Campaign rules
Version 1.0 · Effective from 16 October 2026 · About 10 min read- These rules apply to all campaigns on Eolin. Each campaign also has its own rules from the organiser – with dates, prizes and the conditions of the competition.
- You play under one profile. You enter your school, year and class once, and they cannot be changed.
- Points are calculated automatically according to the rules below and are not deducted. Only points gained in breach of fair play can be removed.
- Quiz: 20 seconds per question; more points for a correct and quick answer, nothing for a wrong one.
- Cheating (multiple profiles, scripts, sharing answers, exploiting app bugs) can lead to losing points or being disqualified.
1. Scope and relationship to the campaign rules
These rules govern how the game works on the Eolin platform, which is operated by Arwell Works s.r.o. Each campaign is run by an organiser, who issues the campaign rules (in particular the dates, who can take part, the prizes and how they are handed over). The campaign rules are available from the app and from the campaign website. Where the campaign rules differ from these rules, the campaign rules take precedence.
2. Taking part
- Taking part is voluntary and free of charge and does not depend on any purchase.
- The campaign is intended for students of participating schools, as set out in the campaign rules.
- Each person may play under only one game profile per campaign.
- When you join, you choose your school, year and class. The choice is binding and cannot be changed later; give them truthfully.
- Your nickname is generated by the app. You cannot enter your own nickname.
- Your profile is tied to your browser and device. A lost profile cannot be restored or transferred, and its points cannot be moved (see the Student privacy notice).
3. Activities, challenges and competition days
- Activities are hidden behind QR codes put up in your school; challenges are visible directly in the app.
- The content changes with the competition days. The campaign calendar sets when an activity is available; times follow the campaign's time zone.
- You earn points for an activity only once, and only after you have fully completed it. An unfinished or abandoned activity earns nothing.
- You will not see the exact number of points for a particular activity before you start it (except for research surveys). The calculation rules are public, though – see section 5.
4. Quizzes, reading and surveys
Quiz. You have 20 seconds for each question. You can change your answer until you submit it or time runs out. You cannot go back to previous questions. Running out of time counts as a wrong answer. For questions with more than one correct answer, you must select all the correct ones, otherwise the question earns no points. Explanations are shown only after you finish the quiz, for the questions you answered wrongly and, where the quiz offers it, also for those you answered correctly.
Reading. A short text with check questions and no time limit.
Research surveys. Taking part is voluntary and no answer is right or wrong. You can skip questions. You will see in advance how many points the survey earns. We store the answers separately from your profile (see the Student privacy notice).
5. How points are calculated
Each campaign has a fixed version of the points rules, which does not change once the first points have been earned. The campaign rules state which version applies. For version pp-4 (e.g. Velvet Week 2026) the following applies. Version pp-3 is the same, only without the goal bonus.
Points for activities
| Activity | Points |
|---|---|
| Quiz | 50 points for each correct answer + a speed bonus of up to 50 points (the faster, the more; the first second carries no reduction, an answer at the end of the time limit has a bonus of 0). Wrong answer or running out of time: 0. |
| Reading | 150 + 50 × number of questions, multiplied by the share of correct answers |
| Research (research survey) | 100 for each question answered + 100 for answering all questions |
| Higher or lower | 50 for each correct guess; the game ends at the first mistake |
| Recommendation (tip), Pulse (simple poll) | 100 for completion |
Speed is measured on the server – from the moment the server sent the question to the moment it received the answer.
Daily and team rewards
| Reward | Condition | Points |
|---|---|---|
| Daily target | 6 activities completed during a competition day | +100 |
| Daily target | 8 activities completed during a competition day | a further +300 |
| Streak | activity on consecutive competition days (2nd / 3rd / 4th / 5th and later day) | +150 / +250 / +400 / +500 |
| Class goal | at least 12 classmates from the same class each complete at least one activity on a given day | +200 to each of them who played that day |
Goal bonus
A campaign may have goals – for you, your class, your school, the whole campaign or the whole edition. A goal may show a bonus (1 to 1,000 points); you will see it on the goal itself. When the goal is reached, every member of the group who has completed at least one activity in the campaign receives the bonus. Anyone who completes their first activity later receives the bonus with it, while the campaign runs. For whole-campaign or whole-edition goals the bonus may arrive a few minutes late. You receive each goal's bonus at most once.
Invitation rewards
| Reward | Condition | Points |
|---|---|---|
| Five invited | 5 classmates join through your invitation link and complete an activity (at another school, an activity behind a QR code) | +1,500, once |
| Opening a school | you are an "opener" of your school, meaning you meet all three conditions: (1) you downloaded the QR-code print package before five students at your school had completed an activity behind a QR code; (2) you did not join the campaign by scanning a QR code put up at the school; (3) you are among the first 15 students at your school to complete an activity. You receive the points when the school activates: 40 different students complete an activity there, or 25% of its students (rounded up) if that is fewer. | +3,000, once per school |
| Invitation to a new school | you invited an "opener" of another school that you do not belong to, and that school activates (see the previous row) | +2,000 for each such school |
Points are not deducted, except for points removed for breaching fair play (section 7).
6. Rankings
- Your points count towards your own ranking and also towards the rankings of your class, school and country.
- Leaderboards are public. For students they publicly show only the nickname and points, and in the final results also the school; only signed-in participants of the campaign see the class next to a nickname, in the app. For classes they show the class name and the school. Schools have a leaderboard by total points and one recalculated per 100 pupils.
- If you have the same number of points, you share the same place. For the final ranking, whoever reached their final number of points earlier wins, unless the campaign rules provide otherwise.
- What counts is the points total at the moment the campaign ends, according to its rules.
7. Fair play
In particular, it is forbidden to:
- play under more than one profile or play on someone else's behalf;
- use scripts, bots or other automated tools;
- exploit bugs in the app;
- give a false school, year or class;
- share or publish the correct answers to quizzes (for example in a group chat), or obtain them in this way;
- create fake invitations or profiles to get invitation rewards.
The organiser may refuse to recognise or may remove points earned in breach of these rules, and may disqualify the person who broke them from the campaign. A class or school as a whole may be disqualified only if a substantial part of its playing members demonstrably took part in the breach. Even then, removing the points gained unlawfully takes precedence over disqualification. We assess suspicions mainly by: answers that are repeatedly unusually fast right after a question appears; more completed activities in a short time than a person could manage; identical answer patterns across several profiles at the same moment; mass sign-ups through one invitation link with no further activity; and reports from schools and participants. These signals only prompt a review and are never by themselves a reason for a sanction. A decision to disqualify is always made by a person. Anyone affected by the decision can object to the organiser; the organiser will consider the objection and reply. If you find a bug in the app, please report it to the organiser instead of exploiting it.
8. Content corrections
If there is a mistake in an activity, the organiser corrects it with a new version. The correction is shown only to those who have not yet completed the activity; points and completions already earned stay according to the version you played.
9. Prizes and rewards in the app
The prizes, who wins them and how they are handed over are set by the campaign rules. Besides prizes, the app may award badges and goals; these have no monetary value and cannot be exchanged. Partner vouchers and codes are subject to the conditions stated with them.
Rewards for final places. A campaign may offer rewards for final places in the ranking of individuals or classes, for example for 1st–3rd place or for 4th–20th place. Every participant in the campaign can see an overview of these rewards (name, description and range of places) in the app. The winner is decided solely by the final ranking under section 6 and the campaign rules; one place may fall within several ranges, in which case the winner receives all the corresponding rewards. The organiser checks the results before the rewards are published. The organiser may publish them manually, or they are published automatically after the evaluation if the check finds no problem. Only then does each winner see, in their profile, their reward, instructions on how to redeem it, any code and a certificate to download. Other participants see neither the rewards nor the winners' codes; the nicknames in the final ranking are, however, public under section 6.
The certificate and its verification. The certificate shows the nickname, school, class, place, the name of the reward and of the campaign, the date of issue, the claim deadline and a QR code with a unique verification code. Anyone who scans the QR code will see whether the certificate is genuine, which reward and campaign it belongs to and when it was issued. The verification shows neither the nickname, school, class or place nor any other information about the winner. When handing over a reward, the organiser verifies the certificate and records the handover, so one reward cannot be claimed twice. Keep your certificate – download it as a PDF or take a screenshot: once the campaign data is deleted (see the Student privacy notice) you will no longer see it in the app, but it can still be verified.
10. Availability and liability
We operate the app with care, but we cannot guarantee uninterrupted availability. We are not liable for outages on the participant's side, their device or their connection. We are liable for short-term outages of the app only in cases of intent or gross negligence. This does not affect rights that cannot be limited by contract for a participant as a consumer, nor liability for harm to life, health or other personal rights. If an outage significantly affects the course of a campaign, the organiser may reasonably adjust its dates or its evaluation, always in the same way for everyone.
11. Changes
We may change these rules, for example when introducing new types of activities. During a running campaign, a change must not worsen the conditions for earning points or prizes. The current version is always available here, with its effective date.