Field note
There are two markets
Players listed by another manager are sold through bidding. Teamless players supplied by the game can be bought immediately.
The search keeps them separate. This means every result has one obvious buying method, and nobody can claim they accidentally entered an eight-hour bidding war.
Field note
Owned players need a bid
The seller chooses an asking price inside the allowed range. Your bid must reach that price and, if someone else is already leading, beat it by the required amount.
A transfer completes when one bid has stayed highest for eight hours. If somebody outbids you, you may withdraw your old bid and take your wounded pride elsewhere.
Field note
Teamless players are instant
Teamless players have no selling manager. Their price is their current Value, there is no bidding, and a valid purchase moves the player straight into your squad.
They only stay listed for 48 hours. Check back now and then, because the market will not keep a good player warm while you think about it.
Field note
Save the searches you care about
You can filter by market, role, age, Quality and selected visible attributes. Save a useful search and it keeps the latest results for you. You can rename it, reorder it and refresh it to spot newly listed players.
The saved result is a snapshot, not a blood oath. A player may still appear after the listing has ended; the buying actions will be disabled until you refresh.
Field note
The money must actually exist
The game checks your money and squad space when you bid, then checks them again when the transfer is due. Money already promised on other leading bids is not spare money, however optimistic your accounting may be.
If a transfer fails because one side cannot complete it, the responsible manager can be fined. A completed move can also knock down team strengths because squads need time to adjust when someone arrives or leaves.