How S’mores, Rewards, and Wallet Work Together

S’moresUp connects chores, rewards, allowance, and savings in one simple flow.

Complete chores → Earn S’mores → Divide them into Spend, Save, and Goal → Use them for rewards or Cash-Out → Review the activity in Wallet

This helps children see that effort leads to choices.

They can spend now, save for later, or work toward a goal.

The Basic Flow

A normal reward flow looks like this:

  1. A family member completes a chore.
  2. Parent Approval happens if the chore requires it.
  3. S’mores are awarded based on the chore type.
  4. Automatic allocation divides the S’mores by percentage.
  5. The child can review Spend, Save, and Goal.
  6. S’mores can be moved between those accounts.
  7. The child can request a reward, send S’mores, or request S’mores.
  8. The Wallet records the activity.

Not every family needs to use every part.

Some families use only simple rewards. Others connect S’mores to allowance and savings goals.

How Chores Award S’mores

The chore type decides who earns the value.

Chore type Who receives the S’mores
Individual The assigned person
Rotate The person assigned for that occurrence
Collaborate The total is split among participants
Compete The first person to complete it
As Needed The person completing each valid occurrence
Bonus chore The person who claims and completes it

If approval is required, the S’mores are awarded only after approval.

If the chore is rejected:

  • No S’mores are awarded
  • The chore returns to the family member
  • The work can be corrected and submitted again

Spend, Save, and Goal

Wallet has three main places for S’mores.

Spend

Spend is for S’mores available to use now.

They may be used for:

  • Reward Shelf items
  • Cash-Out
  • Sending S’mores
  • Other supported Wallet actions

A manual Bonus is always added to Spend.

A Penalty is always removed from Spend.

Save

Save is for S’mores the child wants to protect for later.

It can help children practice:

  • Waiting
  • Planning
  • Choosing not to spend everything
  • Building toward something larger

Goal

Goal is for S’mores connected to a specific target.

Examples:

  • A book
  • A toy
  • A special activity
  • A larger family experience
  • A savings target

S’mores can be moved between Spend, Save, and Goal.

Automatic Allocation

Automatic allocation is always percentage-based.

A global family setting controls the normal split for chore-completion earnings.

Example:

  • 70% to Spend
  • 20% to Save
  • 10% to Goal

A chore can have its own allocation rule that overrides the global setting.

Example:

A weekly laundry chore may send:

  • 40% to Spend
  • 40% to Save
  • 20% to Goal

Manual Bonus does not follow this automatic rule. It goes into Spend first.

Reward Shelf

The Reward Shelf shows what family members can work toward.

Rewards may include:

  • Choose the family movie
  • Extra game time
  • Pick dinner
  • One-on-one time
  • A family outing
  • A book or toy
  • A Cash-Out option

Parents create rewards and set the S’mores cost.

A reward may require approval.

When the parent approves a reward request, the required S’mores are deducted automatically.

Rewards for One Person or the Family

S’moresUp does not currently have a true pooled Family Reward account.

A practical family setup is:

  1. One family member collects the needed S’mores in their account.
  2. Other family members send S’mores to that person if the family chooses.
  3. That person redeems the reward.
  4. The whole family enjoys the reward together.

Examples:

  • Family movie night
  • Pizza night
  • A weekend outing
  • Family game night

Keep the family rule clear so everyone understands whose account is used.

Allowance and Cash-Out

Allowance is optional.

Families may connect S’mores to money using a conversion rate.

A common starting point is:

100 S’mores = $1

Families can choose a different rate.

Cash-Out does not move real money.

When Cash-Out is approved:

  1. The S’mores are removed from the child’s account.
  2. S’moresUp records the transaction.
  3. The parent pays the child outside the app.

Send and Request

Any family member can send S’mores to or request S’mores from another person in the same family.

This can help with:

  • Sharing toward a family reward
  • Paying back S’mores
  • Helping a sibling reach a goal
  • Practicing generosity
  • Asking for help

Families should agree on simple rules before children use Send and Request often.

Bonus and Penalty

Manual Bonus and Penalty are parent Wallet actions.

Bonus

  • Adds S’mores to Spend
  • Can be used for recognition or an adjustment
  • Can later be moved to Save or Goal

Penalty

  • Removes S’mores from Spend
  • Does not take from Save or Goal
  • Should be used with a clear reason

These are different from Bonus chores and Late Penalty.

Wallet Activity

Wallet history can show activity such as:

  • Chore earnings
  • Reward deductions
  • Cash-Out
  • Send
  • Request
  • Bonus
  • Penalty
  • Movement between Spend, Save, and Goal

Use it to explain what changed—not to turn every S’mores choice into an argument.

What Children Learn

The system can help children practice:

  • Earning
  • Spending
  • Saving
  • Waiting
  • Comparing choices
  • Working toward goals
  • Sharing
  • Following through
  • Understanding that resources are limited

The S’mores are useful because they make those choices visible.

Common Questions

Does every chore need S’mores?

No.

Does Wallet require Premium?

No. Wallet is not behind Premium.

Can S’mores be moved between accounts?

Yes. They can move between Spend, Save, and Goal.

Does Cash-Out send money?

No. The parent pays outside the app.

Can anyone send or request S’mores?

Any family member can send to or request from another family member.

Does a family reward have a pooled account?

No. One member currently pools and redeems the S’mores.

A Simple Way to Start

Create one small reward and one larger goal.

Let the child complete a chore, see the automatic allocation, and choose whether to keep the Spend balance or move some S’mores toward the Goal.

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