ShowhubMercury Glass
SYSTEM LIVE --:--:-- MERCURY / 02
Showhub · Liquid Glass · Launcher

Mercury Glass.

The approved Showhub design language — graphite + chrome liquid glass with a single electric-blue accent, Space Grotesk + Space Mono. Every surface below shares one material and one token set (tokens.css). All graphics follow this style.

8 surfaces 2 games  live sync 1 material · 1 token set  #6E8BFF
01

Show surfaces

Six faces of one appliance — operator, guests, and the big screen, all cut from the same glass.

S1 · Staff

Operator Console

Staff touchscreen — pick a show, now/next

S2 · Guest

Request-a-Song Flow

Interactive — queue → pick → name → confirm

S3 · Crowd

Audience · Karaoke

Crowd screen — lyric wipe, visualiser, QR

S4 · Guest

Companion App

Guest phone — Now / Queue / Play / You

S5 · Crowd

Attract / Boot Loop

Idle crowd display — modules, scan-to-join

S6 · HQ

Cloud Portal

Fleet + analytics dashboard (calmer surface)

02

Brand & foundations

Identity

Brand & Hardware

The mark, lockups, colourways, boot screen, operator terminal + media-server box

Source of truth

Mercury Design System

Tokens · type scale · the glass recipe · components · motion · accessibility (see also tokens.css)

03

Higher or Lower

Syncs live across tabs

Solo beat-the-deck card game wired to the real, deterministic @playbox/core engine. Open all three in separate tabs — they sync live (operator drives, screen + phones mirror).

04

Orbit

Syncs live across tabs

Multi-object tracking, team vs team. Identical orbs appear, a few flash as "the loot", then everything scrambles — at FREEZE each team picks the loot. Selectable difficulty (Chill → Insane) and orbs that keep their spacing. Wired to the deterministic @playbox/core engine; open all three in separate tabs to sync.

05

The Ladder

Syncs live across tabs

Solo trivia climb — 10 escalating rungs, safety rungs, walk-away, and two lifelines (50:50 + ask-the-audience, a live phone vote). The on-stage contestant uses no phone; the host taps their call. Wired to the deterministic @playbox/core LadderGame + AudienceVote engine.

06

NFC Wristbands

Tap-to-play identity

Guests tap an NFC wristband on a stage reader and their name reveals on the audience screen. Multi-reader from the start — each reader has its own mode (reveal / check-in / buzz) and zone. One-tap companion join (Ephemeral or persistent Stay-Profile with carry-over points), fires /pb/v1/nfc/* OSC. Wired to the deterministic @playbox/core NfcFloor + BandRegistry engines.

07

Stop the Clock

Syncs live across tabs

Solo nerve & timing — a clock races up; stop it exactly on the target. Later rounds black out the clock so you count in your head. Scored by milliseconds of error with a precision-streak multiplier; the audience plays along on their own clocks. Wired to the deterministic @playbox/core StopTheClock + timingJudge engine.

08

Buzz Wars

Syncs live across tabs

Head-to-head team buzzer trivia — fastest team to buzz answers; a wrong call hands a steal to the other side for fewer points. One ask-the-audience lifeline per team (live phone vote). Stage-first: contestants buzz in, no phones on stage. Wired to the deterministic @playbox/core BuzzWarsMatch + AudienceVote engine.

09

Order Up

Syncs live across tabs

Solo sequencing — put five things in the right order (release years, planet distances, populations…). The contestant drags them on the podium; the crowd arranges the same puzzle on their phones; a staged reveal flips each position green/red. Wired to the deterministic @playbox/core OrderUpGame engine.

10

Vault Pairs

Syncs live across tabs

Solo memory — a wall of facedown glass tiles hides matching pairs; flip two at a time to find them within a move budget. Back-to-back matches build a streak multiplier; one peek. The crowd plays the identical board on their phones. Wired to the deterministic @playbox/core VaultPairsGame engine.

11

Memory Maze

Syncs live across tabs

Solo path memory — a safe route across a tile grid flashes for a beat, then goes dark; the contestant walks it tile by tile from memory. A wrong tile costs a life and restarts the route; the maze grows each level. The crowd shadow-walks the same maze. Wired to the deterministic @playbox/core MemoryMazeGame engine.

12

Eyeball

Syncs live across tabs

Solo estimation — a scene of countable chaos appears ("how many coins?"); guess the count, scored by closeness, with a double-or-nothing twist. Language-free, all-ages, very watchable; the crowd guesses the same scene. Wired to the deterministic @playbox/core EyeballGame engine.

13

Echo Chain

Syncs live across tabs

Team "human Simon" — a growing sequence of pads flashes; teammates (each on a pad) must reproduce it in order. Survive and the chain grows; the first team to slip loses. Stage-first: physical pads, no phones on stage. Wired to the deterministic @playbox/core EchoChainMatch engine.

14

Stand Your Ground

Syncs live across tabs

Team floor-zone commitment quiz — the floor splits into zones A/B/C/D; the whole team must physically commit before lockdown. Unanimous on the right zone scores full; hedge across two and a correct one only scores half. The crowd votes too. Wired to the deterministic @playbox/core StandYourGroundMatch + AudienceVote engine.

15

Finders Keepers

Syncs live across tabs

Team crowd scavenger hunt — contestants sprint into the audience to find the listed objects and race them back to stage. Every item has a point value; first team back with an item banks a speed bonus, and returning the whole list lands the clean sweep. The host rerolls a random pre-set list or types items in on the fly before the whistle. Wired to the deterministic @playbox/core ScavengerHunt engine.

16

Venue Teams

Runs all night

The night-long competition every guest belongs to — tap in and you're auto-enrolled into a team (Red vs Blue). Called into any game (except bingo) you play for yourself and your team: contestants earn their own points and a team win credits every member in the room. Whole families stay on one colour — linked by a family code or their booking / pitch, even registering at different times. Names are unique per site (auto-disambiguated, with an optional preferred name), and under-18s sit on a separate junior board with non-cash prizes. Points add up across the night and the season. Wired to the deterministic @playbox/core VenueRoster engine; staged games roll their result straight in.

System · Leaderboards

Audience · Leaderboards

1920×1080 — team standings + Top Players (cash) and a separate Junior board (non-cash), by segment

System · Stage manager

Operator · Registration & Scoring

Register guests & families (name, age, family code / booking), credit players & team wins, mark sections

System · Team board

Audience · Team Scoreboard

1920×1080 — the running Red vs Blue night total, member & family counts, live feed

17

Network Bingo

Real money · linked across the estate

Traditional 90-ball, played for real money — every venue's evening ends on the same numbers at the same minute, all playing for one progressive jackpot that builds across the whole estate (sliding-N win plus a must-drop ceiling). Tickets print on demand on 80 mm thermal — perfect strips of 6 or singles, each with an offline-verifiable signed QR and optional band linkage. Percentage-of-sales prize pool with an enforced payout floor; shout-and-scan claims pause the network; unclaimed band-linked wins get a zone-level callout (never names). Wired to @playbox/corebingoJackpot · bingoClaims · bingoLedger · bingoTicket · bingoDraw · bingoPrint.