> ## Documentation Index
> Fetch the complete documentation index at: https://docs.qwacks.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Segments

> Group players by rules to target config, content, and matchmaking.

export const Scope = ({children}) => <Info>
    <b>Scope:</b> {children}
  </Info>;

A **segment** is a rule-defined group of players — "players above level 10", "spent in the last 7
days", "region = EU". Segments are the targeting primitive the rest of Flock builds on.

<Scope>segments are defined per **game** and evaluated against the player profile + data.</Scope>

<Tabs>
  <Tab title="Dashboard">
    Build rule-based segments in the dashboard by specifying criteria over player fields and data.

    <Frame caption="Build rule-based player segments in the dashboard.">
      <img src="https://mintcdn.com/qwacks/TGGmq_oWzDacAqHl/images/guides/segments.png?fit=max&auto=format&n=TGGmq_oWzDacAqHl&q=85&s=2fd52844424a1d858fc5a670e0c192b2" alt="Segment builder" width="1440" height="866" data-path="images/guides/segments.png" />
    </Frame>
  </Tab>

  <Tab title="SDK">
    A player's segment membership is evaluated from their profile and player data, and the SDK
    resolves it at runtime — so you can branch behavior or gate content based on the segments a
    player belongs to.
  </Tab>
</Tabs>

## What segments power

<CardGroup cols={2}>
  <Card title="Remote config" icon="sliders" href="/guides/remote-config">
    Serve different config or feature flags to different segments.
  </Card>

  <Card title="Matchmaking" icon="users" href="/guides/matchmaking">
    Restrict a queue to eligible segments.
  </Card>
</CardGroup>

<Tip>
  Keep segment rules stable and well-named — they become dependencies of config and matchmaking, so
  renaming or deleting one can change live behavior.
</Tip>
