FANTAVOICE / HOW IT WORKS

From league setup to sold

A guided flow where voice, button and hand-typed amounts all follow the same rules.

1. Configure

Create the league, add teams and budgets, then choose Classic, Mantra or Custom roster rules.

The roster system decides how many players each role needs, and therefore how much you can spend without leaving yourself short. The Classic preset is 3 goalkeepers, 8 defenders, 8 midfielders and 6 forwards; Mantra uses finer, configurable roles; Custom lets you define names, abbreviations, order and slot counts yourself. The setup stays editable until the auction starts.

2. Choose Classic or Smart

Classic uses one controller and central microphone; after a sale, the organizer selects the purchasing team. Smart connects every team’s phone: the server works out who sent the last valid bid, so nobody has to keep track.

The difference is who identifies the bidder. In Classic there is a single microphone in the middle of the table and anyone can bid out loud: at the end of the lot the organiser names the buying team. In Smart each phone is bound to an approved team, so the last valid bid already says who bought, with nobody having to remember it.

3. Prepare teams and rosters

Set budgets, starting bid, minimum increment and quick bids. Roster rules are independent from auction mode: choose Classic, Mantra or Custom.

The starting bid is the minimum to open a lot, the minimum increment blocks token raises, and quick bids are buttons that add a fixed amount in one tap. FantaVoice also works out how much each team can still spend while remaining able to complete its roster: a bid that would leave it short for the missing roles is refused before the damage is done.

4. Start the lot

Select or add the player, choose one or more eligible roles and press START AUCTION. No lot or countdown starts automatically.

Until you press START AUCTION no lot is open and no countdown can run, so words spoken at that moment cannot become a bid. You can mark several compatible roles for the same player, which is useful with Mantra, and the purchase will fill the right slot on the team that wins it.

5. Bid from a phone

In Smart, participants scan the QR code or enter the room code, join as guests and request a team binding. Voice, manual and quick bids all require an authoritative server response.

Nothing to install: the phone opens a page and stays there. In Classic you can use any spare phone as a table microphone, placed among the participants, so people sitting away from the computer are heard too. The connection survives a network that drops and returns: the device finds the current bid and the correct timings again instead of restarting a timer of its own.

From that same phone you can also raise without speaking, with FantaPulse: the auctioneer enables the buttons on every device at once, and each person picks voice or button.

6. Follow one countdown

Voice, button, manual and quick bids follow the same rules. Every valid raise replaces the previous countdown; after Going Three the lot is closed and later bids cannot change the price or winner.

The auctioneer calls three beats — “going once”, “going twice”, “going three” — and every valid raise interrupts the count and restarts it. The timings are yours: three presets (fast, standard, slow) and each interval adjustable on its own. By voice you can say any whole number from 1 to 1000, the hard ceiling for a single bid; the auctioneer always repeats the amount it understood out loud, so you hear it before it becomes final.

7. Confirm the sale

In Classic, the controller selects the purchasing team. In Smart, the team is resolved server-side from the bound device. The sale updates price, budget, roster, history and snapshot together.

Before closing you see player, price and team, and you confirm: no sale is recorded behind your back. The team’s budget updates at the same moment the purchase is written, so budget and roster can never tell two different stories.

8. Prepare the next lot

After a sale, FantaVoice pauses between lots. The controller checks the summary, enters the next player and explicitly starts the new auction.

Between players the auction deliberately stands still: that is the moment to check the summary, change a timing or answer a question from the table. The microphone can stay on so you do not have to switch it back for every lot, and nothing said during the pause can become a bid.

9. Correct safely

The controller can undo the last bid before the lot closes or undo a confirmed sale. Budgets, rosters and player availability are recalculated by the authoritative workflow.

An undone raise returns the auction to the previous amount and leaves the count paused, so nobody loses their turn to a correction. An undone sale gives the credits back and frees the roster slot. Every correction is recorded, so at the end of the auction you can reconstruct what happened and when.

10. Recover safely

Continuous saves and snapshots protect purchases. After reopening, countdown stays paused until explicitly resumed. Reconnected Smart devices must receive a fresh snapshot before bidding again.

Auction state lives on the server, not in the browser: if the computer shuts down, the page closes or the connection drops, reopening finds bids, budgets and rosters exactly as they were. On reopening the count stays still until you restart it yourself, because nobody should risk losing a player to a countdown that restarted on its own.

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