☐Trade Hold Open the partner account
Affiliate disclosure. The partner link in the masthead and in the bands beside the copy on this page is a sponsored link to a partner operator, and this site may be paid if you open an account through it, at no extra cost to you. It carries rel="sponsored noopener" and opens in a new tab. That matters more than usual on this desk: the subject is a balance made of objects that three separate companies control, and this site's own funding is a referral fee from one of them. There is no ranking, no review and no recommendation of any operator, item or marketplace anywhere on this site.
Trade Hold / Overview
The balance that is somebody else’s stock

The balance you cannot carry to another site

Some wagering accounts are funded with objects rather than money: an item is sent in, valued, credited, and can be sent back out again. This desk explains the chain that arrangement creates - which of the three companies owns what, why every item that arrives is frozen on a clock, where a price comes from when no operator sets it, and what two spreads and a fee do to a round trip before a single game is played.

Yours to move: an object in your own inventory, a listing you can withdrawFrozen: an object inside its hold, unreachable at any priceTheirs to decide: the valuation, the commission and the cash-out
The custody table - five things called "my balance", and who can actually move each one
What the reader calls itWhere it sitsCan you move it yourself?
An object in your own inventoryHeld on the platform account you control
An object credited to a wagering accountInside the operator’s valuation and its hold rules
A cash balance in the wagering accountWithdrawal conditions, verification and the operator’s terms
An object listed on a marketplaceYou can relist or withdraw the listing at will
Sale proceeds on the marketplaceThe marketplace’s own cash-out rules and verification
Read the third column before the second. Two of the five are the holder's to move without asking anybody: an object in your own inventory, and a listing you can withdraw yourself. The other three are decisions taken by a company - the operator's valuation and hold rules over a credited object, the operator's withdrawal conditions over a cash balance, and the marketplace's cash-out rules over the proceeds of a sale. That split is the whole desk in one table: on a cash rail a reader argues with one company, and here the same apparent balance is governed by three sets of terms, none of which is visible on the screen the number appears on.
Direct answerAn item-funded balance is not a number on one company’s ledger. It is a set of objects held inside a game publisher’s inventory system, credited by a wagering operator, and priced by a third-party market that both of them are merely customers of. Almost every item that arrives is frozen for a fixed period before it can move again, and getting value back out means selling on that third-party market - a sale, not a withdrawal. Two things follow: the exit has its own price, its own rules and its own identity checks, and the object itself is described by the publisher’s own terms as licensed to an account rather than owned by a person.
Object: a cosmetic itemHeld in: the publisher’s inventoryPriced by: a third-party marketCredited by: the operator

Why a desk about the item layer exists at all

Forty-nine other desks in this series explain what happens inside a gambling product: the wagering requirement, the payout, the odds, the verification, the licence, the contract, the money. The custody desk explains whose money a cash balance is. The play-coin desk explains a balance that is not money and can never leave. This desk explains the third case, the one that sits between them: a balance made of objects that can leave, but only into somebody else’s system, on their clock, at a price neither the player nor the operator sets.

It matters because the arithmetic is invisible at the point of use. Inside the account, an item is a number like any other. Outside it, that number is a listing, a bid, a fee and a hold - and the difference between the two is real money measured in percent, not in sentiment.

What the chain is made of

chain 1

publisher The inventory. The items exist because a game publisher put them there. The publisher’s terms describe them as a licence attached to an account, and the publisher’s systems decide whether an object may be transferred at all, and after how long.

chain 2

operator The credit. The wagering operator accepts items, values them by its own method, and credits an account balance against them. It can freeze, revalue or refuse them, and its own terms say so.

chain 3

market The price. Independent marketplaces match listings with buyers and publish the only prices that exist. They are not parties to the account and owe it nothing, but they decide what the object is worth on the way out.

chain 4

hold The clock. The transfer freeze that follows an acquisition sits across all of it. It is not a delay in the ordinary sense: while it runs, the object cannot be moved at any price to anybody.

Those four parts are the whole desk. How the chain works covers who controls what, the hold covers the clock, the price covers where a number comes from, the market covers the fee on both sides, the exit covers the two spreads between an item and money, and the inventory covers the rules the publisher keeps over all of it.

How to read the custody table

The figure at the top of this page lists five things a reader might call "my balance" and asks each of them one question: can the player move it without a third party’s permission? Two of the five are yours to move and three are somebody else’s decision, and the split is asserted when the site is built so a row cannot quietly change side.

Read the third column before the second, because the column that decides an argument is the column that says who can act. The difference is not academic: an object sitting in your own inventory can be sent to another account you control today, while the identical object credited to a wagering account is inside the operator’s valuation, its hold rules and its withdrawal conditions. Same object, same screen, different set of hands.

Worked example - one item, two round trips (illustrative) Market value of the object: 100 units.
Route A, instant sale on a marketplace: bid 87 (a 13% discount for immediacy), seller fee 5% → 87 × 0.95 = 82.65 units.
Route B, listed at the asking price and sold: 100 × 0.95 = 95 units - but the sale takes time, and the asking price is a listing rather than a bid.
Difference between holding out and selling now: 95 − 82.65 = 12.35 units, or 12.35% of the object. Now send this object into a wagering account and back out again with nothing wagered: credited at a 90% valuation and returned at par, the same 100-unit object becomes 90 units of credit, which returns as an object worth 90, which sells on route A for 90 × 0.87 × 0.95 = 74.39 units.
Round trip with no play at all: 100 → 74.39, a 25.6% loss to a freeze, a haircut, a bid and a fee. Every one of those four is a published rule of some company in the chain, and none of them is the game.

What the exit actually is

An item cannot be withdrawn the way a cash balance is, because there is no account to withdraw to. The only route to money is a sale to a buyer on a marketplace, and the proceeds land in that marketplace’s own balance before they can reach a bank. So the exit is a two-harness process - object to balance, balance to money - with a spread at each end and a fee in the middle. The exit works through the arithmetic; the practical consequence is one sentence: the money a reader sees inside a wagering account is worth less than the same number outside it, and the gap is not a fee you were charged, it is the price of the market the object lives in.

What this desk takes in turn

What this desk refuses to do

It does not value anybody’s items, does not tell a reader when to sell one, and does not treat an item balance as a savings vehicle or an investment - it is a stock of consumer objects whose price is whatever a stranger will pay on the day. It does not name an item, a marketplace or an operator as a good one, does not compare fees between named companies, and does not explain how to move value past a hold, a valuation cut or a restriction. It also does not pretend that any of this is exotic: it is a second-hand market with an unusual property, which is that the thing being traded is also a bet.

One further point, stated plainly because the object class invites the opposite assumption: access to these platforms and to any wagering product is for adults, the publisher’s own terms require it, and this desk is written for that reader. If gambling has stopped being entertainment, the support routes are in the footer on every page here, and they are free.

Where the numbers in this desk come from. Every figure, percentage and clock here is labelled illustrative and shows its arithmetic. Seller fees, bid discounts, hold lengths, valuation haircuts and listing times differ between publishers, markets and operators, and they change - several of them have changed more than once. What does not change is the structure: objects held under a licence, a freeze after acquisition, a price set by a third-party market, a two-sided spread, a fee, and a second identity check at the point of exit. That structure is what is being explained, and it is the same in every market a reader is likely to be in.

If you only read one page

The two spreads to money is the practical one. It is the page that answers the only question that ever costs real money here - what a balance made of objects is actually worth on the way out - and it is ordered so a reader with an account open in another tab can follow the arithmetic line by line and check it.

  1. The object arrives by transferA hold starts automatically. The object is visible, credited and immovable - to anybody, including your own second account.can it move: nocan it become money: no
  2. The hold expiresThe clock ends on its own date. The object can now be sent to another account or listed for sale.can it move: yescan it become money: no
  3. Listed at the asking priceA listing is an offer to sell, not a purchase. It sits in a queue and can be relisted, withdrawn or undercut by another seller.can it move: yescan it become money: no
  4. Sold at the bidA buyer completes. Proceeds are credited to a balance on the marketplace - not to a bank and not to the wagering account.can it move: yescan it become money: yes
  5. The proceeds hold endsThe marketplace holds sale proceeds for its own settlement period before they can be withdrawn.can it move: yescan it become money: yes
  6. Cash-out verified and paidA second identity check and a payment rail stand between that balance and a bank account.can it move: yescan it become money: yes
The pattern, not a complaint · Twelve verdicts across six moments, and the counts are asserted at build time so a rung cannot quietly change side. One of the six moments is frozen and five are moveable; three of the six can become money and three cannot. The shape of the clock is the point: an object is immobilized for a fixed period on the way in, and value is immobilized again for a second fixed period on the way out, at a company that owes the account nothing.