The Booking Panel
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The Booking Panel
When you tap a spot on a game to book yourself, or tap a player on the roster to pull them out, Furbol doesn’t send the change through right away. Instead it lines it up in a thin strip that slides in from the top of the screen — the booking panel. Whatever you’ve lined up sits there until you tap the main button to send it, or the close button to throw it away.
The point: you can line up a few moves across a few games — yourself here, a follower there, a guest somewhere else — and send them all in one go, rather than one tap at a time with a server round-trip each.
When you see the panel
It’s hidden by default. It slides in the moment you’ve got at least one move lined up. It slides back out when the line-up is empty — either because you sent it, or because you threw it away.
What’s on it
On the left, a close button (✕) throws away what you’ve lined up — if it’s a mix of bookings and unbookings, it clears both; if it’s unbookings only, it clears just those and leaves any pending bookings alone.
Next to it sits a “who and how many” stack — three little lines telling you how many games the line-up touches, how many people it covers (not counting you), and how many spots that totals. The stack is a tap target: tapping it re-opens the picker so you can add more people (yourself, followers, guests, pre-registered contacts) to the same line-up. So the way to build a bigger line-up is: tap one spot to get the panel to show, keep tapping the stack to add companions, then send when you’re happy.
The action button takes the rest of the strip, and its label changes depending on what’s in the queue — see the three shapes below.
On the right, a finances block shows the money side of what you’ve lined up — see the finances block.
Three shapes the panel takes
The panel re-skins itself based on what’s in the queue.
Booking only
You’ve lined up one or more bookings and no unbookings. The main button reads Book (N) in blue. Tap it to send.
Unbooking only
You’ve marked a row (or rows) for removal, but haven’t added any new bookings yet. The main button reads Pull out (N) in red. The close button here specifically throws away the unbookings — bookings, if you ever had any, aren’t affected.
A mix of both
You’ve got some bookings and some unbookings in the same line-up. The main button reads OK (blue), and tapping it runs the removals first, then the new bookings. The close button clears everything — both sides are treated as one package.
The finances block
On the right of the panel, a small stack of up to three lines tells you the money story:
- Fund — your current wallet balance in the relevant currency. Only shows up if at least one of the games you’re touching uses online money (cash games don’t come out of your wallet).
- Fee — the total cost of what you’ve lined up, in the same currency, with icons to tell you whether it’s cash (a coin glyph), online (a credit-card glyph), or a mix. If your line-up spans multiple currencies, only the first currency’s costs add up here; the others show but don’t count toward the total.
- Top up — only appears when you’re queuing a hired goalkeeper spot, where the host pays the goalie. The number is what you’d be paying to the goalie across those games. See Goalkeeper Fees.
What tapping the action button actually does
Furbol sends the whole line-up in one shot:
- If it’s a mix, the unbookings go first. Each one is tried on its own — if one fails, the rest still go through.
- Then the bookings, same thing: each tried on its own.
- On success, the panel clears and the rosters on those games update.
When something fails
Each row in the line-up is sent on its own, so it’s normal for only part of it to go through — some rows commit, some bounce. The successes go through quietly — the rosters on those games update and there’s no confirmation popup. The failures surface together in a single popup dialog that lists what didn’t go through and why.
The dialog groups the failed rows by person. Each person you tried to place gets their nickname as a header, followed by the reasons their rows were rejected:
Marco:
– Already in this game
– Spot already takenSara:
– Follow required
One person with one failed row is just a single header and a single line. One person with several failures (e.g. you tried to book them into three games and two bounced) is one header with a bulleted list. Several people each get their own block, separated by a blank line. Very long failure sets get truncated — the dialog is meant to be scannable, not exhaustive.
The most common reasons you’ll see there:
- Already in this game. You tried to book someone who’s already on that game’s roster.
- Spot already taken. The specific spot you aimed at was claimed by someone else between your tap and your send.
- Game is full. No spots left.
- Game already started or ended. The roster is locked — see A Game.
- Follow required. You tried to place someone who needs to follow the host first — usually for a private or secret game.
- Blocked by host. The host doesn’t want this user on their game (the invitation-excludes mechanic).
- Can’t join right now. The person is in a state that keeps them off this specific game — e.g. a same-day clash, or playing requirements aren’t met.
- Identity collision. Two pre-registrations clashed in a way that needs a human to sort out.
After you close the dialog, the panel is empty. The failed rows aren’t held over for a retry — they’re dropped the same way the successes were dropped, because the whole line-up has been processed. If you want to try those rejections again, you have to re-queue them yourself: tap the spots again, re-open the picker, line them up afresh. In practice you rarely want a straight retry — the reason they failed (game full, spot taken, follow required) usually means the right next step is a different spot, a different game, or a different person, not another attempt at the same row.
The panel cleans up after you
If you change your mind mid-way, Furbol sorts it out:
- Line up the same booking for the same person twice? The newer one wins; no duplicate.
- Line up a booking for someone you’d marked for unbooking? The unbooking drops, the booking wins.
- Line up an unbooking for someone you’d marked for booking? The booking drops, the unbooking wins.
So you can flip-flop while you’re building the line-up without ending up with contradictory rows.
What the panel won’t let you do
- Book into a locked game. If the game’s roster is already locked (kickoff has happened and it’s in the feedback / results stage), tapping a spot just does nothing — no phantom row in the panel, no error.
- Add up multiple currencies in one finances preview. If your line-up mixes currencies, only the first one adds into the visible total. In practice you rarely hit this — most people queue within a single day and city.
Related
- The Game Profile — the rest of the game detail view that the panel sits under.
- How to Join a Game
- Joining a Game
- Placing Followers and Guests · Placing a Follower or Guest
- Leaving a Game — where the red-bin + Pull-out mechanism starts.
- Paying for Online Games
- Goalkeeper Fees
- A Game