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
