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Die ehrliche Antwort besteht aus zwei Teilen. Gegen das Gesetz – fast nirgendwo, zumindest für den Käufer. Gegen die Regeln des Herausgebers – ja, überall, ohne Ausnahme. Was tatsächlich darüber entscheidet, wie ein Kauf ausgeht, ist keines von beiden: Es kommt darauf an, ob der Vorbesitzer den Account noch zurückholen kann.
Publishers do not sweep for resold accounts. What happens instead is quieter: whoever still holds the original email, a linked console or the card in the payment history can ask support to restore “their” account, and support has no way to know a sale took place. This is why full access — the email itself, not just the game login — is the only thing that meaningfully lowers the risk, and why we hold your money in escrow until you have confirmed the handover worked.

| Publisher | In the rules | In practice |
|---|---|---|
Epic Games Fortnite | Übertragungen sind verboten; der Account bleibt Eigentum von Epic | Die Durchsetzung erfolgt reaktiv und zielt auf Diebstahl ab. Die Klagen von Epic richteten sich gegen Verkäufer gestohlener Accounts, nicht gegen den privaten Weiterverkauf, und Epic erklärte im März 2025 öffentlich, dass es keine Sperren nach IP-Adresse verhängt. |
Riot Games League of Legends, Valorant | Der Verkauf, Kauf oder die Weitergabe eines Accounts stellt einen Verstoß gegen die Nutzungsbedingungen dar | Maßnahmen werden ergriffen, wenn etwas auffällt – eine Wiederherstellungsanfrage, eine Rückbuchung, Meldungen über Boosting. Riot führt von sich aus keine Überprüfungen auf Weiterverkauf durch. |
Supercell Brawl Stars, Clash Royale, Clash of Clans | Accounts werden lizenziert, nicht besessen; Übertragungen sind nicht erlaubt | Die Wiederherstellung über den Support ist das praktische Risiko: Ein Account, der an die Supercell-ID des Vorbesitzers gebunden ist, kann zurückerlangt werden. |
HoYoverse Genshin Impact, Honkai Star Rail, Zenless Zone Zero | Das Teilen und der Handel mit Accounts sind verboten | Entscheidend ist die verknüpfte E-Mail-Adresse. Ohne sie kann der Vorbesitzer jederzeit die Wiederherstellung einleiten. |
Valve Counter-Strike 2 | Steam-Accounts sind nicht übertragbar | Steam Guard und die Handy-Bindung erschweren hier die reibungslose Übergabe mehr als anderswo – überprüfe beides, bevor du bezahlst. |
The right-hand column describes how enforcement has been observed to work, not what any publisher promises. None of them guarantee leniency, and all of them can change the rules without notice. Read it as the shape of the risk, not as permission.
A PUBG Mobile character lives behind the social account it is linked to — Google, Facebook, Twitter — and KRAFTON returns nothing: whoever owns the social login owns the account. What buyers pay for on our live shelf (every number moves together, sports cars excepted), how to prepare a login you can hand over whole, and why a second binding is what ends the sale.
Standoff 2 keeps no login of its own, and the method an account was created with can never be changed or unlinked. So a Standoff 2 account is sold only as the Google, VK or Apple account behind that primary login — handed over whole. What our live shelf pays for (Legend at the top, «with calibration» cheaper than without, and why), what to prepare, and how the money moves.
A Steam account is a mailbox plus Steam Guard, and Valve's support returns accounts to whoever proves they created them — that is the whole risk of selling one. What buyers actually pay for across our live shelf (the library is not the price), what to strip off the account before it goes up, how the money moves, and why the first receipt stays with you.
A World of Tanks account is an email on one of two operators that do not talk to each other, and both forbid selling it. What buyers pay for on our live shelf (a garage and a career are two products; battles price the second), what Wargaming's email and phone rules mean for a handover, what to list first, and how the money moves once the buyer confirms the login.
Boosting splits into two products with different risks: self-play, where you queue alongside the buyer, and piloted, where you log into their account. What each one needs from you, how the buyer's credentials reach you safely and when they are erased, and why the money only moves after the run is confirmed.
A Brawl Stars account is a Supercell ID, and that is what you are selling. What buyers pay for across our whole shelf — trophies come third, not first — what to settle before you list, and why a previous owner can reclaim the account with purchase receipts.
Town Hall is the number every listing leads with, and the Builder Hall tracks the price just as hard while a third of listings never mention it at all. What sets the price, what to settle before you list, and the Supercell ID risk that decides the sale.
Everything below 8 000 trophies sells for about the same, and everything above it jumps several times over. King level, the number players brag about, barely moves the price at all. What to write, what to settle, and the Supercell risk.
Service medals track the price several times harder than the inventory does, and wins track it at zero. Most of the shelf carries no skins at all — which makes a skinned account a different product. What to write, what to settle, and how the handover works.
Matches played and the Steam level underneath track the price several times harder than MMR does — the number everyone puts in the title is the one buyers pay least for. What actually sets the price, what the Steam account drags along, and how to hand it over.
On our shelf the price is set by limited five-stars and constellations, not by Adventure Rank; the server cannot change, and a previous owner can reclaim the account with purchase receipts. What accounts sell for, what a buyer reads first, what to settle before you list.
Most Roblox accounts on our shelf sell for pocket money and a small tail clears $200 — two different markets, and the first job is knowing which one yours is in. What a buyer reads first, what to settle before you list, and the Roblox-specific risk that decides the price.
Recovery by the previous owner — not a publisher ban. Someone who still holds the original email, a linked console or the payment history can ask support to hand the account back, and support has no way to know a sale happened. Everything else on this page is smaller than that.
Take the email itself, not just the game login; change it to yours, turn on two-factor, and unlink consoles and third-party logins you did not set up. The full-access guide below walks the order — doing it in the wrong order locks you out of your own purchase.
No major publisher sweeps for resale on its own; enforcement is reactive, triggered by a report, a recovery request or a chargeback. That is an observation about how it has worked, not a promise about how it will.
Money sits in escrow until you confirm the login works, every order carries a 30-day warranty covering a replacement or a refund, and you write to support rather than chasing a stranger. It does not change the publisher's rules — nothing can — but it does change who carries the risk when something goes wrong.
Das Geld geht erst dann an den Verkäufer, wenn du bestätigst, dass der Login funktioniert, und jede Bestellung beinhaltet eine 30-tägige Garantie – einen Ersatz oder eine Rückerstattung, über die wir entscheiden, nicht irgendein Fremder.