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Marketplace

The Marketplace is where you trade player NFTs for FOXSY. Auction your spares, bid on what other managers are selling and rotate your roster without burning anything.

On mainnet every sale runs as a 24-hour auction. There is no instant buy: a seller sets a reserve price plus a clock while buyers compete with bids.

Marketplace Browse (an auction card with its reserve, time left plus the BID button; the filter sidebar on the left)

  1. Open the Marketplace tab → Sell sub-tab
  2. Find the player in your roster
  3. Enter the reserve price in FOXSY, then click START AUCTION
  4. Approve the listing transaction in your wallet. The NFT moves into the contract’s escrow for the 24 hours the auction runs

Reserve prices are whole FOXSY with a minimum of 500, enforced on chain. The Sell form refuses a price below the minimum and accepts at most 1,000,000. That maximum is a limit of the Sell form only: the contract itself does not cap the reserve at 1,000,000. No bid under the reserve is ever accepted, so the reserve is the lowest amount you can be forced to sell at.

A marketplace fee (currently 10%) is charged only when the auction actually sells. Listing costs nothing beyond gas. The fee comes out of the winning bid, so the seller receives the bid minus the fee.

A player who has just been sold cannot be auctioned again for 48 hours. The countdown is per player, enforced on chain, so a card cannot be bounced between wallets to fake volume.

The listing gate: the match gate of the card’s rarity

Section titled “The listing gate: the match gate of the card’s rarity”

A card can be put up for auction only once it reaches the match gate of its rarity, the same two gates Fusion uses:

RarityCompetitive matchesReally played, at leastFusion match waiver
Common55None
Uncommon155Up to 10, at 20 FOXSY each
Rare4515Up to 30, at 100 FOXSY each
Epic13545Up to 90, at 100 FOXSY each
Legendary405135Up to 270, at 100 FOXSY each
  • Waived matches count: the fusion match waiver credit on the card is added to the card’s competitive matches. Buy it on the card’s profile in the Squad (Buy matches), for every rarity in the table that has a waiver, Legendary included; the Fusion tab sells it to fusion inputs too
  • The matches in the third column must really be played. No amount of credit takes a card with fewer played matches onto the market

The players contract refuses the listing otherwise, so the Sell form disables the button with the reason, for an Epic: Epic needs 135 matches (45 played) to be listed, with what the card has under it (for example This card has 12 played + 3 waived of 135). In the Sell grid such a card reads Not sellable yet with the same count. Cards straight out of a Common pack or a fusion start at 0. Listings already open on Monday 12 October 2026 at 16:15 UTC, when these gates replaced the single gate of 20 matches, finish normally. What counts as a competitive match is explained on the Fusion page: Silver or Gold tournament matches plus 1v1 challenges, never games against the AI.

Right before your wallet opens, the listing reads your squad again. A card that is no longer in your wallet (for example one you sent or listed a moment ago) signs nothing: This player is no longer in your squad. Nothing was signed or sent now. With Batch Mode on, nothing of the batch is signed: the message names each such card and takes it out of your selection. When your squad cannot be read, nothing is signed either: Your squad could not be reloaded from the server. Nothing was signed or sent now. Try again in a moment.

  1. Marketplace → Browse sub-tab
  2. Use the sidebar to filter by name, position, rarity, price, OVR, minimum values for each of the 7 stats, level or condition. Filtering is instant (no reload); the grid shows 24 cards per page
  3. Every card shows the player’s age and, for a card that came out of a fusion, a Fused mark. Click a card to see the player’s full details plus the time left on the auction
  4. Enter a whole-FOXSY amount, click PLACE BID, approve the FOXSY transaction

The grid opens sorted by Ending Soon: the auction closing next sits on top, the other live auctions follow by time left, then auctions that have ended but are not settled yet. An auction moves down on its own the moment its clock runs out. The Sort By menu in the sidebar switches to Newest First, to price (low to high or high to low) or to OVR.

The bidding rules are enforced by the smart contract:

  • Your first bid on an auction must be at least the reserve
  • Every later bid must beat the current highest bid by at least 5%
  • Your FOXSY is held in escrow while you are the top bidder. The moment someone outbids you it is sent straight back to your wallet
  • A bid placed in the last 300 seconds pushes the end time out by another 300 seconds, so a last-second snipe only buys the other bidders more time to answer
  • You cannot bid on your own auction

When the clock runs out the platform settles the auction for you: the NFT goes to the winner, the seller receives the winning bid minus the 10% fee. You never pay settle gas. If no one bid, the player simply goes back to the seller.

The My bids chip next to the filters counts the live auctions you have bid on. Tap it to see every auction you bid on in four groups: Leading (your bid is the highest, also once the auction has ended and waits to settle), Outbid (someone bid more; your FOXSY is already back in your wallet and Bid again opens the auction), Won plus Lost. Tap it again to go back to the grid.

Winning an auction does not start a transfer cooldown. It does not clear one either: a card sold while it is still inside a transfer cooldown from an earlier wallet-to-wallet move keeps the rest of that lock, so the buyer inherits it. The listing shows the lock (“Transfer lock”) before you bid. When the lock comes from a move before the card’s match gate, the listing card, its detail and the bid button also say Reduce Cooldown does not apply to this lock. A card lists only once it meets its gate and by then its match waivers have taken such a lock down to its floor, so nothing a buyer does shortens it: it runs to the end shown. A card without a lock can be fielded as soon as the auction settles.

Changed your mind? Open Marketplace → My Listings and click Cancel on the card. The same Cancel button also appears on your own card in the Browse grid plus its detail modal. The player returns to your roster with no fee. The listing disappears from the browse grid.

Cancelling only works while the auction has zero bids. Once a bid lands you are committed until the clock ends, which is what stops a seller pulling a card out from under a bidder.

Wallet-to-wallet transfers (transfer cooldown)

Section titled “Wallet-to-wallet transfers (transfer cooldown)”

If someone sends you a player NFT directly (not through the marketplace), the player has a transfer cooldown before you can use them in matches. The cooldown is 21 days (504 hours) for a card that had reached the match gate of its rarity (see the table above) when it moved. A card moved before its match gate is locked for 21 days plus 6 hours for every missing match in the new wallet: a fresh starter card, a pack card or a fusion output cannot be handed to another wallet and played there the same season. A Legendary moved at 0 matches is locked for 122 days and 6 hours (2,934 hours); an Uncommon moved with 5 played and nothing waived, for 23 days and 12 hours. Each fusion match waiver bought for the card in the new wallet (on its profile in the Squad: Buy matches) takes 6 hours off that lock, down to 21 days plus 6 hours for every match it still has to really play (54 days and 18 hours for the Legendary at 0, 21 days for the Uncommon). The length is fixed on the card at the moment of the transfer. Locks already running on Monday 12 October 2026 at 16:30 UTC, when this rule replaced the 63-day lock for a card under 20 competitive matches, were never made longer: each ends at the shorter of its own length and the new length for the card. It encourages fair play plus marketplace use, preventing off-market roster manipulation right before a tournament. Auction wins, fusion results, distribute events plus shop mints never start one; only direct wallet-to-wallet transfers do. A lock that is already running stays on the card through a sale (see above). A cooled-down player also cannot be used as a fusion input, so you cannot launder the cooldown through fusion.

The player card shows the cooldown countdown while it’s active. The transfer dialog states the rule before you sign.

When you send a card yourself (Transfer on its profile), the dialog reads your squad again right before your wallet opens. A card that is no longer in your wallet signs nothing: This card is not in your wallet right now: it was sent or listed a moment ago or it is still on its way back from a sync. Nothing was sent by this try. The list refreshes in a moment. When your squad cannot be read, nothing is signed either: Your squad could not be reloaded from the server. Nothing was signed or sent now. Try again in a moment.

You can pay to reduce a transfer cooldown down to the floor the shop shows (currently 3 days, 72 hours; the remaining floor can never be waived). Open Marketplace → Shop → Reduce Cooldown, pick the player, then pay the FOXSY price shown for every day or only some of them. The price is per day reduced and depends on the player’s rarity (Common 25 up to Legendary 1,250 FOXSY per day). Reduce Cooldown does not apply to a card moved before its match gate: that lock gets shorter only with the fusion match waivers bought for the card on its profile in the Squad. See the Shop for the full table.

The transfer cooldown is not the only clock a player can carry. A card that came out of a fusion has its own 14-day fusion cooldown, which only limits fusion, never play or listing. See Fusion.

The Recent Sales widget on Marketplace shows the latest completed sales. What sold, for how much and who bought. Useful for price discovery before you list your own.

The Browse sidebar filters for name, position, rarity, price plus OVR also narrow the feed. The price plus OVR sorts reorder it the same way; under Ending Soon or Newest First the latest sale stays on top. The heading shows how many sales match your filters (for example “12 of 20”). The stat, level plus condition filters apply to listings only. The feed loads 20 sales at a time with a Load More button.

Two more price signals sit at the top of the page: floor-price pills above the tabs show the lowest active listing per rarity (with the listing count) while the header shows the total 24h sales volume.

  • Play before listing. A card needs the match gate of its rarity to be auctioned: from 5 competitive matches for a Common to 405 for a Legendary, a part of them really played (see the table above). A fresh pack card or a fresh fusion output is not sellable on day one.
  • Sync before listing. Otherwise the button turns into SYNC & AUCTION and you sign two transactions (the sync at 10 FOXSY per unsynced player, then the listing). Bidders only ever see synced stats, not what you’ve trained since.
  • Wait for the button after listing. Once a listing confirms, the Sell button stays held for up to 20 seconds until the NFT has visibly left your wallet, so a second listing does not fail on stale wallet state.
  • Watch the Recent Sales feed. It’s the cleanest signal for what the market is paying for similar players today.
  • Set the reserve as your real walk-away price. The auction can close at the reserve if only one bidder turns up, so never list at a number you would regret. Pricing too high instead ends the 24 hours with no bids and the player back in your squad.
  • Bid early enough to matter. The last 300 seconds extend on every bid, so waiting for the final tick wins nothing. It only hands the other bidders another five minutes.
  • Avoid wallet-to-wallet for active rosters. Send via the marketplace if the buyer needs the player immediately; direct transfers cost the recipient the full 21-day (504-hour) cooldown, unless they pay to reduce it down to the 3-day floor. A card under its match gate is locked longer: 21 days plus 6 hours for every missing match.