The Grounds is EA FC 27's new shared football world, bringing up to 100 players together around Clubs, casual matches, social spaces, and short minigames. Instead of waiting in a menu while friends join, players can meet in a central hub, move between three districts, enter Clubs competition, play small-sided football, and improve a created Pro.

EA's official Grounds and Clubs Deep Dive confirms that the mode is only available on PlayStation 5, Xbox Series X|S, PC, and Nintendo Switch 2. FC 27 is also coming to PS4, Xbox One, and the original Switch, but those versions will not include The Grounds or Clubs.

What is The Grounds in EA FC 27?

The Grounds is the new home of Clubs. EA describes it as a social football playground rather than a traditional open-world campaign. Up to 100 players can share the space, but the actual football activities still use smaller teams or the usual Clubs match formats.

The world is built around the Terrace, a central meeting point connected to three districts. Players can open activities from the world, use menus when they want a faster route, visit shops, change their Pro, meet mentors, and enter stadium matches.

Clubs remains at the center of the mode. League matches, Playoffs, Rush, Drop-In, and new live tournaments all connect to the same world. The main difference is that a Club now has a physical Clubhouse and more ways for members to contribute even when the entire squad is not online.

The Terrace, Clubhouse, and three districts

Map of The Grounds showing the Terrace and the Montclair, Zeiza, and Parkside districts.
A central Terrace connects the three districts of The Grounds. Image: Electronic Arts.

The Terrace acts as the central hub. It connects the districts, provides access to major services, and contains the main Grounds Store. Nearby stadium entrances lead to 11v11 Clubs and Rush activities.

Every Club receives a Clubhouse. This is a private space for teammates, not another public district. Members can meet there, see Club progress, adjust their players, and move into matches together.

The three public districts each have their own visual style and football culture:

  • Montclair uses a European-inspired setting with tight streets, formal spaces, and competitive football activities.
  • Zeiza draws from Latin American street football, with colorful spaces and an emphasis on expressive play.
  • Parkside takes inspiration from grassroots football in England, combining neighborhood pitches with social areas.

EA says the world will change through seasons, campaigns, and live updates. That can include different decorations, activities, weather, and limited events. Players should expect the map to act as a live-service hub rather than a fixed one-season environment.

Clubs matches still include leagues, Playoffs, Rush, and Drop-In

Players who only want standard Clubs are not being forced into minigames. The familiar competitive structure remains available through The Grounds:

  • Clubs Leagues and Playoffs use the normal created-team competition.
  • Clubs Live Tournaments add scheduled knockout events with changing entry conditions, house rules, and rewards.
  • 11v11 Stadium access takes a Club into full-team matches.
  • Rush Stadium access leads to Rush competition, including ranked play and tournaments.
  • Stadium Drop-In helps individual players find a match without a full Club squad.

Menus will also provide direct access to key activities. That detail matters for players worried that the open hub will add a long walk before every match. EA's deep dive shows the world as an optional social layer around the football, although the real speed of matchmaking will only be clear after launch.

Small-sided matches cover 1v1, 2v2, 3v3, and Rush

The districts contain smaller pitches for quick matches. Formats include 1v1, 2v2, 3v3, and Rush, giving players a place to practice with a smaller group or play when the full Club is unavailable.

These matches use created Pros and connect to progression. They are more traditional than the Kickabouts: players still compete with recognizable football rules, but on smaller fields and with fewer teammates.

Football mentors also appear around the world. Alex Hunter returns from FIFA's old Journey story mode, while Kylian Mbappe, Chloe Kelly, and Paulo Dybala represent different styles of play. Their activities are built around player improvement, creativity, small-sided football, and technical challenges.

What are Kickabouts?

Two teams play Bucket Ball on an urban pitch in EA FC 27.
Bucket Ball is one of several short activities available away from standard Clubs matches. Image: Electronic Arts.

Kickabouts are short activities that change the normal rules. Some focus on accuracy or dribbling, while others turn football controls into party-style competition.

  • Bocce Ball: three players shoot or pass balls toward targets over three timed rounds.
  • Team Keepaway: two teams score by holding possession, completing passes, and winning the ball back.
  • The Big Race: four players dribble through gates, hazards, and defender zones while racing to the finish.
  • Attacking Scenarios: teams receive changing scoring conditions and must complete the current attacking objective.
  • Bucket Ball: a 2v2 game where players use lob passes and spikes to send the ball through a raised hoop.
  • Balloon Ball: four players protect balloons above their own heads while trying to pop everyone else's.
  • Goal Control: players compete to take control of several goals by scoring in them.
  • Drop Kick Targets: targets placed around the world reward accurate shots and can be connected to weekly objectives.

These modes are not replacements for Clubs. They are side activities for short sessions, warmups, and world objectives. The variety should make The Grounds useful when only one or two Club members are online, but players interested only in 11v11 can continue using the stadium and menu routes.

Archetypes are unlocked from the beginning

FC 27 changes how a created Pro is built. Every Archetype is unlocked by default, so a player can begin with any role instead of spending the early game opening basic build options.

Resets no longer cost Coins or require a reset item. Individual attributes can also be adjusted without wiping the complete build. Changes are available from the world menu, Clubhouse, and Clubs or Rush lobbies.

This should make experimentation easier. A player can move from a pace-focused winger to a more creative build, respond to a teammate changing position, or correct a few attributes without paying to rebuild the entire Pro.

Masteries provide permanent progress across every build

Masteries are long-term upgrades earned by developing different Archetypes. Reaching specific milestones provides permanent attribute bonuses that apply across all builds.

EA's example uses the Finisher Archetype. Reaching Level 10 grants +1 Finishing and +1 Composure to every Archetype on that Pro. Other roles provide bonuses connected to goalkeeping, defending, passing, physical play, movement, or dribbling.

The system gives players a reason to try more than one position. Time spent mastering a defender can improve the overall Pro even after the player returns to midfield or attack. Exact leveling speed and the best Mastery route will need testing after release.

Amps are temporary boosts, not permanent attributes

Amps are limited-time items equipped to an active Archetype. They can raise attributes or add other benefits, but they are not the same as permanent Mastery progress.

EA divides Amps into four tiers:

  • Standard Tier 1: attribute boosts.
  • Standard Tier 2: larger attribute boosts.
  • Signature Tier 3: larger boosts combined with PlayStyles and Perks.
  • Signature Tier 4: the strongest Signature benefits, inspired by football heroes and icons.

Because Amps expire after use or after a limited period, players will need to decide when a stronger item is worth activating. EA says Amps can be earned through objectives and seasonal rewards, while the in-world Menu Store also focuses on Amps and Consumables.

That store connection is the part players should watch most closely. EA has confirmed in-game purchases and a Premium Pass for FC 27, but the real balance between earned and paid Amps will only be measurable once the full economy is live.

Club Objectives let teammates progress separately

New Club Objectives track the work of the whole group. One objective may ask the Club to win five League matches, while another can count a combined total such as 50 victories in 1v1 games.

This means members can help the same Club without always playing at the same time. Long-term Club Milestones build reputation, while other objectives connect to campaigns and seasonal activity.

Completing activities also awards Season Points. The seasonal reward track can include outfits, accessories, emotes, Coins, Amps, and Consumables. A Premium Pass adds another set of rewards.

Customization, emotes, and stores

Players can customize their Pro with clothing and accessories, then use emotes in social spaces and some post-match sequences. The main Grounds Store carries the broadest cosmetic selection, while district shops use smaller collections influenced by their local style.

The Menu Store is different because it focuses on Amps and Consumables. Cosmetics do not affect football performance, but Amps can. Players comparing editions or deciding whether to spend more should keep that distinction in mind.

For the confirmed prices, preorder bonuses, early access, and Premium Pass differences, see our EA FC 27 editions guide. Ultimate Team players can also use the FUT Gallery guide, while Career Mode players have separate explainers for every Career feature, the Transfer Market and Dynamic OVR, and Creator Challenges.

Which FC 27 versions include The Grounds?

The Grounds and Clubs are available on:

  • PlayStation 5
  • Xbox Series X|S
  • PC
  • Nintendo Switch 2

They are not included on:

  • PlayStation 4
  • Xbox One
  • Nintendo Switch

EA FC 27 launches worldwide on September 25, 2026. Eligible editions include up to seven days of early access beginning September 18.

The official deep dive answers most structural questions about The Grounds. It is a shared Clubs hub with optional side activities, flexible Pro builds, permanent Masteries, and temporary Amps. The questions that remain are practical: how quickly players can reach a match, how often Amps are earned, and whether the live-service economy stays fair. Those answers will require hands-on testing after launch.