FC Club
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FC 27 Kickabouts: Rules and Points for All Seven

Aktualisiert am 29. September 2026

Kickabouts are the short multiplayer games of The Grounds, EA SPORTS FC 27's open world: football mixed with bocce, basketball and dodgeball, played between Clubs matches. There are seven, each with its own format, from a three-player free-for-all to a 1v1 fight over eight goals.

This page puts together how to join, the rules and the point values of every Kickabout, from EA's The Grounds Deep Dive and EA's help pages after launch.

What Kickabouts are

Kickabouts are short multiplayer activities spread across all three districts of The Grounds. EA describes them as football mixed with other sports like dodgeball, basketball or bocce, played cooperatively or competitively. Their mentor is Chloe Kelly, who draws on grassroots football in England.

They are not the same thing as the 1v1, 2v2 and 3v3 matches you also find around The Grounds: EA calls those Street Football and says plainly that they aren't Kickabouts. Street Football is small-sided football; Kickabouts have their own rules, objectives and mechanics.

Nicht dasselbe
Kickabouts

Sieben Aktivitäten mit eigenen Regeln, Zielen und Mechaniken

Street Football

Kleinfeld-Matches 1 gegen 1, 2 gegen 2 und 3 gegen 3

MentorinChloe Kelly

How to join a Kickabout

Open the map, pick the Kickabout and travel there, or walk. Every pitch has an information board with the rules, how to score and whether Amps apply. Step into the queue zone and select Play: the queue shows how many players the activity needs and how many are waiting, and you can watch the current match from the sidelines in the meantime.

If a queue doesn't start, EA lists three reasons: not enough players in your Grounds world (white dots on the map show where people are gathering), the current match isn't over, or too many matches are already running for that Kickabout. To play with friends, queue as a party: friends who accept the invite join on your team. Cross-play covers PC, PlayStation 5 and Xbox Series X|S.

Schritt für Schritt
  1. 1Öffne die Karte
  2. 2Wähle das Kickabout
  3. 3Reise hin, oder lauf
  4. 4Lies die Infotafel
  5. 5Betritt die Warteschlangen-Zone und wähle Spielen
  6. 6Warte auf genug Spieler

Die sieben Kickabouts

Auf einen Blick
KickaboutSpielerDauer
Bocce Ball3 players, free-for-all3 rounds × 1 min
Team Keepaway3v31 round × 3 min
The Big Race4 players, free-for-all3 races, max 2 min each
Attacking Scenarios2v24 rounds × 1 min
Bucket Ball2v23 min + 1 min overtime
Balloon Ball4 players, free-for-all3 rounds
Goal Control1v13 rounds × 1 min
  • 3 players, free-for-all
  • 3 rounds × 1 min
  • Player Zone + Gameplay Zone
01 / 07

Bocce Ball

A three-player free-for-all over three one-minute rounds, each harder than the last as new obstacles make the route to the targets less direct. Balls keep spawning in the Player Zone; the Gameplay Zone holds the targets, rings, obstacles and Dead Zones.

Land a ball in a target and a timer starts. When it runs out, the target splits, from Large to Medium to Small, and every ball still inside scores; balls in the centre score the bullseye value, and balls knocked out before the timer ends score nothing. Sending a ball through a ring also scores, even if someone else's ball knocks yours through. Dead Zones cost points. The most points after three rounds wins.

Punkte
Large target100
Large target, bullseye200
Medium target500
Medium target, bullseye750
Small target1,250
Small target, bullseye2,000
Ring300
Dead Zone−150
×2
  • 3v3
  • 1 round × 3 min
  • Medium pitch, walled
02 / 07

Team Keepaway

A 3v3 possession game played over one three-minute round on a medium pitch surrounded by walls. It starts with a ball drop in the centre. On the ball you can use any pass and off it any tackle, but fouls are still given, and each one costs 100 points.

Points come from holding the ball, passing and winning it back, and five passes in a row start a multiplier that doubles your points, then triples them after ten. An interception takes the opponents' current multiplier as a bonus. The team ahead when time runs out wins, and a 1,000-point lead ends the game on the spot.

Punkte
Holding the ball5 / sec
Regular pass20
First-time pass40
5 passes in a row×2
10 passes in a row×3
Interception15 + bonus
Successful slide tackle20
Foul−100

An interception also takes the opponents' current multiplier as a bonus. A 1,000-point lead wins the game on the spot.

  • 4 players, free-for-all
  • 3 races, max 2 min each
  • Full-sized pitch
03 / 07

The Big Race

A four-player free-for-all on a full-sized pitch: three races on the same track, each with a two-minute limit, in three obstacle variations. Everyone starts on the line with a ball at their feet, and only dribbling is enabled.

The track is made of Gates to go through, Lava Floors to avoid, Moving Colliders to dodge and Defender Zones to dribble past. When the first player crosses the line, the others have 15 seconds to finish. Each race awards 9, 6, 3 and 1 points by finishing position, and the most points after three races wins.

Punkte
1st9
2nd6
3rd3
4th1

Points per race, three races.

  • 2v2
  • 4 rounds × 1 min
  • Medium pitch, walled
04 / 07

Attacking Scenarios

A 2v2 match on a medium walled pitch, played over four one-minute rounds. Each round draws a random scenario from a pool of ten, shown on a banner before the ball is launched down the centre line. There is no goalkeeper, no fouls and no offside: only the scenario's requirement counts, and a goal that doesn't meet it just brings a new ball in.

Bronze scenarios are worth one point, silver two, gold up to six. When a round's timer hits zero the ball pops, so nothing counts after the whistle. If the teams are level after four rounds, a fifth one-minute round uses one of the two unplayed scenarios and the first goal wins. EA's help pages after launch call it simply Scenarios.

Punkte
Bronze: dribble the ball in1
Bronze: first-time shot1
Bronze: break a target when scoring1
Bronze: score off a wall bounce1
Silver: three passes before scoring2
Silver: collect three balloons first2
Silver: aerial goal2
Gold: score from inside a zone3
Gold: score through gates1 per gate
Gold: Ball Hog≤ 6

Each round draws a random scenario from a pool of ten.

  • 2v2
  • 3 min + 1 min overtime
  • Medium pitch, two hoops
05 / 07

Bucket Ball

A 2v2 game on a medium pitch where you score through the opponents' hoop. It lasts three minutes; a tie goes to one minute of overtime where the next score wins, and if nobody scores it ends as a draw.

There are three shots: the precision lob pass, the precision header (lob while the ball is in the air) and the spike (shoot while the ball is in the air). The shoot button also gives a higher jump, to spike or to defend. After a score, kick-off goes to the other team. A foul gives the fouled player a free throw: ten seconds to lob while everyone else is frozen. A score is worth 2 inside the three-point zone or from a free throw and 3 beyond it, and a spike adds 2 more. EA's help pages write it Bucketball.

Punkte
Inside the 3-point zone2
Free throw2
Beyond the 3-point zone3
Spike bonus+2
  • 4 players, free-for-all
  • 3 rounds
  • Medium pitch, obstacles
06 / 07

Balloon Ball

A four-player free-for-all on a medium pitch, over three rounds. Everyone starts each round with three balloons above their head. A ball kicked recently and hard pops one on contact; a ball that has slowed down doesn't count. Lose all three and you're out, watching from the sideline. EA's help pages add that there are two balls on the pitch.

Obstacles are removed as the rounds go on, so there is less cover each time. A golden balloon power-up spawns now and then and gives one of three abilities at random: Invincible, Tyres (fired at opponents to make them stumble) or Boomerang Ball (the ball chains to every other player in turn). With thirty seconds left, Sudden Death starts: every three seconds a ball is fired at a random survivor. Rounds pay 250, 150, 75 and 50 points by finishing position, and the highest total wins.

Punkte
1st (last standing)250
2nd150
3rd75
4th (first out)50

Points per round, three rounds.

  • 1v1
  • 3 rounds × 1 min
  • Medium pitch, 8 goals
07 / 07

Goal Control

A 1v1 game on a medium pitch with eight goals, laid out differently in each of three one-minute rounds. All goals start neutral. Score in one to take control of it; scoring in a goal your opponent holds flips it straight back.

You earn a point per second for every goal you hold, and two per second per goal while you hold them all. Some rounds switch on a Golden Goal modifier: scoring it also gives you control of two more goals. If it's level at the end, sudden death decides it: the first valid goal wins, and no goal means a draw.

Punkte
Each goal you control1 / sec
Each goal, while you control them all2 / sec
Golden Goal+2 goals

Tied after three rounds: sudden death, first valid goal wins, no goal is a draw.

Drop Kick Targets

Targets are scattered across the world of The Grounds. You spawn a ball on command and hit them, managing shot power by timing the release of the kick. There are circles, rings and pentagons, and weekly objectives ask you to find and break as many as you can.

EA's August Deep Dive listed Drop Kick Targets as an eighth Kickabout. EA's help pages written after launch count seven Kickabouts and don't include the targets, so this page lists them separately.

Zieltypen
Kreis
Ring
Fünfeck

Rewards, Amps and emotes

  • Archetyp-XP und Grounds Coins
  • Amps gelten nicht
  • Emotes sind aus
  • Live-Events, markiert mit einem Timer-Symbol

Kickabouts earn Archetype XP and Grounds Coins, and some count towards Grounds objectives, which can ask you to play or win an activity, complete one with clubmates, perform a specific football action or join a limited-time event. EA pitches them as a way to progress your archetype between Clubs matches or while you wait for friends.

Amps don't apply in Kickabouts, and playing one doesn't use up an Amp's remaining matches or durability. Emotes are off too; yours shows on the Top Players screen after the match. Kickabout and Street Football pitches can also host limited-time live events, marked by a timer icon, with their own rules, objectives and rewards.

Do Kickabouts count for your Clubs stats?

EA hasn't said. The Clubs data that FCClub.gg reads has three match types, league, playoff and friendly, and none of them is a Kickabout type, so as far as we can tell Kickabout results don't feed club form, rankings or player stats. If that changes, this page will say so.

The rules and point values above come from EA's The Grounds Deep Dive, published in August before launch. EA's help pages after launch confirm the rules but don't repeat the numbers, and EA has said the roster of Kickabouts will change over time.

FAQ

How many Kickabouts are there in FC 27?

Seven, according to EA's help pages written after launch: Bocce Ball, Team Keepaway, The Big Race, Attacking Scenarios, Bucket Ball, Balloon Ball and Goal Control. EA's August Deep Dive also listed Drop Kick Targets, the targets scattered around The Grounds.

Are the 1v1, 2v2 and 3v3 matches Kickabouts?

No. EA calls them Street Football: small-sided football matches. Kickabouts have their own rules, objectives and mechanics.

Do Amps work in Kickabouts?

No. Amps don't apply during Kickabouts, and playing one doesn't reduce an Amp's remaining match duration or durability.

What do you get for playing Kickabouts?

Archetype XP and Grounds Coins, and some Kickabouts count towards Grounds objectives.

Can you play Kickabouts with friends?

Yes. Queue as a party from the queue zone: friends who accept the invite join the queue on your team. The Grounds has cross-play across PC, PlayStation 5 and Xbox Series X|S.