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EA SPORTS FC 27 Will Make Clubs a 100-Player Football Playground

The Grounds will include three districts, returning Leagues and Playoffs, and new 11v11 Club Tournaments.

EA SPORTS FC™ 27 will bring Clubs into a shared football world called The Grounds, where up to 100 players can gather across social spaces, small-sided matches, Kickabouts, and Club activities. EA detailed the new feature set in its Steam announcement.

The Grounds will be available on PlayStation®5, Xbox Series X|S, PC, and Nintendo Switch™ 2 when EA SPORTS FC™ 27 launches. The world will be built around a central Terrace and three districts inspired by football cultures from France, Argentina, and the United Kingdom.

A shared football world

The Terrace will serve as the main starting point. From there, players can enter the Clubhouse, check information kiosks, and visit The Grounds Store. The Clubhouse will also connect players directly to Clubs activities.

The three districts each have their own setting and activities:

  • Montclair draws from French urban football, with cage pitches and a metropolitan setting.
  • Zeiza is inspired by Argentina’s Potrero culture and combines European and Latin-style architecture.
  • Parkside reflects the working-class football heritage of the United Kingdom.

The world will change throughout the year through seasons, campaigns, and live updates. Those changes can affect the atmosphere, activities, rewards, store content, and available ways to play.

The Grounds will also connect to two stadium areas. The 11v11 Stadium will host 11v11 Drop-In, while the Rush Stadium will feature drop-in Rush activities, including Ranked Rush and Rush Tournaments.

Clubs takes center stage

The Clubs experience will be part of The Grounds from the start. Entering the Clubhouse will provide access to Leagues and Playoffs, while the Clubs Stadium and Clubhouse entrance will reflect each Club’s customization and identity.

Club Tournaments will add another 11v11 competition beyond Leagues and Playoffs. These events can use different round counts, match rules, and rewards. House Rules options include:

  • Mystery Ball
  • King of the Hill
  • No Rules
  • Headers and Volleys
  • Survival
  • Long Range

Stadium Drop-In will take players from The Grounds into traditional matchmaking for Stadium Rush, Rush Live Tournaments, and 11v11 Drop-In. EA says players will be matched with others of a similar skill level.

Mentors will guide players through The Grounds

Four mentors will help introduce the different parts of the world and its activities:

  • Alex Hunter returns from The Journey to guide player-improvement challenges based on his rise from prospect to champion.
  • Kylian Mbappe brings the influence of Bondy’s local pitches to small-sided football, agility, and creativity activities.
  • Chloe Kelly represents grassroots football in England through Kickabouts and activities focused on freedom and creativity.
  • Paulo Dybala connects his move from Argentina to Europe with Clubs and Stadium activities centered on teamwork, Club identity, and loyalty.

Small-sided matches will be quick and varied

The Grounds will offer 1v1, 2v2, 3v3, and Rush matches on different pitches. These games will last three minutes. In 1v1 matches, both sides will have a CPU goalkeeper and one outfield player. The 2v2 and 3v3 formats will use smaller goals without goalkeepers. The in-world Rush version will take place on a dirt pitch and will be separate from the Rush Stadium mode.

Small-sided matches will begin with a battle for possession at the center of the pitch. Shooting assistance will be Manual, while Passing Assistance will be Fully Assisted. Other gameplay settings will match regular 11v11 play.

Fouls will be active. A foul outside the box will force the fouled player to shoot from the spot of the infraction, while a foul inside the box will use the designated penalty spot. Players must shoot during free kicks, with passing and dribbling disabled until the free-kick window ends.

Kickabouts bring other sports into football

Kickabouts will mix football with activities inspired by dodgeball, basketball, and bocce. The modes will support both cooperative and competitive play.

Bocce Ball

Bocce Ball is a three-player free-for-all played over three one-minute rounds. Players pass or shoot balls into targets, score extra points through rings, and deal with obstacles and Dead Zones. Targets become smaller when their timers expire, moving from Large to Medium and then Small.

  • Large Target: 100 points
  • Large Target Bullseye: 200 points
  • Medium Target: 500 points
  • Medium Target Bullseye: 750 points
  • Small Target: 1,250 points
  • Small Target Bullseye: 2,000 points
  • Ring: 300 points
  • Dead Zone: -150 points

After three rounds, the player with the highest score wins.

Team Keepaway

Team Keepaway is a 3v3 match on a medium-sized, walled pitch. The game lasts three minutes, and teams score by holding possession, passing, intercepting, and tackling. A team wins immediately by building a 1,000-point lead, or wins when time expires with the higher score.

  • Holding the ball awards 5 points per second.
  • A regular pass awards 20 points.
  • A first-time pass awards 40 points.
  • Five consecutive passes activate a x2 multiplier, while 10 consecutive passes activate x3.
  • An interception awards 15 points and transfers the opponent’s active multiplier as a bonus.
  • A successful slide tackle awards 20 points.
  • A foul removes 100 points.

The Big Race

The Big Race places four players on a full-sized pitch with the ball at their feet. Players complete three races on the same track, with each race using a different obstacle layout and a two-minute time limit. Only dribbling is enabled, and the course includes gates, lava floors, moving colliders, and Defender Zones.

Once the first player reaches the finish line, the remaining players have 15 seconds to finish. Points are awarded by position: first place earns 9 points, second earns 6, third earns 3, and fourth earns 1.

Attacking Scenarios

Attacking Scenarios is a 2v2 mode with four one-minute rounds. Each round selects one scenario from a pool of 10. There are no goalkeepers, fouls, or offsides. Teams must meet the active scenario’s requirements to score points.

  • Bronze: Dribble the ball in, score a first-time shot, break a target while scoring, or score off a wall bounce for 1 point each.
  • Silver: Complete three passes, collect three balloons, or score an aerial goal for 2 points each.
  • Gold: Score from inside a zone for 3 points, score through gates for 1 point per gate, or hold the ball to generate up to 6 points.

If the teams are tied after four rounds, a fifth one-minute round will decide the winner. The first team to score in that round wins.

Bucket Ball

Bucket Ball is a 2v2 match lasting three minutes, with a one-minute overtime period for tied games. Teams score by sending the ball through the opposing hoop with precision lob passes, headers, and spikes.

Scores are worth 2 points during a free throw or from inside the three-point zone, and 3 points from beyond it. A spike adds 2 bonus points. If overtime remains tied, the match ends in a draw.

Balloon Ball

Balloon Ball is a four-player free-for-all across three rounds. Each player starts with three balloons. Kicking the ball into an opponent pops one balloon, and a player is eliminated after losing all three. The last player standing wins the round.

Golden balloon power-ups can grant temporary invincibility, fire tyres at opponents, or make the ball chain between players before returning to the kicker. With 30 seconds left, Sudden Death begins. The power-up turns red and cannot be collected, while balls are fired at a random surviving player every three seconds.

  • First place: 250 points
  • Second place: 150 points
  • Third place: 75 points
  • Fourth place: 50 points

Goal Control

Goal Control is a 1v1 mode played over three one-minute rounds on a pitch with eight goals. Players claim goals by scoring into them, with each goal changing to the owner’s color. Scoring into an opponent-controlled or neutral goal changes ownership immediately.

Players earn 1 point per second for every controlled goal, or 2 points per second when they control all eight at once. A Golden Goal modifier can award control of two extra goals. If the final score is tied, the first valid goal in sudden death wins. If nobody scores, the match ends in a draw.

Drop Kick Targets

Targets will appear throughout The Grounds. Players can spawn a ball, control the kick’s power, and hit targets shaped like circles, rings, and pentagons. Weekly Objectives will ask players to find targets across the world and break them for rewards.

Seasons and in-world events

Campaigns and live updates will connect activities across The Grounds. An event could begin with a Kickabout or small-sided match in one district before sending players to a Rush or 11v11 Stadium competition.

These events can include different requirements, match rules, activities, and rewards. The Grounds Store and district locations can also receive new content as the season progresses.

Archetypes, Masteries, and Amps

All Archetypes will be unlocked by default in EA SPORTS FC™ 27. Players will no longer pay Coins or use a reset consumable to change a build. Individual attributes can be adjusted without resetting the entire Archetype, and these changes can be made from the in-world menu, The Clubhouse, Clubs, or Rush lobbies.

Masteries will reward long-term progress across every Archetype. For example, reaching Level 10 with the Finisher Archetype will grant +1 Finishing and +1 Composure to every Archetype used by the player.

Archetype Attributes boosted
Shot Stopper GK Positioning, GK Reflexes
Sweeper Keeper GK Handling, GK Diving
Progressor Long Passing, Standing Tackle
Boss Aggression, Strength
Marauder Sliding Tackle, Sprint Speed
Disruptor Stamina, Interceptions
Recycler Def. Awareness, Short Passing
Maestro Reactions, Ball Control
Creator Free Kick Accuracy, Vision
Spark Crossing, Dribbling
Magician Curve, Acceleration
Finisher Composure, Finishing
Target Balance, Jumping

Amps will provide temporary bonuses to an active Archetype. There will be four tiers across two categories:

  • Standard Amps will provide Tier 1 attribute boosts and larger Tier 2 attribute boosts.
  • Signature Amps will add greater attribute boosts, PlayStyles, and Perks at Tier 3, followed by PlayStyles+, Perks, and greater boosts at Tier 4.

Players can equip two Standard Amps and one Signature Amp at the same time. Each Amp will last for a set number of matches. They can be earned through Objectives, Live Events, Campaigns, and season progression, with more available through the Store.

Consumables and Club Objectives

Consumables will provide new ways to apply AXP outside matches. Some will target a specific Archetype, while others will apply to a broader group such as any Midfield Archetype. Level caps will apply to individual items, so one Consumable could stop at level 25 while another reaches level 50, within the global maximum.

Club Objectives will let teammates contribute to shared goals even when they are not playing together. Examples include winning five League matches or collectively winning 50 1v1 matches.

  • Club Milestones: Long-term Bronze, Silver, and Gold objectives that award fans and raise Club reputation.
  • Club Weeklies and Seasonals: Objectives that award Amps, Consumables, and Coins.
  • Elite Objectives: Extra goals for Clubs in Elite Division.

Customization, stores, and the Season Pass

Players will be able to customize their street and stadium outfits separately with clothing, accessories, and items inspired by football brands. Up to eight Emotes can be assigned to the Emote Wheel for use across The Grounds. They will also appear in Kickabouts and small-sided post-match celebrations.

Stores across the world will carry clothing, cosmetic bundles, accessories, and Emotes. The Grounds Store on the Terrace will offer the broadest selection, while district locations will carry smaller collections:

  • The Grounds Store
  • Parkside Market
  • Boutique Montclair
  • Tienda Zeiza
  • Menu Store
  • Clubhouse

The Menu Store will focus on Amps and Consumables. The Season Pass will award Season Points for playing The Grounds and completing Objectives, with rewards including outfits, accessories, Emotes, Amps, Consumables, and Coins. A Premium Pass will add more rewards to the seasonal track.

EA SPORTS FC™ 27 will bring a much broader social layer to Clubs when the game launches. Share your thoughts on The Grounds and the new Clubs systems in the comments, and follow us on X, Bluesky, YouTube, and Instagram.

EA Sports FC 27

EA Sports FC 27

Welcome to The World’s Game in EA Sports FC 27. Step into The Grounds to experience a football playground where the streets meet the stadium, and feel greater control in every mode as community-driven innovations deliver more true-to-football gameplay.

  • Genre: Simulator, Sport
  • Platforms: Xbox Series X|S, PlayStation 4, Nintendo Switch 2, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch
  • Perspective: Third person, Bird view / Isometric
  • Modes: Single player, Multiplayer, Co-operative
  • Release: 2026-09-25
  • Publisher: EA Sports
  • Age Rating: PEGI 16

Bojan Kicevski

Hey! I am Bojan Kicevski, and I am super excited to be working on this website together with my parents!!! I am still a kid, so please don't judge me!!! <3

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