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Multipass — Gaming Hours Package Subscription

Published: · Updated: (12 days ago)· IZI Team

Multipass is a prepaid subscription where a player buys a package of hours at a discount relative to the standard hourly rate. The club receives money upfront; the player gets a lower per-hour price and a reason to keep returning until the package is fully used. In IZI, multipass is implemented as a tariff with specific expiration and sales rules — it appears at the cashier like any other tariff and can be sold through the CRM, kiosk, or mobile app.

On a standard hourly tariff, the player pays for each visit separately. With a multipass, the player pays for a bundle once — for example, 20 hours — at a lower per-hour price. That bundle sits on their account until consumed or until the validity period expires.

For the club, multipass works on three levels simultaneously:

  • Revenue upfront. Money is collected at the moment of sale, before the service is delivered. This improves cash flow and reduces the risk that a player drifts to a competitor before spending.
  • Built-in return pull. While the package is not yet consumed, the player has a financial reason to come to your club specifically — their hours are here, not somewhere else.
  • Identifiable loyal segment. Multipass buyers are among the highest-frequency players. They are easy to track, easy to reach with targeted offers, and their sessions per player is typically 1.5–2× the club average.
Multipass price = hourly price × hours × (1 − discount)

A starting framework for discount tiers based on package size relative to your average session length:

PackageSize relative to average sessionDiscount vs hourly
Small3–4 average sessions8–12%
Medium8–10 average sessions15–20%
Large20+ average sessions22–28%

Build tiers from your own average session length, not from fixed hour counts. If your average session is 3 hours, a “small” package should be 10–12 hours — enough to cover 3–4 typical visits. A package that covers only 1–2 sessions does not create meaningful return urgency.

Expiration is what gives multipass its frequency-driving power. A package with no deadline can sit idle indefinitely — the player has no urgency to return. The right expiration depends on your club’s visit pattern:

  • By usage only — expires after N hours consumed. No calendar pressure. Good for infrequent players who visit unpredictably.
  • By days after purchase — expires N days from purchase regardless of hours used. Creates urgency; works best for medium and large packages where the player needs to establish a routine to use the hours in time.
  • Combined (recommended) — expires after N hours or N days, whichever comes first. The standard approach: a 20-hour package with a 60-day validity is consumed by regular players naturally, while infrequent players feel the calendar pressure.

In IZI, expiration rules are configured in Tariffs → Expiration Rules per tariff. Multiple rules can be stacked — the tariff expires on the first triggered condition.

Multipass is a regular tariff in the Tariffs section with specific settings:

  • Expiration rules — hours consumed and/or days after purchase
  • Refund policy — what happens to remaining hours when a session is ended manually (carry over, forfeit, or convert to bonus balance)
  • Max bonus percent — how much of the multipass purchase price can be paid from bonus balance; typically set lower than for hourly sessions to protect real-money revenue
  • Sales channels — CRM cashier, self-service kiosk, mobile app; any combination can be enabled per tariff

After saving, the tariff appears at the cashier like any other and can be filtered by category for easy navigation.

  • Sessions per player — multipass buyers show significantly higher visit frequency than non-buyers in the same period; tracking the difference shows program effectiveness
  • D30 Retention — players who buy a multipass on or near their first visit show measurably higher 30-day return rates; a first-visit multipass offer is one of the highest-leverage retention interventions
  • ARPU — multipass raises ARPU by increasing both the per-transaction value and visit frequency
  • LTV — the frequency and lifetime components of LTV both improve for multipass holders; the package creates a habit that often persists even after the current bundle is consumed
  • Tariff — the IZI construct that multipass is built on
  • Sessions per player — the primary metric for measuring multipass effectiveness
  • D30 Retention — measurably improved for players who buy multipass near first visit
  • Bonus balance — can be restricted for multipass to protect real-money purchase value
  • ARPU — rises with multipass through both frequency and per-transaction value
  • LTV — extended by the habit-forming effect of prepaid packages

Frequently asked questions

What is a multipass in a gaming club?

A multipass is a prepaid subscription where a player buys a package of hours at a discount relative to the hourly rate. The club receives money upfront; the player gets a lower per-hour price and a standing reason to return until the package is consumed.

How is multipass different from a regular hourly tariff?

An hourly tariff is pay-per-visit — the player pays for each session separately. A multipass is prepaid in bulk — the player buys a block of hours once, gets a discount, and the hours sit on their account until used or until expiry.

When does a multipass expire in IZI?

Expiration rules are configurable per tariff. Common setups: after N hours of use, after N days from purchase, or both — whichever event occurs first. A deadline creates urgency and drives return visits.

Can a player pay for a multipass with bonus balance?

Only up to the Max Bonus Percent configured for that tariff. Most clubs set this lower for multipass than for hourly sessions — ensuring packages are purchased with real money rather than accumulated bonuses.

What discount should a multipass have?

A useful starting framework: 8–12% for a small package (3–4 average sessions), 15–20% for a medium package (8–10 sessions), 22–28% for a large package (20+ sessions). Build tiers from your own average session length, not fixed hour counts.