Shuffle
Terms, Decision Guides & Quick Reference
Terminology, setting decisions, and key specifications. Additional terms and reference tables covering the Design tab, mobile uploads, prizing, analytics, and more will be added in future updates.
Glossary: Shuffle Terms Explained
Shuffle
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. Can be run as a Mainboard and Mobile activation, Mainboard Only, or Mobile Only.
Instance
A complete, self-contained Shuffle activation setup holding the content configuration, design settings, stage timers, and layout choices. Multiple instances can exist for different events or configurations.
Instance panel
The left-side panel in Shuffle showing the Start button, QR code/participant link icon, and mainboard link icon.
Mainboard and Mobile
The full activation configuration — a video or Unreal output plays on the video board while guests participate on their phones simultaneously. The most common configuration.
Mainboard Only
A configuration where the Unreal build or Custom Video plays on the video board with no mobile participation component.
Mobile Only
A configuration where the platform runs the mobile interaction without any video output from the platform. The operator times the mobile stages to a video played from an external source, or runs mobile independently.
Custom Video
A pre-recorded MP4 file uploaded to the platform and played through the mainboard output during the activation. The source can be an Unreal recording, a third-party production, or any compatible MP4. Recommended best practice for game day activations.
Unreal/ White-label Unreal build
The platform's built-in Unreal Engine that renders the shuffle game in real time. Available as a white-label build (8 configurable scenes) or a fully custom build. Three difficulty levels, 3/4/5 object options, and customizable branding. Used to create content for recording; can also run live, though Custom Video is preferred for game day.
Custom Shuffle build
A fully bespoke Unreal activation with a custom scene, custom hidden object, custom shuffling objects, optional custom intro, audio, and hard-coded branding. Runs through the same platform interface as the white-label build. Typically includes custom mobile assets.
Mainboard link
The URL for the video board, TV, or projector display. Opened in fullscreen on the display device — this is where the Custom Video plays during the activation.
Participant link / Mobile link
The guest-facing URL and QR code guests scan or click to join and participate in the activation on their phones.
Stage
A distinct phase of the Shuffle activation. In order: Title, Hide, Gameplay, Selection, Reveal, Thank You. Each stage except Title has a duration timer set in the Control tab.
Title Stage
The holding screen before Start is clicked. Guests see this while joining. No timer — stays on screen until Start is confirmed.
Hide Stage
The first timed stage. The hidden object is placed under a shuffling object just before the shuffle begins.
Gameplay Stage
The active shuffle period. Objects are moving on the video board. Guests watch — no selection interaction yet. Number of Items is configured here. Timer is fixed in Unreal mode; configurable in Custom Video mode.
Selection Stage
The window when guests choose which object they think the hidden item is under. The selection layout appears on their phone.
Reveal Stage
The stage when the result is shown. Guests see whether they chose correctly.
Thank You Stage
The optional end stage. Can display a closing message, sponsor content, or a URL redirect. The video stops when this stage's timer expires. Default: 10 seconds.
Stage timer
The duration in seconds set for each stage in the Control tab. Controls how long the mobile stays on that stage. Must match the corresponding section of the Custom Video. Fixed for the Gameplay stage in Unreal mode.
Number of Items
The setting in the Gameplay stage controlling how many shuffling objects appear. In Unreal mode, controls both the visual scene and mobile choices simultaneously. In Custom Video mode, controls only the mobile choices — must match the video exactly. Options: 3, 4, or 5 for Unreal; 3, 4, 5, or 6 for Custom Video.
Selection layout
The visual format of the object choices on the guest's phone during the Selection stage. Options: Quad Box (grid), Carousel left/right (horizontal swipe), Carousel up/down (vertical scroll).
Quad Box
A grid selection layout. For 3 objects: two on top, one centered below. For 6 objects: two rows of two stacked.
Carousel left/right
A horizontal-swipe selection layout. Works for any number of objects.
Carousel up/down
A vertical-scroll selection layout. Works for any number of objects.
Automatic flow
Operating mode where the platform advances through each stage automatically when its timer expires. Recommended for most activations.
Manual flow
Operating mode where the operator clicks Move to Next Stage at every transition. Recommended when live contestant interaction or crowd involvement may require holding stages longer than a preset timer allows.
Move to Next Stage
The operator button used in Manual flow mode to advance from one stage to the next.
Winner setting
As an Unreal build setting (white-label and custom) - Random: the outcome plays out live in the Unreal rendering. Preselected: a specific object is set as the winner before the activation. The starting position cannot be preselected. As a Custom Video setting, the admin should select the “hat” in which the hidden object will appear at the end. This must match your uploaded video.
Enable Bounce
A Control tab setting that applies to Unreal real-time rendering only. Has no effect on Custom Video.
Enable Percentage
A Control tab setting that applies to Unreal real-time rendering only. This shows the vote percentage above each “hat” instead of the object number for each, as the participants votes are submitted. Has no effect on Custom Video.
Sync
The alignment between content on the video board and the stage displayed on the guest's phone. Achieved by setting stage timers to match the video's section durations (Custom Video) or by the platform's automatic timing (Unreal live).
Difficulty
A white-label Unreal setting with three levels: Easy, Medium, and Hard. Affects the complexity and duration of the Gameplay stage.
Decision Guides: Choosing the Right Setting
Which activation configuration should I use?
I want guests to participate on their phones while the video plays on the video board
→ Mainboard and Mobile — the full, most common configuration.
I want to show the Shuffle video as a display without guest participation through the platform
→ Mainboard Only.
I want guests to participate on their phones but the video is coming from an external source or there is no video
→ Mobile Only — the platform runs the mobile experience without any video loaded.
Custom Video or Unreal live?
I am running a live event activation and want reliable, consistent playback
→ Custom Video — best practice for the vast majority of activations.
I want to build, customize, or design the shuffle game
→ Use Unreal mode to build and configure — then record and upload as Custom Video for game day.
I have a pre-recorded shuffle video from outside the platform
→ Use it as your Custom Video — any compatible MP4 is supported.
I want to run the Unreal build live on game day
→ This is possible but not recommended — requires significantly more computing power and adds risk. Record the Unreal output and use Custom Video instead.
Automatic or Manual flow?
I want the activation to run itself after I click Start
→ Automatic mode — timers do all the work.
The activation involves live contestants on stage or significant crowd interaction
→ Manual mode — gives the operator control to hold any stage as long as the moment requires.
A host may need to extend a stage for crowd banter or suspense
→ Manual mode — no timer will cut the moment short.
This is a kiosk or self-running activation with no live interaction
→ Automatic mode.
Which scene should I choose?
Baseball event
→ Baseball scene — Scene shows home plate and crowd; ball hidden; hat or helmet option available.
Basketball event
→ Basketball scene — Scene shows basketball court and crowd; ball hidden under hats.
Cricket event
→ Cricket scene — Scene shows home plate and crowd; ball hidden under hats.
American football event
→ Football scene — Scene shows endzone, goalpost and crowd; ball hidden; hat or helmet option available.
Ice hockey event
→ Hockey scene — Scene shows near full ice and crowd; puck hidden under hats.
Rodeo or western-themed event
→ Rodeo scene — Scene shows dirt competition space and crowd; belt buckle hidden under cowboy hats.
Rugby event
→ Rugby scene — Scene shows endzone, goalpost and crowd; ball hidden under hats.
Soccer/football event
→ Soccer scene — Scene shows goal and crowd; ball hidden under hats.
How many objects should I configure?
I want the shortest possible gameplay duration (Unreal)
→ 3 objects on Easy — the shortest Gameplay stage duration.
I want a more challenging game for the audience
→ More objects and/or higher difficulty — Hard with 4 or 5 objects has the longest duration.
My video uses a specific number of objects (Custom Video)
→ Set Number of Items to exactly match the video — any mismatch will show guests the wrong number of choices.
How do I determine my Custom Video stage timers?
I have video editing software
→ Open the video in Adobe Premiere Pro or equivalent — exact timecodes for each section are the most accurate method.
I do not have editing software
→ Watch with a stopwatch — time each section and round up slightly. Test and adjust from there.
I want the fewest test cycles
→ Upload to Custom Video, open the Mainboard output link and what video with a timer — even an estimate gets you close immediately.
Quick Reference Tables
White-label scenes: objects and current options
Scene | Hidden object | Shuffling objects | Future additions |
Baseball | Ball | Hat (default) or Helmet | — |
Basketball | Ball | Hat | — |
Cricket | Ball | Hat | Helmet option in future update |
Football | Ball | Hat (default) or Helmet | — |
Hockey | Puck | Hat | Helmet option in future update |
Rodeo | Belt buckle | Cowboy hat | Baseball cap option; cowboy hat to other scenes |
Rugby | Ball | Hat | Helmet option potentially in future update |
Soccer | Ball | Hat | — |
Unreal Gameplay duration order: shortest to longest
Order | Difficulty | Number of objects | Notes |
1 (shortest) | Easy | 3 | — |
2 | Easy | 5 | — |
3 | Medium | 5 | — |
4 | Easy | 4 | — |
5 | Hard | 3 | — |
6 | Medium | 4 | — |
7 | Hard | 4 | — |
8 (longest) | Hard | 5 | All durations are being reviewed; updates to shorten all to 30 seconds or less are in the works |
Activation configuration comparison
Mainboard and Mobile | Mainboard Only | Mobile Only | |
Platform video output | Yes | Yes | No |
Guest mobile participation | Yes | No | Yes |
Stage timers required | Yes | No | Yes (timed to external source) |
Supports Unreal live | Yes | Yes | No |
Supports Custom Video | Yes | Yes | No |
Automatic flow | Yes | Yes | Yes |
Manual flow | Yes | Yes | Yes |
Common language and what it means in the platform
If you say or hear... | In the platform, this means... |
"the video" / "the shuffle video" | The Custom Video in Design → Design Settings, or the Unreal live output |
"the screen" / "the big screen" | The mainboard output — the URL opened fullscreen on the display device |
"the phone experience" | The mobile experience — accessed via the participant link or QR code |
"the timing" / "syncing" | Setting stage timers in Control to match the video's section durations |
"the objects" / "the choices" | Number of Items and Selection layout in Control |
"the winner" / "the answer" | Determined by the video content or the Unreal Winner setting |
"automatic" / "runs itself" | Automatic flow mode |
"manual" / "I control it" | Manual flow mode — operator clicks Move to Next Stage at each transition |
"the end screen" | The Thank You stage |
"real-time rendering" | Unreal live mode |
"pre-recorded" / "uploaded video" | Custom Video mode |
"mobile only" | Mobile Only configuration — no platform mainboard output |
"video only" | Mainboard Only configuration — no mobile participation |
