FC 27 is the biggest shake-up of Pro Clubs since FC 24 renamed the mode to Clubs. The 11v11 football at its core is still there, but everything around it is new. Clubs now sits inside The Grounds, a walk-around social hub, and the way you build your Pro has been rebuilt.
The Grounds: Clubs gets a world to walk around
EA calls The Grounds “the most social way to play” FC 27. It’s a shared football playground where up to 100 players walk around the same world. It has a central Terrace and three districts, each based on a different football culture:
| Area | Inspired by | What’s there |
|---|---|---|
| The Terrace | Hub | Where every session starts; Clubhouse entrance, info kiosks, The Grounds Store |
| Montclair | France | Cage pitches: 2v2, Rush, Attacking Scenarios, Bucket Ball |
| Zeiza | Argentina | Potrero-style street football |
| Parkside | UK | Working-class football heritage; the 11v11 Drop-In entrance |
Besides Clubs, The Grounds has small-sided matches (1v1, 2v2, 3v3 and an in-world Rush on a dirt pitch, all three minutes long), seven Kickabouts (Bocce Ball, Team Keepaway, The Big Race, Attacking Scenarios, Bucket Ball, Balloon Ball, Goal Control) and Drop Kick targets hidden around the map. Everything you play earns AXP for your active archetype and Grounds Coins, so the hub is also somewhere to level up while you wait for your club to get online.
Four Mentors give you objectives: Alex Hunter (player improvement), Kylian Mbappé (small-sided), Chloe Kelly (Kickabouts) and Paulo Dybala, whose objectives are built around Clubs and stadium events. Our full guide to The Grounds maps out every district.
The Clubhouse: where Clubs lives now
You enter Clubs by walking into the Clubhouse on the Terrace. EA says the Clubhouse entrance and your Clubs stadium change based on your club’s customization and identity. From the Clubhouse you can play:
- League and Playoff matches: both confirmed back. See Leagues and Playoffs explained.
- 11v11 Live Event Tournaments
- the Store for Amps and Consumables
11v11 Drop-In and Rush (Ranked Rush and Rush Tournaments) have their own stadium entrances in the world. Using them takes you out of The Grounds into normal skill-based matchmaking.
EA’s mode guide says Clubs lets you “play on the pitch with up to 10 Clubmates”, so up to 11 humans, with AI filling any empty spots.
Club Tournaments with House Rules
EA calls the new Club Tournaments “one of the biggest additions to Clubs” in FC 27. They’re 11v11 Live Events where clubs compete outside Leagues and Playoffs, and each one can have a different number of rounds, different rules and different rewards. The House Rules EA has listed:
- Mystery Ball
- King of the Hill
- No Rules
- Headers and Volleys
- Survival
- Long Range
The first tournament was a Classic Stadium 11v11 event that ran from Early Access into launch. Season 1’s European Nights event leads into an 11v11 Stadium Club Tournament with UEFA Champions League player-themed Amps (Zidane, Maldini, Bale), emotes and Club kits. A Halloween event, Screaming Grounds, comes later in Season 1. EA hasn’t given exact dates for either. Our guide has Club Tournaments and House Rules explained rule by rule.
Archetypes: everything unlocked, free resets
The archetype system from FC 26 stays, but it’s much less punishing:
- All archetypes are unlocked by default. In FC 26 only your first one was free.
- Resets cost nothing: no Coins and no reset consumable.
- You can lower individual attributes and move the points elsewhere, so you don’t have to reset your whole build. You can test a build in our build planner before you spend anything.
- You can edit builds from the in-world menu, the Clubhouse, or Clubs and Rush lobbies (for League matches, from the bench).
There are 13 archetypes. Engine was removed and Disruptor (a ball-winning midfielder) was added. Each archetype has one Signature PlayStyle, and Specializations unlock from attribute thresholds (one attribute at 92 and two at 90) rather than from your level. The working level cap is 40, worth 962 Attribute Points, but that comes from community testing, because EA hasn’t published it. Our best archetypes guide goes through them all.
Masteries: permanent bonuses for every build
Masteries are new. Reach level 10 with an archetype and you unlock +1 to two attributes on every archetype you use. EA’s example: level 10 as a Finisher gives +1 Finishing and +1 Composure to all your builds.
| Archetype | Mastery attributes |
|---|---|
| Goalkeepers | |
| Shot Stopper | GK Positioning, GK Reflexes |
| Sweeper Keeper | GK Handling, GK Diving |
| Defenders | |
| Progressor | Long Passing, Standing Tackle |
| Boss | Aggression, Strength |
| Marauder | Sliding Tackle, Sprint Speed |
| Midfielders | |
| Disruptor | Stamina, Interceptions |
| Recycler | Defensive Awareness, Short Passing |
| Maestro | Reactions, Ball Control |
| Creator | Free Kick Accuracy, Vision |
| Attackers | |
| Spark | Crossing, Dribbling |
| Magician | Curve, Acceleration |
| Finisher | Composure, Finishing |
| Target | Balance, Jumping |
The attribute pairs come from EA. The position groups are our own, because EA doesn’t group them. Community sites report a second Mastery step at level 30, but EA hasn’t confirmed it.
Amps: temporary boosts
Amps (Accelerated Match Performance items) are new items that boost your active archetype for a limited number of matches.
| Tier | Type | What it gives |
|---|---|---|
| Tier 1 | Standard | Attribute boosts |
| Tier 2 | Standard | Bigger attribute boosts |
| Tier 3 | Signature | Bigger boosts + PlayStyles + Perks |
| Tier 4 | Signature | Bigger boosts + PlayStyles+ + Perks |
- You can equip two Standard and one Signature Amp at once.
- Amps work in all stadium matches and in-world Rush, but not in Kickabouts.
- Some have an Archetype Affinity, which adds an extra bonus when equipped on the matching archetype.
- An Amp can’t push an attribute above its cap.
- You get them from Objectives, Live Events, Campaigns and season progression, and you can also buy them in the Stores with Coins or FC Points. More in our Amps and consumables guide.
Consumables and catching up
Consumables still give AXP outside of matches. They’re now aimed at players who join later in the year: some give AXP to a specific archetype (for example, only Boss) or a group (any midfielder). Each one has its own level cap (EA’s examples are 25 and 50), so you can’t use some consumables past a certain archetype level.
Club Objectives: progress as a club
Club Objectives track what your club does together, and some count even when members play separately. EA’s examples are “winning five League matches” and “collectively winning 50 1v1 matches”.
| Type | Rewards |
|---|---|
| Club Milestones (Bronze, Silver, Gold) | Fans for your Club reputation |
| Club Weeklies and Seasonals | Amps, Consumables, Coins |
| Elite Objectives | Extra rewards for Elite Division clubs only |
Elite Objectives target an old complaint: once a club reached Elite, there was nothing left to play for until the Playoffs.
Long-term fatigue is back
In FC 26 and the FC 27 launch build, Clubs used a sprint meter that refilled, so stamina was effectively unlimited. EA changed that in Title Update 1.0.1 (23 September): “In The Grounds 11v11 matches, increased the impact of fatigue on long-term player stamina.” EA explained that infinite stamina “could disproportionately benefit Clubs with more players compared to smaller Clubs”, and it’s watching how the change plays out.
What it means for you: Stamina matters again. Constant sprinting runs you down late in matches, which hurts wing-backs and pressing forwards the most. It’s also why Disruptor’s Stamina Mastery is worth having.
Gameplay changes that hit Clubs hardest
These are FC 27-wide changes, but you’ll feel them in 11v11:
- Less AI auto-tackling. AI defenders hold position and support instead of winning the ball for you, so human defenders have to make the tackles. See how to defend in Pro Clubs.
- Triggered runs stop after a limited distance. You have to call the run again.
- AcceleRATE matters a bit less. EA narrowed the gap between Explosive, Controlled and Lengthy. More in Lengthy vs Controlled vs Explosive.
- Team Press does nothing in your defensive third, and corners need manual positioning.
Cosmetics, emotes, stores and Season Pass
- Separate street and stadium looks, with clothing from real brands.
- An eight-slot Emote Wheel. Emotes also double as celebrations after Kickabouts and small-sided matches. EA temporarily disabled emotes in The Grounds in early October to fix a stability issue.
- Stores: The Grounds Store (full range, on the Terrace), Parkside Market, Boutique Montclair, Tienda Zeiza, the Menu Store (Amps and Consumables) and the Clubhouse.
- A Season Pass with a free track and a Premium upgrade: outfits, emotes, Amps, Consumables and Coins.
Platforms and crossplay
The Grounds, including Clubs, is only on PS5, Xbox Series X|S, PC and Nintendo Switch 2. PS4, Xbox One and the original Switch versions of FC 27 have no Clubs. PS5, Xbox Series X|S and PC have crossplay, while Switch 2 is its own pool. Full details: Is Pro Clubs cross-platform?
What EA hasn’t told us yet
- Clubs Playoffs dates, match counts and reward tables
- The official level cap and AP totals (community testing says 40 / 962)
- The maximum club size, and whether you can still be in up to three clubs like in FC 26
- How club Facilities work in FC 27. Red Bull’s FC 27 Clubs guide says the My Club tab still has Reputation and Facilities, but EA hasn’t detailed them for FC 27. Our Club Objectives guide tracks what’s known.
We’ll update this page when EA publishes more. EA has also promised a Grounds and Clubs Q&A on the official FC Discord.
FC 27 is the most generous Clubs has been with progression: every archetype unlocked, free respecs and Masteries that reward trying different positions. The hub adds walking and loading between you and an 11v11 match, and Amps add temporary boosts that can also be bought with Coins or FC Points. Competitive leagues will have to decide whether to allow them.
- Biggest change
- The Grounds hub
- Best for players
- Free resets
- Watch out for
- Amps in leagues
FAQ
Is Pro Clubs still in FC 27?
Yes. It’s called Clubs and now lives inside The Grounds. You walk into the Clubhouse to play Leagues, Playoffs and Club Tournaments.
Are all archetypes unlocked in FC 27?
Yes. All archetypes are available from the start, and resetting or re-tuning your attributes is free.
What are Amps in FC 27 Clubs?
Temporary items that boost your active archetype’s attributes, and at higher tiers add PlayStyles and Perks, for a limited number of matches. You can equip two Standard Amps and one Signature Amp.
Is stamina back in FC 27 Clubs?
Yes. EA brought long-term fatigue back to Clubs 11v11 in Title Update 1.0.1, after launching with effectively unlimited stamina.
Is Clubs on PS4 or Xbox One in FC 27?
No. Clubs and The Grounds are only on PS5, Xbox Series X|S, PC and Nintendo Switch 2.
For every change EA has patched since launch, see our FC 27 Clubs patch notes.
Sources
Checked on 8 October 2026:
- EA SPORTS: The Grounds and Clubs Deep Dive (4 Aug 2026)
- EA SPORTS: FC 27 Launch Update Pitch Notes (14 Sep 2026) and Which FC 27 mode is right for you? (25 Sep 2026)
- EA SPORTS: The Grounds Developer Launch Update (2 Oct 2026), Gameplay Deep Dive and Closed Beta Feedback Update (3 Sep 2026)
- EA Forums: FC 27 v1.0.1 patch notes
- EA Help: Archetypes, Amps, How to navigate The Grounds and Kickabouts
- EA SPORTS FC Tracker: AP upgrade costs higher than intended and Emotes temporarily disabled
- Operation Sports: FC 27 is removing unlimited stamina from Clubs (22 Sep 2026)
- Pro Clubs HQ: FC 27 level rewards (community data on the level cap)
- Red Bull: How to play Pro Clubs in EA FC 27 (28 Sep 2026, checked 9 Oct 2026; My Club tab with reputation and Facilities)