This document discusses how libraries can use gamification techniques to improve patron engagement and experience. It describes common elements of games like goals, rules and feedback. Libraries can gamify experiences through scavenger hunts, alternate reality games and leaderboards to track stats. The ultimate goal is to create opportunities for "Epic Wins", described as unexpected victories that people achieve through discovering new abilities. Examples provided include libraries that implemented scavenger hunts, an alternate reality game and a persistent online game world for patrons.