Shuffle
Frequently Asked Questions
What Is Shuffle?
What is Shuffle?
Shuffle is an interactive guessing game for live events. A ball — or another object depending on the scene — is hidden under one of several hats or other shuffling objects, and guests guess which one the hidden object is under. Shuffle can be used as a full Mainboard and Mobile activation, a Mainboard Only display, or a Mobile Only interactive experience. It is built on three content types: a white-label Unreal build, a fully custom Unreal build, or any pre-recorded Custom Video.
How do I access Shuffle?
Log in to the CUE Platform. From the top product navigation bar, click TapIt. The platform opens into the Design tab of your Shuffle instance.
What is an instance?
An instance is your complete, self-contained Shuffle activation setup. It holds your content configuration, design settings, stage timers, and layout choices. The instance panel on the left side of the screen gives you access to Start, the participant QR code and link, and the mainboard output link.
Activation Configurations
What are the three ways to configure a Shuffle activation?
Mainboard and Mobile: the full activation — a video or Unreal output plays on the video board while guests participate on their phones simultaneously. This is the most common configuration. Mainboard Only: the video or Unreal output plays on the video board with no mobile interaction component. Mobile Only: the mobile interaction runs on its own, with no mainboard output from the platform. The operator times the mobile stages to match a video being played from an external source such as a clip server, or runs the mobile experience independently.
Can I run Shuffle with just the mobile experience and no video output from the platform?
Yes. In a Mobile Only configuration, you set your stage timers in the Control tab to match whatever video you are playing from an external source — a clip server, broadcast system, or other output. The platform runs the mobile activation entirely on its own without needing any video to be loaded into it. This is a valid and supported configuration.
Can I use Shuffle as a video display without any mobile interaction?
Yes. A Mainboard Only configuration plays the Unreal output or a Custom Video on your video board as a standalone display without any guest participation through the platform. Some clients use this to show their pre-recorded Shuffle videos as part of their event presentation.
Mainboard Content Options
What are the options for what plays on the mainboard?
There are two mainboard content options. Unreal runs the shuffle game in real time using the platform's built-in Unreal Engine — either the white-label version or a fully custom build. Custom Video plays a pre-recorded MP4 file. The Custom Video can be a recording made from the Unreal build, a video produced by a third party, or any compatible MP4 the client already has. Custom Video is the recommended approach for the vast majority of activations.
Which mainboard option is recommended for game day use?
Custom Video is best practice for game day activations and is what the majority of clients use. A pre-recorded video plays consistently every run, can be timed precisely in advance, and requires significantly less computing power than running Unreal live. Running the Unreal build live on game day is an available option but adds risk — the same result can be achieved by recording the Unreal output first and uploading it as a Custom Video.
Tip: If you are using the Unreal build, record the various scenarios and upload them as Custom Videos for game day use. This gives you all the benefits of the Unreal content with none of the live rendering risk.
Can I use a video that was not created in the platform?
Yes. The Custom Video option accepts any compatible MP4 file regardless of how it was produced — a recording made from the Unreal build, a video produced in a third-party tool, a file from a broadcast graphics package, or a pre-rendered shuffle the client already had before working with the platform.
Why is running Unreal live not recommended?
Running the Unreal build live on game day requires significantly more computing power and introduces variables that a pre-recorded video avoids. Since you can record the various Unreal scenarios and upload them as Custom Videos, there is no need to take on the added risk of live rendering during a real event.
The White-Label Unreal Build
What is the white-label Unreal build?
The white-label Unreal build is the platform's built-in shuffle game engine. It offers a selection of pre-built sport and event themed scenes, each of which can be customized with your branding elements. You configure the scene, difficulty, number of objects, and branding, then either run it live or record the output to use as a Custom Video.
What scenes are available in the white-label build?
Eight scenes are currently available: Baseball, Basketball, Cricket, Football, Hockey, Rodeo, Rugby, and Soccer. Each scene has its own thematic setting, shuffling objects, and hidden object.
What is hidden under the shuffling objects in each scene?
The hidden object varies by scene. Baseball, Basketball, Cricket, Football, Rugby, and Soccer all hide a ball. Hockey hides a puck. The Rodeo scene hides a belt buckle. These are the current defaults — object options may expand in future updates.
What are the shuffling objects in each scene? Are they always hats?
Most scenes use a hat as the default shuffling object. Football and Baseball also offer a helmet as an alternative to a hat — both options are available for those scenes now. The Rodeo scene uses a cowboy hat rather than a standard baseball cap. Cricket and Hockey will have a helmet option added in a future update, and Rugby may as well. Future updates will also bring the cowboy hat option to all scenes and add a baseball cap option to Rodeo.
What difficulty levels are available?
Each scene offers three difficulty levels: Easy, Medium, and Hard. Difficulty affects how long and complex the shuffle gameplay is. The gameplay stage duration varies by difficulty level and number of objects — Easy with 3 objects is the shortest gameplay, and Hard with 5 objects is the longest. The platform is working toward shortening gameplay durations across all levels to 30 seconds or less.
How many objects can guests choose from?
The white-label build supports 3, 4, or 5 shuffling objects. The number you select controls both what appears in the Unreal scene on the video board and the number of choices presented to guests on their phones. These must match — the Number of Items setting in the platform controls both simultaneously.
Can I customize the white-label build with my own branding?
Yes. All scenes can be customized with branding elements such as logos and colors. Clients can configure these themselves in the platform — this is encouraged, as it gives you full flexibility to update branding, swap scenes, and adjust elements whenever you need. Alternatively, your account team can handle recordings with a defined set of branding assets.
Tip: Doing your own recordings gives you the most flexibility — you can change logos, colors, scenes, and configurations at any time without waiting for additional work from anyone.
How does the winner work in the white-label Unreal build?
The winner can be set to Random, where the outcome is not known until the Unreal build plays out, or it can be preselected as a specific object before the activation begins. The starting position — which object begins with the hidden item under it — cannot be preselected.
The Custom Shuffle Build
What is a custom shuffle build?
A custom shuffle build is a fully bespoke Shuffle activation built specifically for a client. Rather than choosing from the white-label scenes, the client receives a completely custom experience that can include a unique scene, a custom hidden object, custom shuffling objects, a custom intro sequence, custom audio, and all branding elements hard-coded directly into the build. Custom builds typically also include a full set of custom mobile assets designed to match the activation visually.
How does a custom build differ from the white-label version?
The white-label build uses the platform's pre-built scenes with customizable branding applied on top. A custom build starts from scratch — every visual, object, scene, and audio element is created specifically for that client. The custom build runs through the same platform interface as the white-label version, so operators use the same Control tab, stage timers, and flow modes they would with any other activation.
Does the winner selection work the same way in a custom build?
Yes. Winner selection in a custom build works identically to the white-label Unreal build — the winner can be set to Random or preselected as a specific object. The starting position cannot be preselected in either case.
Is it recommended to pre-record a custom build for game day use?
Yes. Custom builds are Unreal activations, and recording the various scenarios and uploading them as Custom Videos for game day is strongly recommended. This gives you all the benefits of the custom content with the reliability and simplicity of pre-recorded video playback.
Stage Timing and Configuration
What are the six stages in Shuffle?
Title: the holding screen before Start is clicked. Hide: the moment the hidden object is placed under a shuffling object, just before the shuffle begins. Gameplay: the active shuffle period — objects are moving and guests watch the video board. Selection: the window when guests choose which object they think the hidden item is under. Reveal: the result is shown. Thank You: the optional end screen, useful for a closing message, sponsor content, or a URL redirect.
Why do I need to set stage timers manually?
When using Custom Video, the mobile experience and the video do not sync automatically. You must measure each section of your video and enter those durations as stage timers in the Control tab. When the timers match the video, the mobile and video board appear perfectly synchronized. When using the Unreal build live, the Gameplay stage duration is fixed by the platform and cannot be changed — it is determined by the difficulty level and number of objects selected.
Important: Stage timing is the most critical configuration step for Custom Video activations. Incorrect timers will cause the mobile experience and the video to fall out of sync.
Can I change the Gameplay stage timer when using the Unreal build?
No. When running the Unreal build, the Gameplay stage duration is fixed by the platform. It is determined automatically based on the difficulty level and number of objects you have selected and cannot be manually adjusted. When using Custom Video, the Gameplay timer is fully configurable.
How long are the Gameplay stages in the Unreal build?
Gameplay duration varies by difficulty and number of objects. In order from shortest to longest: Easy with 3 objects is the shortest, followed by Easy with 5 objects, Medium with 5 objects, Easy with 4 objects, Hard with 3 objects, Medium with 4 objects, Hard with 4 objects, and Hard with 5 objects as the longest. The platform is actively working toward shortening all gameplay durations to 30 seconds or less, though no specific timeline has been confirmed.
What does the Thank You stage do?
The Thank You stage is the optional end screen after the reveal. It can display a closing message, sponsor content, or trigger a URL redirect sending guests to any destination. It can also be disabled entirely. The default duration is 10 seconds — 5 seconds is commonly used. When using Custom Video, the video stops when this stage's timer expires.
Flow Modes
What is the difference between Automatic and Manual flow?
In Automatic mode, the platform advances through each stage on its own based on the timers set in Control. Once Start is clicked, no further operator input is needed. In Manual mode, the operator clicks Move to Next Stage at every transition and must click Live or Stop after the Thank You stage to end the session. Automatic mode is recommended for most activations. Manual mode is recommended when there is live contestant interaction or crowd involvement during the activation — it gives the operator the flexibility to hold any stage as long as needed to let the moment play out.
Tip: If your activation involves contestants on stage, crowd banter, or any live interaction that may extend a stage unpredictably, use Manual mode. It gives you full control to hold each stage until the moment is right.
When should I use Manual mode instead of Automatic?
Manual mode is the right choice when the activation involves live interaction with contestants, crowd participation, or any scenario where a stage might need to be held longer than a preset timer would allow. For example, if a contestant is engaging with the crowd during the shuffle or the host is building suspense before the reveal, Manual mode lets the operator hold that stage until the moment is right rather than advancing on a fixed timer.
Testing
How should I test my activation before the event?
Open both the mainboard link and the mobile link in separate browser tabs — click the chain-link icon next to each to open them. Position both so you can see them at the same time. Click Start from the Control tab and watch both screens. Note which stages the mobile moves through too early or too late relative to the video, then adjust those timers and run again. Repeat until both screens are in sync throughout the full activation.
Tip: Measuring your video's section durations in editing software before your first test will dramatically reduce the number of test cycles needed.
Tip: A teammate holding a phone with the participant link while you watch the mainboard gives you the most realistic test of both experiences.
Can I test the mobile experience without a physical phone?
Yes. Click the chain-link icon next to the QR code in the instance panel to open the mobile experience in a browser tab on your computer. You can position the mainboard and mobile tabs side by side to observe both simultaneously.
What should I do if the video stops before the reveal?
This means the total of your stage timers is shorter than the video's total length. When using Custom Video, the platform stops the video when the Thank You stage timer expires. Add up all your stage timers and compare to the full video length. Increase any timers that are short and run the test again.
Questions Worth Knowing
Can I use a video that was not created using the platform's Unreal engine as my Custom Video?
Yes, absolutely. The Custom Video option accepts any compatible MP4 file — whether it was recorded from the platform's Unreal build, produced in a third-party tool, created in a broadcast graphics package, or is a pre-rendered shuffle the client had before working with the platform. The source of the video does not matter as long as it meets the format requirements.
Does the Number of Items setting affect both the Unreal build and the mobile experience?
Yes — when using the Unreal build, the Number of Items setting controls both simultaneously. It determines how many objects appear in the Unreal scene on the video board and how many choices are presented to guests on their phones. The two are always in sync when using the Unreal build. When using Custom Video, Number of Items only controls the mobile choices — the video itself is not affected.
Can clients record the Unreal build themselves?
Yes, and this is encouraged. Clients who record the Unreal output themselves have full flexibility to change logos, colors, scenes, difficulty levels, and object counts at any time and produce new recordings whenever they choose. This gives significantly more options than having recordings produced externally. The platform is designed to support clients doing this independently.
Why is computing power relevant to choosing between Unreal live and Custom Video?
Running the Unreal engine in real time requires significantly more computing power than playing back a pre-recorded video. On game day, the reliability of the output matters greatly — Custom Video eliminates the performance variables that come with live rendering, making it the safer and recommended choice for activations.
