Documentation

Docs

Everything below is open to everyone. The architecture & API reference is gated to site admins and collaborators.

For Players

Using the Platform

How to enroll, progress through an Adventure, and understand the reward systems as a player.

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Product & Platform Overview

BLUERABBIT wraps your learning content in a real game engine: a Journey Map of milestones, a reward system built on XP, BLOO and …

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Getting Started

Whether your organization invited you or you're setting one up yourself, here's what happens the first time you sign in to BLUERA…

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Finding Your Way Around

Every adventure puts the same frame around its content: a few controls in the top corners of the screen, a menu, and a taskbar al…

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Understanding XP, BLOO & EP

BLUERABBIT tracks your progress with three separate numbers. They look similar at a glance but do very different jobs. Your adven…

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The Journey Map

The Journey is the visual heart of every adventure: a map of milestones laid out by whoever built it — a path, a skill tree, a to…

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Completing Milestones & Steps

A Milestone is the core content unit in BLUERABBIT: one node on the Journey Map. Each Milestone is built from smaller pieces call…

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Encounters — The Card Draw

Some adventures don't just wait for you to choose what to play next. The world acts on you: you open the Journey and something ha…

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Achievements & Guilds

Your Achievements Page The Achievements page (your adventure may call it something else) opens with a showcase of two cells: M…

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Item Shop & Backpack

The Item Shop is where BLOO gets spent. Everything you buy, or pick up along the journey, lands in your Backpack. Both share a ta…

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Certificates & Secrets and Clues

Beyond badges and ranks, an Adventure can give you two more things to keep: certificates you can print, and secrets — bits of sto…

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Your Profile Results

Some Adventures measure more than what you've learned. They ask questions that build a picture of how you like to play, learn or …

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The Journal (My Work): Your Progress & History

The Journal is your full record inside one Adventure: how far you've come, what you've handed in, how your quizzes went, your ski…

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Your Account: Profile, Security & Privacy

Everything about you as a person, separate from any one Adventure, lives on My Account. Open it from your profile panel (click yo…

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Getting Help: Requests, Cooper & Guided Tours

Stuck, short of time, or not sure where to look? There are several ways to get help inside an Adventure. Which ones you see depen…

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The Garden — An Overview

BLUERABBIT has two play areas, not one. The Journey is your individual progression: milestones, XP, levels, achievements. The Gar…

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Skills & Blooms Explained

Skills and Blooms are the two ideas the whole Garden rests on. They're simpler than they first look, because they're really the s…

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Giving Blooms — Endorsements and Gifts

There are two ways to recognise another player, and they're deliberately different. Click anyone in the Garden to open their draw…

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Help Requests and Messages

The Garden isn't only about recognising work that already happened. It's built to get people talking in the first place. Asking …

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Garden Tasks

Tasks are how you improve yourself. They're the Garden's mechanic for getting better at something: build a habit, practise a skil…

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Garden Missions

Missions are how you improve your Garden. Where a Task makes you better, a Mission makes the relationships around you better. It'…

For Game Masters & Org Admins

Building & Running Adventures

Setting up your organization and billing, then a full Game Master manual — designing milestones, steps, rewards, guilds, the item shop, branching, roster management, AI grading, and more — plus a worked example that builds a real Adventure end to end.

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Setting Up Your Organization

This is the setup flow for the person who will run Adventures: the account owner, facilitator or L&D lead. If you were invite…

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Building Your First Adventure

The shortest route from nothing to a journey players can open. Each step links to the page that covers it in depth. 1. Start Fro…

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Enrolling Players & Assigning Roles

Everyone in an Adventure holds one role in it, and there are three ways to bring people in: add them yourself, import a CSV, or s…

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Adventure Templates & Scaling Cohorts

If you run the same program again and again (a monthly new-hire class, a bootcamp that restarts every term, the same training for…

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Billing & Plans

Billing lives entirely inside the app. This website never takes payment; it only points you to the app. Plans at a Glance Bas…

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The Journey Builder: Designing the Map

The Journey Builder is where you design the map itself. Your milestones and Tabis are already on it once you've made them; the bu…

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The Tabi Editor

A Tabi is a chapter of the journey. It's either a tile on the map that opens onto a group of milestones, or a collectable picture…

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Evolving Tabis & the Scene Builder

A Tabi can carry artwork that changes as the player looking at it progresses: a lemonade stand at level 1, a food truck at level …

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Designing Milestones — Rewards & Unlock Rules

A Milestone is the unit of design in BLUERABBIT: the thing you're actually placing on the Journey Map. Before you touch a single …

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How to Build a Milestone, Step by Step

The end-to-end flow for getting one piece of content from an idea to a node players can actually reach on the map. 1. Decide Wha…

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The Full Step Library — Choosing the Right Step for the Moment

Steps are the moment-to-moment content inside a Milestone: the thing a player is actually looking at. A Milestone can chain as ma…

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Step Type Quick Reference

A fast lookup for all 28 Step types available inside a Milestone, grouped the way the builder's Step Type menu groups them. See T…

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Speakers & the Dialogue Cast

A recurring character shouldn't have to be retyped on every line. Forty lines of the same mentor used to mean forty chances to sp…

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Challenges — Concept

A Challenge is the other thing you can place on the Journey Map alongside a Milestone. Where a Milestone provides knowledge, a Ch…

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How to Build a Challenge

Step-by-step. See Challenges — Concept if you haven't decided whether you want a Challenge or a Milestone, and How to Build a Mil…

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Profile Tests — Profiles, Traits & Weighted Questions

A Profile Test measures something about a player rather than testing what they know: a player type, a working style, a team role.…

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Posts & Resources

Posts and Resources are the adventure's reading material. They aren't played like milestones and they don't sit on the Journey: p…

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Conditions — When Things Unlock

A condition is a rule about a player's progress: "reach level 5", "finish the Week 1 Tabi", "complete 3 milestones within 7 days"…

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Branching & Prerequisites — Building Non-Linear Adventures

Not every Adventure needs to be a straight line. BLUERABBIT gives you three related tools for building forks and gates: a milesto…

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Achievements, Paths & Ranks — Designing Your Reward Ladder

Achievements are how you recognize progress beyond raw XP: a visible marker of what someone has actually done. As a GM you're des…

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Authoring Certificates

A certificate is the printable thing a player takes away from an Adventure. It's content the Adventure carries, like milestones a…

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Guilds — Designing Team Play

Should This Adventure Use Guilds? Guilds add a team layer on top of individual progress. They're good for cohort-based programs (…

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The Item Shop — Building an In-Adventure Economy

The Item Shop turns BLOO from a score into an economy: a reason to keep earning it beyond the number going up. As the GM, you dec…

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Random Encounters — Card Draws, Crises & Opportunities

An encounter is the world acting on a player who was expecting an ordinary session: the fridge dies two hours before service, a b…

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Consequences — Messages When Something Happens

A consequence is a message that lands on a player when something happens to them: "You've gone into debt", "You're halfway there"…

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Customizing Currencies, Ranks & Rewards

The companion how-to for Understanding XP, BLOO & EP. This is where you change what the three currencies are called, whether …

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QR Codes — Live & Hybrid Event Checkpoints

A QR code is how something that happens in a room counts inside an Adventure. A player scans a printed or projected code with the…

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The Event Schedule: Sessions & Speakers — Concept

Not every part of an Adventure needs to be a milestone. The Schedule is a separate, informational layer for anything tied to a ti…

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How to Build an Event Schedule

Step by step. See The Event Schedule — Concept for what sessions and speakers are for. Switch the features on. In the adventu…

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SCORM Packages — Concept

If you already have e-learning content built in another authoring tool, you don't have to rebuild it inside BLUERABBIT from scrat…

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How to Add a SCORM Package

Step by step. See SCORM Packages — Concept for when a package is the right call. Export your course from its authoring tool a…

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Announcements — Keeping an Adventure Alive Between Sessions

The Wall The Wall is your Adventure's shared message board. It's in the menu when the Adventure's Wall / Social feature is on, an…

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Email Campaigns to Your Players — Concept

Not to be confused with: this is about emailing people already enrolled in one of your Adventures. It's a separate system from bl…

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How to Send an Email Campaign

Open Admin Tools → Email Notifications. The header shows how many eligible recipients the Adventure has. Write a Subject and…

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Personalising Text with Player Tokens

You can drop a player's own details straight into the text you write, so a dialogue step reads "Nice work, Sam — you're level 6" …

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Setting Up Your Skills Catalog

Skills are yours to define, per adventure. Everything in the Garden runs off this catalogue: hexagon colours, help request tags, …

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Running the Garden as a GM

Once your skills catalogue exists, the Garden largely runs itself: players endorse, gift, ask for help, answer each other and con…

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Grading & AI-Assisted Feedback — Reviewing Player Submissions

What Needs Grading, and What Doesn't Most Step types need nothing from you. Content steps complete on their own, answer-checked s…

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Reviewing & Grading Submissions in Bulk

For grading at real scale — a full cohort's worth of answers on one milestone — the review screen has two tools beyond grading on…

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Setting Up AI Grading & Gift Card Rewards

How the A.I. reads and grades answers is covered in Grading & AI-Assisted Feedback. This page is the settings walkthrough for…

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Reading the Stats Dashboard

Stats is where you see how a whole cohort is doing: who's active, where people stall, what they earn and buy, and how long they a…

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Case Study & Video Reporting

Two step types produce more than a done-or-not-done: interactive case studies and videos. Each has its own report under Manage Co…

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Activity Logs

Every Adventure keeps an activity log: a running record of what players and staff do inside it. It's the place to answer "did the…

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The Complete Adventure Settings Reference

Adventure Settings is where an Adventure's own configuration lives. Open it from Admin Tools → Adventure Settings; inside a cohor…

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Managing Your Player Roster

Companion to Enrolling Players & Assigning Roles. This covers the day-to-day tools for a roster once people are in. They live…

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Customizing Your Taskbar & Adventure Branding

Two tabs in Adventure Settings control what an adventure's frame offers and how it looks: Quick Links, the taskbar shortcuts, and…

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GM Toolkit: Duplicator, Player Records & Resets

The tools a GM reaches for once an Adventure is built: copying content, copying whole Adventures, fixing one player's run of a mi…

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Managing Player Support Requests

The GM side of the requests players send from the taskbar (see Getting Help). They land in Admin Tools → Player Requests, which i…

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Meet "Launch Week" — Our Running Example Adventure

Several pages in this manual reference the same fictional adventure, so examples stay consistent instead of jumping between unrel…

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Worked Example — Building a Two-Week Onboarding Adventure End to End

Everything above in one build. This walks through designing "Launch Week", a two-week new-hire onboarding Adventure for a mid-siz…

Scaling Up

Enterprise & Organizations

Running more than one Adventure under one account — multi-Adventure Organizations, platform-wide branding, and how the plan tiers actually differ in practice.

Admin Only

Architecture & API

Full technical reference for the CI4 core — routes, models, and the data layer.