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Event system

Event Cockpit

Your run of show for the night: launch each activity, keep the room moving, and close out clean.

What the Event Cockpit is

An event can string together several activities: a trivia game, karaoke, a tournament, a slideshow, a ticker, a poll, or a sports pick'em set. There are two ways to run them on the night, and both push each activity to your TV.

The simple way is the event's own page. Each date lists the activities with a Launch button. Launch a game and you land in its live console a moment later; a tournament opens its bracket, karaoke opens the KJ console, and a pick'em opens its host console. A slideshow, ticker, or poll goes straight to the TV and you stay on the event page.

The Event Cockpit is the full run of show on one screen. It shows every activity in order, marks the one that is live, times it against its planned length, and lets you launch, skip, extend, and end each piece without leaving the page.

Launch from the event page

Open the event from Events in the left menu. Under each upcoming date, press Launch on an activity. Once a game is launched, its row shows the join code, a live count of how many players are in, and an Open live console button, so you can get back to it any time.

Creating an event with Create and start now does this for you: it launches the first activity and takes you straight to its console.

Open the cockpit and start the run

On the Events page, each date has a Run Event button. It opens the cockpit for that date. Before the night starts, the cockpit shows the list of planned activities and a Start Event button. Starting marks the event in progress and starts the event clock.

  1. Open Events in the left menu and find the date you are running.
  2. Press Run Event to open the cockpit for that date.
  3. Check the planned activities, then press Start Event when the room is ready.

Launch an activity

The timeline on the left lists every activity. Press Launch on one to start it: the cockpit sets up what it needs (a game, a karaoke queue, a tournament, a slideshow, a ticker, a poll, or a pick'em), pushes it to the TV, and marks it as the current activity. Launching a new activity closes out the one that was running, and a game that was running ends with its final scores.

A game, karaoke, a slideshow, or a pick'em opens its own controls right inside the cockpit, so you run it from there. A tournament, ticker, or poll still goes to the TV, but you manage it from its own page.

Before each launch the cockpit runs a quick check, for example a slideshow with no slides or no TV connected. If it finds something, it shows a Launch Check with the warnings and lets you launch anyway or cancel.

The header shows whether a TV is connected. Open the display on the TV before you start so every launch lands on the wall.

Skip, extend, and end an activity

Rooms rarely run to the minute, so the header gives you three controls for the current activity. The timer shows how long it has run against its planned length, and warns you when it runs over. The +5, +10 and +30 min buttons add time to that plan. Skip marks the current activity as skipped. End activity marks it complete and sets the TV back to its resting screen, ready for what comes next.

Ending or skipping a game also ends the game itself. Final standings go to the phones and the TV, and its scores count in your stats. The next game can then launch right away.

  1. Press +5, +10 or +30 min when a segment is landing well and you want to let it run.
  2. Press Skip to pass over the current activity. A running game ends.
  3. Press End activity to close it out and clear the display for the next one.

End the night

When the last activity is done, press End event. That marks the whole event completed, stamps the finish time, ends a game that is still running, and sets the TV back to its resting screen. The cockpit then shows how many activities were completed. Scores and results from each game are saved with that game.

Related guides

The launch check is a heads-up, not a gate. If it flags something, you can still launch. It exists to catch the small stuff before the room is watching.

Extending only moves the planned length on the timer. It never stops or restarts an activity, so use it freely.

Skipping leaves the rest of the run of show in place. The night keeps its order; you just move past the piece you skipped.

Ending an activity in the cockpit clears the TV and ends a running game, with its final scores sent to the players. Launching the same activity again while it runs keeps the game going.

If a launch fails, the cockpit shows the reason in plain words, for example that another game is still running.