CueArr
CueArr
For Crews & Colours
☠ The Privateer's Charter

Wearable plunder,
under yer command.

Put a CueArr on the shirts, aprons, badges and gear yer campaigns already print β€” then re-point every last one whenever ye please. Change a thousand destinations at once, set a voyage months ahead, and run real-world games off the same mark. The print run stops bein' the end of the campaign.

Spring Campaign
4,812 codes live
Chapter I Β· The Charter

Four things ye can run
from one helm.

Every CueArr ye issue stays yours to command β€” long after the cargo has shipped.

Issue

Gear that stays alive

Put CueArrs on the shirts, aprons, hats, lanyards and print ye already produce. Every mark is issued under yer account and stays under yer command β€” not the wearer's.

Direct

Re-point thousands at once

Haul up a spreadsheet or filter a campaign and send every mark somewhere new. See exactly what will change before it happens, and undo it when the brief shifts at five bells on a Friday.

Schedule

Voyages with a start and an end

Set destinations to change on a date, in the right local time. Every campaign carries a named safe harbour, so when the voyage ends the goods out in the field land somewhere sensible instead of nowhere.

Play

Games in the real world

Turn a giveaway into an activation. Scavenger hunts across a venue, tag between wearers, hunts that run the length of a city β€” all keyed to the marks ye already put on the gear.

Chapter II Β· Two Ways To Sail

Agency or in-house β€”
same ship.

The platform cares not whether the accounts beneath ye are clients or yer own ports. Everything below comes either way.

For Agencies

Run campaigns for yer clients

Add each client, run their campaigns under yer account, and hand them a look-but-don't-touch login so they can watch the numbers without demandin' a deck off ye.

  • Separate quarters per client β€” nobody sees anybody else's numbers
  • Yer crew, with permissions scoped to the clients they actually sail for
  • Client-ready ledgers and exports with the campaign already broken out
  • Resell it as a line item β€” riggin', keepin', activatin'
Priced by client, not by seat β€” so takin' on another hand never costs ye a doubloon.
For Brands & Organizations

Run campaigns across yer ports

Same ship, one deck renamed. Where an agency has clients, ye have stores, branches, venues or regions β€” each with its own marks, its own destinations and its own numbers.

  • Separate quarters per port, region or business unit
  • Head office sets the campaign; every port gets its own destination
  • Roll the ledgers up by region, or dive down to a single store
  • Franchise and multi-brand fleets work the very same way
Priced by port β€” the rate per site drops sharply as the fleet grows.
Worked example Β· National retail chain

2,300 stores. One shirt design. Every mark its own.

Every shirt gets its own mark

Not one shared mark per store β€” one per garment. The same artwork on all ninety thousand of them; what differs is the address behind each. That uniqueness is what makes everythin' below possible.

A scan lands somewhere local

A customer in the garden department scans a hand's shirt and gets that store's seasonal guide β€” local stock, this week's clinic, the aisle they actually need.

Head office holds the helm

The wearer changes nothin'. Marketing groups the marks by store and region, then re-points a region β€” or the whole fleet β€” in one scheduled change. In March they point at plantin' guides; in October, at leaf blowers.

And now it can be a game

Because no two shirts be alike, a game can tell one wearer from another. Name a single hand the day's quarry and let customers sweep the floor for the one shirt that scores. Same garments, no new print, and head office picks the quarry.

Chapter III Β· The Helm

Built for crews
that answer to someone.

Many hands from the keel up, with the controls ye need when a mistake is printed on ten thousand garments.

Permissions

Scoped to the work

Account managers see only their clients or regions. Editors can change destinations but not publish. Analysts get the numbers and nothin' else.

Bulk

Look, then leap

Every bulk change shows exactly what it will do before it does it β€” and stays reversible after. Ten thousand marks is an ordinary Tuesday, not a leap of faith.

Audit

Who changed what, and when

A full log of every re-point, schedule and publish, per hand. When someone asks what happened on Friday, the answer takes ten seconds.

Reporting

Numbers yer client will accept

Scans over time, per campaign, per port, per mark. Exportable, and open to yer client as a read-only login if ye'd rather they helped themselves.

Safe Scanning

Every destination checked

Scans are inspected before anyone lands. No rogue redirects on goods carryin' yer client's colours β€” a hijacked mark is not a risk worth runnin'.

Yer Domain

Marks that read as theirs

Run scans through yer own domain, or yer client's, so the address beneath the mark flies the right colours. Available as an add-on.

Chapter IV Β· The CueArrena

The part nobody else
can copy.

Any vendor can sell ye a QR code that changes. Not one of them has a game platform with players already in it.

Scavenger Hunt

Hunts across a venue or a city

Hide waypoints behind marks on gear, posters and fixtures. Players scan to claim a find and climb a leaderboard ye control.

Tag

Wearer versus wearer

Scan another soul's shirt to tag them. Turns a giveaway crowd into a crew, and turns gear into a reason to hail a stranger.

Private Instances

Yer game, yer walls

Branded, invite-only or geo-fenced instances β€” yer activation, not a public free-for-all, but sailin' on a platform that already has players.

Scheduled

Runs when the campaign runs

Games start and end with the voyage. Openin' weekend, a festival, a season β€” set it once and let it close itself.

The Ledger

Priced by what
ye actually run.

Agencies pay by client. Brands pay by port. Nobody pays by seat β€” takin' on another hand should never cost ye coin.

Deckhand
One crew findin' its feet
$299
per month Β· +$75 per extra client
  • 3 clients
  • 2,500 CueArrs
  • 25,000 scans / month
  • 2 activations at a time
  • 250 players per activation
  • Schedulin' & bulk control
Start here β†—
Navigator
A roster that's outgrown a slate
$599
per month Β· +$60 per extra client
  • 10 clients
  • 10,000 CueArrs
  • 100,000 scans / month
  • 5 activations at a time
  • 500 players per activation
  • Client read-only logins
Start here β†—
Most crews
Quartermaster
A workin' agency with a client roster
$999
per month Β· +$40 per extra client
  • 25 clients
  • 25,000 CueArrs
  • 250,000 scans / month
  • 10 activations at a time
  • 1,000 players per activation
  • 1 custom scan domain
Book a demo β†—
Captain
Many offices, or one very large client
$2,999
per month Β· extra clients by arrangement
  • 100 clients
  • 100,000+ CueArrs
  • 1M+ scans / month
  • 25 activations at a time
  • 2,500 players per activation
  • A named hand at the helm
Hail us β†—

Pay by the year and two months come free. Overage is billed rather than cut off β€” a campaign sailin' well should never run aground. Past 100 clients, Enterprise is priced to the roster. All prices in Canadian dollars.

Bring us a campaign.

The fastest way to see whether this suits ye is to run one. Tell us about a campaign ye have comin' β€” a launch, a season, an event β€” and we'll show ye what it looks like with CueArrs on the gear.