Reward Types Compared: Stamps, Points & Cashback | Sharaftona

Reward types

Stamps, points or cashback — which reward type should you run?

All three live on the same Apple Wallet and Google Wallet pass, and you can change your mind later. But one of them will fit how customers actually buy from you far better than the other two, and picking it is a five-minute decision.

  • Stamps, points, cashback, gifts
  • Customer tiers on top
  • Switch mechanic without re-issuing
  • Apple & Google Wallet
3
reward mechanics, each with its own landing page and setup guide
1
wallet pass carries whichever one you choose
0
apps for your customers to download

The short version

If you only read four boxes on this page, read these.

1

Stamps — for habits

Buy nine, get the tenth. Best where people buy often at similar prices: coffee, lunch, car washes, barbers. The progress bar is the point — a half-full card is a reason to come back here rather than next door.

2

Points — for spend

Earn per amount spent, redeem against rewards you set. Best where baskets vary: retail, restaurants, clinics, salons. It rewards the customer who spends twice as much twice as well, which stamps cannot do.

3

Cashback — for margin

A percentage comes back as balance that can only be spent with you. Best where a discount would be the alternative: the money stays inside the business instead of walking out as cash.

4

Gifts and tiers — on top of any of them

Gifts cover the one-off (a birthday drink, a welcome treat). Tiers sit over points and change what your best customers get. Neither is a mechanic on its own; both make the one you picked worth more.

How to pick one in five minutes

Four questions, in this order. The answers usually agree.

  1. 1

    Count how often a good customer buys

    Several times a week points at stamps. Monthly points at points. Less than monthly and the mechanic matters less than the reminder that brings them back.

  2. 2

    Look at how much your baskets vary

    If almost every sale is roughly the same size, stamps are simpler and easier to explain. If one customer spends five times another, points are fairer and will feel fairer.

  3. 3

    Check what the reward costs you

    Write down the actual cost of the reward at the goal you have in mind. If it is uncomfortable, raise the goal rather than cheapening the reward — a reward nobody wants is worse than no program.

  4. 4

    Launch narrow, then widen

    Start with one mechanic and one reward, and give it a full purchase cycle before judging it. Adding tiers, gifts or a second stamped product later takes minutes and does not require re-issuing anyone's card.

Stamps, points and cashback in practice

What each one does to customer behaviour, and the failure mode to watch for.

The three mechanics are not interchangeable, and the differences are behavioural rather than technical. Each one makes a different promise to the customer, and each one fails in its own particular way when the promise is set badly.

Everything below assumes the card lives in Apple Wallet or Google Wallet, which changes one thing about all three: the balance is on the phone the customer already carries, so it is visible without them choosing to look. That is why a wallet pass outperforms an app nobody opens and a paper card nobody keeps.

Stamps make progress visible

A stamp card works because of the gap. Once someone is four stamps into a six-stamp card, walking past you costs them something, and that feeling does the work no discount can. It is the cheapest mechanic to explain — every customer already understands it — and the fastest to run at a counter, because awarding one is a single tap.

The failure mode is a goal set too far away. A twelve-stamp card in a business people visit fortnightly is six months of effort for one free item, and customers do the arithmetic faster than you would like. Start lower than feels right; you can raise the goal for new cards later.

Points reward the size of the sale

Points decouple the reward from the visit. Two customers who come in equally often but spend very differently get treated differently, which is usually the fairer outcome and always the more profitable one. Points also give you a currency to run campaigns in — double points on a quiet Tuesday costs you far less than a discount and moves more traffic.

The failure mode is opacity. If a customer cannot tell you roughly what their balance is worth, points stop motivating anything. Keep the rate round, keep the first reward cheap enough to be reachable, and print what the reward is on the card itself so it travels with them.

Cashback protects the margin you already have

Cashback is the one to reach for when the realistic alternative is a discount. A five percent discount is five percent of margin gone at the till. Five percent back as balance is money that returns as a future visit, and a meaningful share of it is never redeemed at all — which is not a trick, as long as you say plainly what the balance is and where it can be spent.

The failure mode is treating it as a loyalty program on its own. Cashback earns quietly and gives customers no target, so it wants pairing with something that creates an occasion: a tier that unlocks a better rate, or a scheduled reminder that the balance is sitting there.

You are not locked in

You can change the reward, the rate and the goal after launch, and existing cardholders keep the pass they already added — the card updates itself on their phone. That takes most of the risk out of the decision, so the real mistake is not picking the wrong mechanic; it is waiting months to pick one at all while the regulars you already have stay anonymous.

Read the detail on each one

Each page covers what the mechanic is, who it suits, how to set the earn and redeem rates, and where it goes wrong.

Frequently asked questions

  • Yes, and your customers keep the same pass — a wallet card updates on their phone rather than being re-issued. Be deliberate about balances people have already earned: honour them, or convert them at a rate you would be happy to explain out loud.

Pick one and see it on a card

Design a card with the mechanic you are leaning towards. It takes a couple of minutes, and changing your mind costs nothing.