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Shuffle — Knowledge Base

Shuffle

Getting Started

What is Shuffle?

Category: Getting Started

User Level: Beginner

Summary: An overview of Shuffle — what it is, the three activation configurations, and the available mainboard content options.

Overview

  • Shuffle is an interactive guessing game activation for live events

  • A hidden object is placed under one of several shuffling objects, the objects are shuffled, and guests guess which one the hidden item is under

  • The hidden object and shuffling objects vary by scene — a ball under hats in most sports scenes, a puck in Hockey, a belt buckle under cowboy hats in Rodeo

The three activation configurations

  • Mainboard and Mobile — video or Unreal output plays on the video board while guests participate on their phones; the most common configuration

  • Mainboard Only — video or Unreal output plays on the video board with no mobile interaction

  • Mobile Only — the mobile interaction runs without a platform mainboard output; the operator times the mobile stages to a video played from an external source, or runs mobile independently

Mainboard content options

  • Unreal (white-label or custom build) — renders the shuffle game in real time using the platform's Unreal Engine

  • Custom Video — plays a pre-recorded MP4; can be a recording from the Unreal build, a third-party video, or any compatible MP4

Best practice

  • Custom Video is the recommended approach for the vast majority of activations

  • Record the Unreal output and upload it as a Custom Video for game day use — this provides all the benefits of the Unreal content with the reliability of pre-recorded playback

Related articles: Activation configurations | Mainboard content options: Unreal vs Custom Video | Logging in and accessing Shuffle

Activation configurations

Category: Getting Started

User Level: Beginner

Summary: The three ways to configure a Shuffle activation: Mainboard and Mobile, Mainboard Only, and Mobile Only.

Mainboard and Mobile

  • The full activation — a video or Unreal output plays on the video board while guests interact on their phones

  • Stage timers must be set to keep the mobile experience in sync with the video board content

  • The most common configuration

Mainboard Only

  • The Unreal build or Custom Video plays on the video board as a standalone display

  • No mobile participation component — guests watch but do not interact through the platform

  • Used when clients want to show their Shuffle content as part of an event presentation

Mobile Only

  • The mobile interaction runs on its own without any platform mainboard output

  • The operator sets stage timers in the Control tab to match a video played from an external source such as a clip server

  • The platform handles the mobile activation entirely — no video needs to be loaded into the platform

  • A valid and fully supported configuration

Flow mode

  • All three configurations support both Automatic and Manual flow modes

Related articles: What is Shuffle? | Mainboard content options: Unreal vs Custom Video | Setting stage timers

Accessing Shuffle

Category: Getting Started

User Level: Beginner

Summary: How to open the Shuffle product.

Opening Shuffle

  • From the top product navigation bar, click TapIt

  • The platform opens into the Design tab of your Shuffle instance

The instance panel

  • On the left side of the screen, the instance panel provides access to:

  • Start — launches the activation

  • QR code icon — the participant link and QR code for guests

  • Mainboard link icon — the video board output URL

Related articles: What is Shuffle? | Understanding instances

Understanding instances

Category: Getting Started

User Level: Beginner

Summary: What a Shuffle instance is, what it contains, and when to use more than one.

What is an instance?

  • An instance is a complete, self-contained Shuffle activation setup

  • It holds your content configuration, design settings, stage timers, and layout choices

  • Multiple instances can exist for different events, configurations, or activation types

When to use more than one instance

  • Create a new instance when a different event or configuration needs its own separate content, design, or timing setup

  • For the same activation run multiple times, use the same instance — it resets automatically after each run

Related articles: Logging in and accessing Shuffle | Mainboard content options: Unreal vs Custom Video

Sharing the participant link and setting up the mainboard output

Category: Getting Started

User Level: Beginner

Summary: How to share the participant QR code and URL with guests, and how to set up the video board output.

The participant link — for guests

  • In the instance panel, click the QR code icon

  • Save QR Code — downloads a high-resolution PNG for print and graphics

  • Copy QR Code — copies the image to your clipboard

  • Copy URL — copies the direct participant link

  • Chain-link icon — opens the mobile experience in a browser tab for testing

The mainboard output — for your video board

  • Click the mainboard link icon in the instance panel

  • Click the chain-link icon to open the output in a new browser tab

  • On your display device, go fullscreen

  • Not applicable for Mobile Only configurations

Tip: Set up and go fullscreen on your display device before the event so everything is ready when you click Start.

Related articles: Running the activation | Testing your activation before the event

Mainboard Content Options

Mainboard content options: Unreal vs Custom Video

Category: Mainboard Content

User Level: Beginner

Summary: The two mainboard content options — Unreal and Custom Video — when to use each, and the recommended workflow for game day.

Custom Video — recommended for game day

  • Plays a pre-recorded MP4 file through the mainboard output

  • Consistent, reliable playback every run — no live rendering variables

  • Requires significantly less computing power than running Unreal live

  • Stage timers must be configured to match the video's section durations

  • The source video can be a recording from the Unreal build, a third-party production, or any compatible MP4

  • Best practice: this is how the majority of clients run their activations

Unreal — for building, customizing, and creating content

  • Renders the shuffle game in real time using the platform's built-in Unreal Engine

  • Available as white-label (pre-built scenes with customizable branding) or a fully custom build

  • Can be run live as the mainboard output — but this is not recommended for game day due to computing power demands and added risk

  • Best use: build and customize the activation, record the output, then upload the recording as a Custom Video

The recommended workflow

  • Step 1 — Build and configure your activation in Unreal mode

  • Step 2 — Record the Unreal output as a video file

  • Step 3 — In Design → Design Settings, select Custom Video

  • Step 4 — Upload the recorded MP4 and use it for all live runs

Tip: Recording the Unreal output yourself gives you full flexibility — change logos, colors, scenes, and difficulty settings whenever you want and produce new recordings on your own schedule.

Where to find the content setting

  • Design → Design Settings → Use Unreal or Custom Video

Note: Enable Bounce and Enable Percentage in the Control tab apply to Unreal mode only. They have no effect on Custom Video and can be ignored when running a pre-recorded video.

Related articles: The white-label Unreal build | The custom Shuffle build | Uploading and managing your Custom Video | Setting stage timers

Uploading and managing your Custom Video

Category: Mainboard Content

User Level: Beginner

Summary: Where to upload your Custom Video, how to replace it, and the required file specifications.

Accessing the upload

  • Go to Design → Design Settings

  • Select Custom Video

  • Your current video appears with a three-dot menu for management options

Managing your video

  • Three-dot menu → Download — saves a copy to your device

  • Three-dot menu → Delete — removes the video from the instance

  • Three-dot menu → Edit — opens your file browser to replace the video with a new MP4

File specifications

  • Format: MP4 only

  • Resolution: 1920 × 1080 pixels (1080p)

  • Aspect ratio: 16:9

Important: Only MP4 files are supported. The video must be 1920 × 1080 at 16:9 for correct display through the mainboard output.

Video sources

  • A recording made from the platform's Unreal build (white-label or custom)

  • A video produced in a third-party tool or broadcast graphics package

  • Any pre-rendered shuffle video the client already has

Where the video plays

  • Through the mainboard link — open in fullscreen on your display device

  • Starts automatically when you click Start, unless a clip server is controlling playback externally

Related articles: Mainboard content options: Unreal vs Custom Video | Setting stage timers

The White-Label Unreal Build

The white-label Unreal build: scenes and options

Category: Unreal Build

User Level: Beginner

Summary: The eight available scenes, hidden objects, shuffling object options, difficulty levels, and number of items available in the white-label Unreal build.

Available scenes

  • Eight scenes are available: Baseball, Basketball, Cricket, Football, Hockey, Rodeo, Rugby, and Soccer

  • Each scene has a thematic setting with sport-appropriate visuals, hidden objects, and shuffling objects

Hidden objects by scene

  • Baseball, Basketball, Cricket, Football, Rugby, Soccer — a ball is the hidden object

  • Hockey — a puck is the hidden object

  • Rodeo — a belt buckle is the hidden object

Shuffling objects by scene

  • Most scenes use a hat as the default shuffling object

  • Baseball and Football also offer a helmet as an alternative to a hat — both options are available now

  • Rodeo uses a cowboy hat rather than a standard baseball cap

  • Cricket and Hockey will have a helmet option added in a future update; Rugby may as well

  • Future updates will also bring the cowboy hat to all scenes and add a baseball cap option to Rodeo

Difficulty levels

  • Three difficulty levels are available per scene: Easy, Medium, and Hard

  • Difficulty affects the complexity and duration of the Gameplay stage

  • Gameplay durations from shortest to longest: Easy 3-object, Easy 5-object, Medium 5-object, Easy 4-object, Hard 3-object, Medium 4-object, Hard 4-object, Hard 5-object

  • The platform is working toward shortening all Gameplay durations to 30 seconds or less

Number of items

  • 3, 4, or 5 shuffling objects are available

  • This setting controls both the number of objects in the Unreal scene and the number of choices on the guest's phone simultaneously

Branding

  • All scenes can be customized with logos, colors, and other branding elements

Related articles: Mainboard content options: Unreal vs Custom Video | Configuring the Unreal build | The custom Shuffle build

Configuring the Unreal build

Category: Unreal Build

User Level: Beginner

Summary: How to configure scene, difficulty, number of items, winner, and flow settings when using the Unreal build.

Number of Items

  • Located in the Gameplay stage settings in the Control tab

  • Controls both the number of objects in the Unreal scene AND the number of mobile choices simultaneously

  • Options: 3, 4, or 5 for white-label builds

Gameplay stage duration

  • When using the Unreal build, the Gameplay stage duration is fixed by the platform

  • It is determined automatically by the difficulty level and number of items selected

  • It cannot be manually changed — this is different from Custom Video where the Gameplay timer is fully configurable

Winner setting

  • Random — the winner is not predetermined; the outcome plays out live in the Unreal build

  • Preselected — a specific object can be chosen as the winner before the activation begins

  • The starting position cannot be preselected in either case

Enable Bounce and Enable Percentage

  • These settings in the Control tab apply to Unreal mode only

  • They affect the behavior of the real-time Unreal rendering

  • They have no effect on Custom Video and should be ignored when using a pre-recorded video

Flow mode

  • Both Automatic and Manual flow are available when using the Unreal build

  • Flow mode works the same way as it does with Custom Video

Related articles: The white-label Unreal build: scenes and options | Automatic vs Manual flow mode | Setting stage timers

The Custom Shuffle Build

The custom Shuffle build

Category: Unreal Build

User Level: Beginner

Summary: What a custom Shuffle build is, how it differs from the white-label version, and how it is operated.

What is a custom Shuffle build?

  • A fully bespoke Shuffle activation built specifically for a client

  • Everything can be customized: the scene, the hidden object, the shuffling objects, intro sequence, audio, and all branding

  • All branding is hard-coded directly into the build rather than applied as a configurable overlay

  • Custom builds typically include a full set of custom mobile assets designed to match the activation

How it differs from the white-label build

  • White-label: choose from 8 pre-built scenes and apply branding on top

  • Custom: built from scratch — every visual, object, and audio element is created specifically for that client

  • Custom builds may include any number of shuffling objects — either client-specified or system-defined

How it is operated

  • A custom build runs through the same platform interface as the white-label version

  • Same Control tab, same stage timers, same flow modes — no difference in day-to-day operation

Winner selection

  • Works identically to the white-label build — Random or preselected; starting position cannot be preselected

Game day best practice

  • As with the white-label build, pre-recording the custom build and uploading as a Custom Video is strongly recommended for game day use

Related articles: Mainboard content options: Unreal vs Custom Video | The white-label Unreal build: scenes and options | Setting stage timers

Stage Timing

Understanding the six stages

Category: Stage Timing

User Level: Beginner

Summary: What each stage in Shuffle represents and how they map to your content.

The stages in order

  • Title — the holding screen before Start is clicked; guests see this while joining and waiting; no timer

  • Hide — the hidden object is placed under a shuffling object just before the shuffle begins

  • Gameplay — the active shuffle period; objects are moving; guests watch the video board

  • Selection — guests choose which object they think the hidden item is under on their phone

  • Reveal — the result is shown; guests see whether they chose correctly

  • Thank You — optional end screen; closing message, sponsor content, or URL redirect

Stage messages

  • Each stage has a customizable message field in the Control tab — this text appears on the guest's phone during that stage

  • For activations using custom mobile graphics uploaded through the Design tab, text can be built into the graphic and the message field left empty

The Thank You stage

  • Optional — can be disabled

  • Default duration: 10 seconds; 5 seconds is commonly used

  • Supports a URL redirect

  • When using Custom Video: the video stops when this stage's timer expires

Note: Detailed guidance on mobile graphics and the Design tab will be added in a future update.

Related articles: Setting stage timers | How timing affects the mobile and video sync | Configuring the selection screen

Setting stage timers

Category: Stage Timing

User Level: Beginner

Summary: How to configure stage timers for Custom Video activations and what to know about timers when using the Unreal build.

Custom Video — timers must be set manually

  • The mobile experience and the video do not sync automatically when using Custom Video

  • Measure each section of your video and enter those durations as stage timers in the Control tab

  • When timers match the video, the phone and video board appear in sync to guests

How to measure your video

  • Watch your video and time each section: Hide, Gameplay, Selection, and Reveal

  • Video editing software such as Adobe Premiere Pro gives exact timecodes — the most accurate method

  • A stopwatch is a reasonable starting point if editing software is not available

Entering timers in Control

  • Go to Control → click into each stage → enter the duration in seconds

  • Confirm the sum of all stage timers is at least equal to the total video length

Unreal build — Gameplay timer is fixed

  • When using the Unreal build, the Gameplay stage duration is set automatically by the platform

  • It is determined by the difficulty level and number of items — it cannot be changed manually

  • All other stage timers (Hide, Selection, Reveal, Thank You) can still be configured

Important: When using Custom Video: if the total of all stage timers is less than the video's length, the video will be cut off before the natural end.

Tip: Add a second or two of buffer on each timer for your first test run — easier to reduce than to catch a mobile that has already advanced past the right moment.

Related articles: How timing affects the mobile and video sync | Testing your activation | Configuring the Unreal build

How timing affects the mobile and video sync

Category: Stage Timing

User Level: Beginner

Summary: What happens when stage timers are too short, too long, or misconfigured when using Custom Video.

If a timer is too short

  • The mobile advances to the next stage before the video reaches that point

  • Example: if Gameplay is shorter than the actual shuffle in the video, guests see the selection screen while the objects are still moving on the big screen

If a timer is too long

  • Guests remain on the current stage after the video has already moved past it

If total timers are shorter than the video

  • The video stops before its natural end — the platform stops it when the Thank You stage expires

What timers do and do not control

  • Timers control when the mobile moves between stages

  • Timers control when the video stops (via the Thank You stage end)

  • Timers do NOT affect the video's speed, content, or sequence

  • The pre-rendered video plays at its own fixed pace regardless of timer changes

Stages run sequentially

  • Adjusting one timer shifts when all subsequent stages begin

  • Always think through the full sequence when making adjustments

Related articles: Setting stage timers | Testing your activation

Configuring the selection screen

Category: Stage Timing

User Level: Beginner

Summary: How to configure the Number of Items and selection layout for the guest's choice screen.

Number of Items

  • Located in the Gameplay stage settings in the Control tab

  • When using Custom Video: controls how many choices appear on the guest's phone; must match the number of shuffling objects in the video exactly

  • When using Unreal: controls both the number of objects in the Unreal scene and the mobile choices simultaneously — they are always in sync

  • Options: 3, 4, 5 for white-label Unreal; 3, 4, 5, or 6 for Custom Video

Important: When using Custom Video, Number of Items must match your video exactly. A mismatch will show guests an incorrect number of choices.

Selection layout options

  • Quad Box — grid layout; for 3 items: two on top, one centered; for 6 items: two rows of two stacked

  • Carousel left/right — guests swipe horizontally; works for any count

  • Carousel up/down — guests scroll vertically; works for any count

Related articles: Understanding the six stages | Setting stage timers

Running the Activation

Automatic vs Manual flow mode

Category: Running the Activation

User Level: Beginner

Summary: When to use Automatic mode, when to use Manual mode, and how each works.

Automatic mode — recommended for most activations

  • The platform advances through each stage automatically when the timer expires

  • No operator input needed after clicking Start

  • The Thank You stage ends and the activation resets automatically

  • Works the same way for both Unreal and Custom Video

Manual mode — recommended for live contestant interaction

  • The operator clicks Move to Next Stage at every transition

  • Gives the operator full control to hold any stage as long as needed

  • The activation does not stop automatically — the operator clicks Live or Stop after Thank You

  • Works the same way for both Unreal and Custom Video

When to choose Manual mode

  • Activations involving live contestants on stage

  • Events with significant crowd participation or banter that may extend stages unpredictably

  • Any scenario where a host or operator may need to hold a stage longer than a preset timer allows

Tip: If your activation involves live interaction with contestants or crowd involvement, Manual mode gives you the flexibility to let the moment play out without being cut off by a timer.

Related articles: When to click Start | Testing your activation

When to click Start and coordinating with production

Category: Running the Activation

User Level: Beginner

Summary: Timing guidance for clicking Start and coordinating with a production team or clip server.

Without a clip server

  • Clicking Start launches the activation immediately — the video begins through the mainboard link automatically

  • Click Start at the moment you want the activation to begin

With a clip server

  • The clip server controls when the video plays — the platform does not trigger it directly

  • Let the producer know you are ready approximately 30 seconds before the video rolls

  • Click Start as the video begins so the mobile experience and video board are aligned from the first frame

Mobile Only configuration

  • Click Start when you want guests to begin participating — coordinate with whatever external content is being shown

Always start from the Control tab

  • Make sure you are on the Control tab before clicking Start

Important: Always be on the Control tab when clicking Start.

Related articles: Automatic vs Manual flow mode | Testing your activation

Testing your activation before the event

Category: Running the Activation

User Level: Beginner

Summary: The recommended testing process for confirming your activation is ready before game day.

Why testing is essential

  • For Custom Video activations: confirms stage timers match the video before guests experience it

  • For all configurations: confirms the mobile experience looks and behaves as expected

  • Plan for two to three test runs — adjusting timers is normal and expected

Setting up for a test

  • Open the mainboard link and go fullscreen on your display device (not applicable for Mobile Only)

  • Click the chain-link icon next to the QR code to open the mobile experience in a browser tab

  • Position both so you can observe them simultaneously

What to watch for

  • Does the mobile move through each stage at the right moment relative to the video?

  • Does the video play all the way through the reveal without stopping early?

  • Does the selection screen show the correct number of choices?

  • Do all stage messages read correctly on the mobile?

Adjusting after a test

  • If the mobile is early at a stage: that timer is too short — increase it

  • If the mobile is late at a stage: that timer is too long — decrease it

  • If the video stopped early: total timers are shorter than the video — increase one or more

Tip: Measuring your video's section durations in editing software before the first test will get your timers close immediately.

Tip: A teammate with a phone testing the participant side while you watch the mainboard is more realistic than two browser tabs.

Related articles: Setting stage timers | How timing affects the mobile and video sync | Automatic vs Manual flow mode

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