Skip to content

Teacups

This page is for marketers setting up a Teacups campaign. Three cups ride a spinning carousel in the middle of the screen and throw cards outwards. Players tap the cards worth points before they leave the screen, and leave the decoys. The run ends when the clock does, and the score shown at the end is the official one.

Set these on the campaign’s Config tab, under The run.

Setting What it does Allowed values
Run length (seconds) How long the clock runs. Cards are spread evenly across it. 10 to 600. Default 60.
Time to pop one (seconds) How long a card stays on screen after it appears. Shorter is harder. It must be shorter than the run. 0.5 to 30. Default 5.
Cards that score How many scoring cards appear. These set the best possible score. 1 to 500. Default 40.
Decoy cards How many decoys appear. Players do not have to grab any, so they do not change the best possible score. 0 to 500. Default 20.
Points for a target Points for each scoring card. -1,000 to 1,000. Default 100.
Points for a decoy Points for each decoy, normally negative. A run never finishes below zero. -1,000 to 1,000. Default -50.

The What players will face panel shows the run length, the number of targets and decoys, how many arrive each second, and the best possible score.

Set artwork under Artwork on the Config tab. Every slot is optional.

Slot Type What it is When left empty
Background Image Fills the screen behind the carousel. A plain purple gradient.
Carousel floor Image The turntable the cups sit on. It turns with the carousel. A faint disc.
Cups Up to 6 sprite sheets Used in turn around the carousel. More of them makes a busier ride. Plain drawn teacups.
Card that scores Sprite sheet The card worth points. A yellow card.
Decoy cards Up to 6 sprite sheets Used in turn as the run goes on. Pale grey cards.

Teacups can also play sounds: hit (a scoring card grabbed), drop (a decoy grabbed) and music (loops under the run). Choose them in the Sounds section of the campaign’s Config tab, where each one has a play button so you can hear it first. With the API, set them in config.art.sounds with PATCH /v1/game-instances/{id}. With no sounds set, the game is silent.

For how to prepare images, sprite sheets and audio, see Artwork, sprite sheets and sound.

Change these on the Copy & Translations tab.

Key Default text Where it shows
loading Loading… While the game loads.
sound_on Sound on The mute button while sound is playing.
sound_off Sound off The mute button once the player has turned sound off.
tap_to_start Tap anywhere to start Before the run begins.
score Score Next to the running total.
time_left Time left Next to the countdown.
scoring Scoring… After the run, while the final score comes back.
finished Time! When the clock runs out.

Use Highest score, the default for this game. Players who grab every scoring card and no decoys share the top score, so pick a tie-break: Earliest entry wins or Random among tied entries.