws or instant-win scratch games.

Success means the value curve diverges from the red ocean (bigger jackpot, cheaper ticket, more draw days) into uncontested space (immersive gameplay, skill progression, TV-brand authenticity).

2 Core Game: The Ladder

The player experiences a compressed, interactive version of the WWTBAM format.

2.1 Session Structure

ElementDetail
Entry fee50p per play
Questions per game15 (mirroring the TV show)
Difficulty curve5 easy → 5 medium → 5 hard
Time limit30 seconds per question (configurable)
Safe havensQuestion 5 and Question 10 (guaranteed prize)
Question sourceLicensed WWTBAM question bank + curated originals

2.2 Prize Ladder

Prizes scale with progression. Exact values TBC based on margin modelling:

QuestionIndicative PrizeNotes
1–4£0Must pass Q5 to win anything
5 (safe haven)£1Guaranteed floor
6–9£2 – £5Incremental
10 (safe haven)£10Second guaranteed floor
11–14£25 – £250Steep curve
15Entry into 9pm live drawSee §3

Players who answer incorrectly fall back to their last safe haven. Players can bank and walk at any point after Q5.

2.3 Lifelines

Three lifelines per game, each usable once:

✂️
50:50
Two wrong answers removed
👥
Ask the Audience
Simulated poll (weighted, not random)
📱
Phone a Friend
30s timer, suggested answer + confidence %

Design note: Lifelines are critical to the entertainment feel. They must be animated and paced to match the TV show's tension beats — not instant.

2.4 Presentation

3 Live Draw Tie-In (9pm)

Players who reach Question 15 and answer correctly enter a nightly live draw.

ElementDetail
EligibilityCorrect answer on Q15 that day
Draw mechanicSingle RNG-certified draw from eligible pool
Prize£1,000 (beta period)
PresentationShort live or pre-recorded reveal in-app, push notification to all entrants
RolloverIf no Q15 winners: rolls over, jackpot increments by £250/day

This ties the asynchronous skill game to a shared live moment — a daily appointment.

4 Progression and Retention

4.1 Player Profile

Each player has a visible profile showing:

4.2 Leaderboards

BoardMetric
DailyHighest question reached + fastest completion time (tiebreaker)
WeeklyCumulative questions answered correctly
All-timeTotal winnings

Top 10 daily players get a badge. This is the seed for the future cross-show "Arena" leaderboard.

4.3 Streaks

Playing at least one game per day maintains a streak. Streaks unlock cosmetic rewards (seat colour, studio background variants). No gameplay advantage — pure status.

5 Monetisation

Revenue StreamDetailStatus
Entry fees50p per play. Primary revenue.Beta
Replay upsell"Try again" after elimination, frictionless re-entry.Beta
Lifeline rechargeBuy a 4th lifeline for 25p.Future
SubscriptionUnlimited daily plays for £X/month.Future

Target gross margin: 40%+ after prizes and platform costs.

6 Regulatory Considerations

The skill element is the key differentiator from pure-chance draws.

Key Legal Position to Confirm

Action: Legal review of whether the ladder component alone qualifies as a prize competition (skill) vs. lottery (chance). This determines marketing latitude.

7 Technical Scope (Beta)

7.1 Platform

7.2 Backend

7.3 Content

BandCountTarget
Easy170500 total at launch
+50 new per week
Medium170
Hard160

7.4 Analytics (Critical)

The whole point of the beta is measurement. Instrument everything:

Completion rate % reaching Q5, Q10, Q15
Drop-off points Which question numbers cause exits
72h repeat play Headline metric. >30% = hypothesis holds
Session duration Average time per game
Lifeline usage Which lifelines, at which questions
Walk vs. wrong Do players bank or gamble?
Draw conversion % of Q15 winners returning next day
Revenue per user vs. existing draws — direct comparison

8 Launch Plan

PhaseTimelineDetail
BuildDays 1–18Core ladder game, question bank, draw integration
Internal QADays 19–22Team playtest, edge cases, payout validation
Soft launchDays 23–26Email to current winamillion.com users, in-app banner
Paid acquisitionDays 27–30£2k spend on targeted social ads to WWTBAM viewers
Read resultsDay 30+72h repeat-play data, completion funnels, revenue per user

9 Success Criteria

The beta succeeds if:

  1. 72-hour repeat play rate >30% (beat current draw repeat rate)
  2. Median session duration >3 minutes (proves engagement, not click-and-hope)
  3. Q15 draw entrants show higher next-day retention than standard draw entrants
  4. Qualitative signal: players describe it as "playing the show" not "buying a ticket"

If all four hold → greenlight The Traitors and 1% Club formats for the full Arena build.

10 What This Is Not

A Future Arena Vision (Post-Beta)

If the beta validates, the roadmap expands to:

FormatMechanic
The TraitorsSocial deduction with cash elimination rounds
The 1% ClubPercentage-difficulty questions, last-player-standing
Cross-show leaderboardSingle "Arena rank" across all formats
Team playGroups enter together, split winnings
Subscription tierUnlimited plays, exclusive tournaments, escalating prize pools
Live hosted eventsWeekly/monthly hosted finals with larger prizes

The Arena becomes a destination, not a ticket shop.