This article is not about the game's rules but about the event itself: name and description, deleting and copying the event, the PIN for leaving the guest screen, the inactivity timeout, the switches that have no effect in Matching Game, White Labeling, the language choice and using the same event on several devices.
- The Event Settings → Main tab has the name and description. Deleting, copying and reusing are on the Events page.
- The 4-digit PIN and Session Timeout are set in the Kiosk tab. Touch to Start, Event Credit Limit and Run on Startup have no effect in Matching Game.
- White Labeling opens on the White Label / Ultimate plan; in Matching Game only the App tab changes anything.
- The language is chosen from the login screen or the language button on the settings screen. The ready-made texts the guest sees come in that language; what you write comes out as is in every language.
- On the second device, Events → Import from Cloud. The settings and scores are shared through the cloud.
Event Settings
Main tab
The Event Details section has two fields. Name is required; if you leave it empty, the warning Event name is required. appears and it is not saved. Description is optional. Both only appear in your own list; they are not written on the guest screen.
Deleting, copying and bringing back the event are on the Events page. Four buttons sit next to each row in the Event Archive list:
- Reuse: makes the event the selected one. The game always opens with the selected event.
- Duplicate: creates a copy with all its settings. This is the shortest way to use the same setup in another event.
- Edit: changes the name and description.
- Delete: asks Are you sure you want to delete the event "…"? and removes the event from this device. The copy in the cloud stays; it comes back with Import from Cloud.
The Share and Export on the selected event's card are for the photo products. Since Matching Game has no gallery to share or media to download, they do nothing. The media, share, print and credit counters on the same card always show 0 in this product.
Kiosk tab
| Setting | What it does | Default |
|---|---|---|
| Dashboard PIN | Asks for a PIN at the lock icon on the guest screen and at F11/F12. Exactly 4 characters, numeric keyboard. | empty (no PIN) |
| Session Timeout | While on, if the guest screen is not touched, the game returns to the Welcome screen. The time is typed into the Time in seconds. field. | On, 300 |
| Sync changes while the app is running | While on, event changes made on another device also arrive on this device while the game is running. | Off |
| Touch to Start | No effect in Matching Game. The Welcome screen always starts with a touch. | On |
| Event Credit Limit | No effect in Matching Game. The game does not spend credits. | 0 |
| Run on Startup | Only shown on Windows and Mac; no effect in Matching Game. The app does not start by itself when the device boots. | Off |
PIN: when you type the 4 digits into the field, PIN set. appears below it. If you type too few, the warning PIN must be exactly 4 digits. Not saved. appears and the previous state stays. If you leave the field completely empty, there is no PIN; anyone who taps the lock icon goes straight into the settings. With a PIN set, the lock icon opens the Operator Access window, which reads Please enter your PIN code; on a wrong entry the Incorrect PIN. Try again. warning appears, Cancel returns to the guest screen.
Timeout: it runs on the Input Form, Thank You and Scoreboard screens. It does not run on the Welcome screen, because that is where the screen returns to anyway. It does not run on the Game screen either; there the game has its own 45-second time. While the waiting screen is open, the counter stops. If you type 0 for the time or leave it empty, 300 seconds is used. A half-finished game closed by the timeout does not enter the scoreboard.
Sync: this switch belongs to the event and only matters when you use more than one device. When it is on, the card settings and the screen design reach this device within a minute or two even while the game is running. When it is off, changes are applied only when you return to the settings screen. If you use a single kiosk, leave it off.
White Labeling
This page belongs to your account, not to the event; it opens even if no event is selected. It can only be used on the White Label / Ultimate plan. On other plans the page opens, but an invitation to upgrade the plan appears instead of the content. It has three tabs: Domain, App and Microsite.
The App tab is the only tab that is useful in Matching Game. When you turn on the Enable White Labeling switch, the App Name, App Logo and, for the square logo, App Square Logo fields come into play; Hide Promotional Sections removes the training video and product promotion sections from the Dashboard. These dress the login screen and the left menu with your brand. They do not change the guest screens: the logo the guest sees comes from Game Screens → Main → Default Logo.
The Domain and Microsite tabs are for the sharing site where guests download their photos. Since there is no such site in Matching Game, the settings here have no counterpart.
Language
You choose the language from the picker on the login screen or from the button showing the language code in the top bar of the settings screen (such as EN, DE). The app supports 11 languages: Turkish, English, German, French, Spanish, Italian, Portuguese, Polish, Romanian, Russian and Czech. The choice is stored on the device; the app opens in the same language at the next launch.
Effect on the guest screen: ready-made texts appear in the selected language; Touch to start, Play again and the scoreboard column headers are among them. What you write is independent of the language and is shown as is in every language: the survey field labels, the privacy notice text and everything you write in the screen text fields.
The label of the default survey field is Name, the privacy notice title is Privacy notice and the privacy notice text comes in English; in an event in another language, edit them in the Session → Survey and Disclaimer tabs. The settings screen and the guest screen use the same language; a separate guest language cannot be chosen during the event.
Using the same event on several devices
- Prepare the event on the first device. Wait a few minutes while the internet is connected, so that the settings and images go to the cloud.
- Sign in with the same account on the second device. On the Events page, press the Import from Cloud button on the Import Old Event From Cloud card. In the Sync Cloud Events window, the events in your account are listed with name and date. Press Import in the row; when done it reads Imported and the Your event imported notification appears. If the list is empty, it reads No cloud events found.; make sure the first device is connected to the internet. If the account has no events at all, the Import From Cloud option in the welcome window on the Dashboard also leads to the same place.
- Select the imported event with Reuse and Run the App.
What comes: all the settings of the event. The deck size, the screen design and texts, the survey and privacy notice settings, the PIN and the timeout all come together. The card images, the logo and the background come if they were uploaded to the cloud from the first device; if you import before they are uploaded, on the second device the cards are played with the ready-made shapes, and the logo and background fields stay empty.
Scores: when every game ends, the record is sent to the cloud. The Scoreboard is event-wide; the scores of all devices are ranked together. A score from another device appears after about half a minute. Hide in Session → Scores is reflected on all devices too.
Later changes: if Sync changes while the app is running is on, a change arrives while the game is running; if it is off, when you return to the settings screen. If you change the same setting on two devices at the same time, the last one to save wins and the other's change is lost; make edits from a single device.
Without internet: the game keeps being played, the scores pile up on the device and are sent when the connection returns. Meanwhile the other devices' scoreboards are not updated.
Turning off Touch to Start and expecting to stop the Welcome screen from starting with a touch: in Matching Game the screen always starts with a touch.
Expecting Session Timeout to run on the Game screen: there only the game's own time runs.
Taking the event to a second device before the images reach the cloud: the settings come, the images stay empty.
Expecting the guest screen logo from White Labeling: the guest logo is uploaded in Game Screens → Main.
Assuming Delete also deletes the copy in the cloud: it only goes from this device, it comes back with Import from Cloud.