WE ARE FOOTBALL 2027 Action Points Guide: How to Earn and Spend Them
Action points in WE ARE FOOTBALL 2027: the manual's earn table, the 50-point cap, every documented way to spend them — and why you cannot buy them.
Frequently Asked Questions
Can you buy or cheat action points in WE ARE FOOTBALL 2027?
How do you earn action points in WE ARE FOOTBALL 2027?
What is the action point cap in WE ARE FOOTBALL 2027?
What should you spend action points on in WE ARE FOOTBALL 2027?
Action points are the one currency in WE ARE FOOTBALL 2027 that no sponsor, no transfer budget and no board conversation can buy. The manual spends a full section on them — how they arrive, where the ceiling is, what they are for — and opens it with the sentence most players end up searching for: “You cannot buy action points; you have to earn them. You can accumulate a maximum of 50 action points.” (EN p. 75 ↔ DE S. 80 — German: „Aktionspunkte kann man nicht kaufen, man muss sie sich verdienen. Maximal kannst du 50 Aktionspunkte ansammeln.”) This page walks the whole system: every documented earning route, every documented way to spend, the strategies the manual itself recommends, and an honest answer to the cheat question.
What are action points in WE ARE FOOTBALL 2027?
Action points are a meta-currency for the manager, sitting alongside your popularity and languages in the manual’s chapter on your own profile. The game frames them as deliberate unrealism: “You can use your action points to carry out actions that aren’t entirely realistic, but will hopefully be fun. For example, you can negotiate with players who would otherwise simply turn down your club outright. The players will still want a certain salary, but by using more points, you might be able to reduce this.” (EN p. 75 ↔ DE S. 80)
In practice the pool is your lever on player development — the part of a save where a single manager decision moves numbers that no training schedule can. A fresh save starts with 4 points as the basic allowance: the counter lives on the Persönliches screen, and the tutorial save logged it verbatim as 06.07.2026, 4 points, reason Grundausstattung — that is video evidence from our personal life guide, which also covers where the counter sits in the interface. How the weekly loop around it runs is the weekly schedule guide’s territory.
How do you earn action points?
The manual lists the earning routes as a table of events and achievements (EN p. 75 ↔ DE S. 80):
| Event / achievement | Action points |
|---|---|
| Starting the game | 4 |
| Manager promotion levels 1–5 | 2 per level |
| Manager promotion levels 6–10 | 3 per level |
| Manager promotion levels 11 and beyond | 4 per level |
| National championship victory | 2 |
| National cup victory | 2 |
| Promotion (first team) | 2 |
| Second team promotion | 2 |
| International title won | 3 |
| Season bonus | 3 |
| Special season bonus | +1 per level above the agreed season target |
| Reduced season bonus | 2 — if dismissed or more than 1 level below the agreed target |
| Achievement unlocked | see achievements |
| Executive committee task completed | depending on the task |
Three rows deserve a second look. First, your own career pays: every manager level-up is worth 2, 3 or 4 points depending on tier, so a long save actively refills the tank. Second, the second team is an AP farm — the manual’s own tip: “The second team can also earn you action points through promotions”, quantified elsewhere as “For every promotion achieved by the second team, you’ll receive 2 action points” (EN p. 76 ↔ DE S. 81 and EN p. 78 ↔ DE S. 87). Third, even failure pays something: the reduced season bonus still hands you 2 points after a dismissal or a target missed by more than one level.
The 50-point cap
The ceiling is hard and stated in the same breath as the earn table: a maximum of 50 accumulated points (EN p. 75 ↔ DE S. 80). Sitting at the cap means every reward event that fires while you are full is wasted, so the practical rhythm is: hoard towards a goal, spend, rebuild. Our personal life guide’s video source puts the same advice in gameplay terms — once you get close to 50, spend some so new ones can accumulate (manager personal life guide).
Two softening rules from the manual: unused points are not lost when you change jobs — “You can also take any unused action points with you to a new club” (EN p. 76 ↔ DE S. 81) — and if you simply dislike the mechanic, the manual explicitly blesses opting out: “If you don’t like the concept of action points, you can simply ignore them and play ‘realistically’. This won’t stop you from becoming a successful manager.” (EN p. 76 ↔ DE S. 81)
Spending action points: boosts, re-rolls and negotiations
The documented spend falls into four buckets.
Player boosts. The classic. The week-start screen asks whether you want to single out a player for extra development, and its two red buttons both draw on the pool: boost one player hard, or give the whole squad a little boost — “Alternatively, you can also use an action point to give the whole team a little boost” (EN p. 25 ↔ DE S. 28). The same boost is available from the player profile under Change Training Goal / „Trainingsziel ändern” to push a player towards their skill target (EN p. 49 ↔ DE S. 54). If you are unsure what those training goals are for, the training plan guide explains the skill system they feed.
The level boost. The late-game version. “The level boost can only be used on the home screen and only for the player who currently has the most progress towards the next level. It can be used as often as necessary until the level is reached or the action points are exhausted.” (EN p. 118 ↔ DE S. 169) The headquarters also lets you boost that player directly (EN p. 51 ↔ DE S. 56). The manual’s tip for top stars: do everything you can so they can use the level boost as often and as quickly as possible.
Development re-rolls. “New in WAF2024 onwards is the option to re-roll a player’s training opportunities in exchange for 3 action points. You’ll find this option at the bottom right of the player profile, under training objectives.” (EN p. 50 ↔ DE S. 55) The strategy chapter adds when it is worth it: if the best attributes for a player are impossible or very difficult to achieve, re-roll the development tree (EN p. 76 ↔ DE S. 81).
Negotiations. The one-off use the manual highlights in the opening paragraph: points let you talk to players who would reject your club outright, and more points can shrink a salary demand (EN p. 75 ↔ DE S. 80). That makes the pool a quiet transfer-market tool — a nice complement to the levers in the transfer market guide.
One small oddity from the staff chapter: the data analyst’s filter table pairs its level-0 rows “No filter” and “No action point required” (EN p. 94 ↔ DE S. 95) — implying the higher filter tiers draw on the same pool, though the manual never spells out those costs.
Converting action points into budget at the season start
The least obvious spend is money. The pre-season chapter: “If you don’t want to use your action points in the game later on for boosts or negotiations (because you consider them unrealistic, for example), you can use them straight at the start of the season when allocating the budget, thereby increasing your financial leeway. The condition is that you’re playing with budgets.” (EN p. 21 ↔ DE S. 23) The finances chapter repeats it from the other side: “At the start of the season, you can significantly increase your budget by using action points. Whilst this may put you in financial difficulties, it does free you from major restrictions.” (EN p. 103 ↔ DE S. 104)
The manual’s strategy list is blunt about the trade-off: “Put all your action points into the budget at the start of the season. It makes a huge difference! But be careful: this costs you the board’s trust and is only recommended if, for example, you’re playing without making any sackings or you’re simply confident in your ability.” (EN p. 76 ↔ DE S. 80) The conversion rate — how much budget a point buys — is not documented anywhere in the manual.
The strategies the manual recommends
Beyond the budget gamble, the manual names three more playstyles for the pool (EN p. 76 ↔ DE S. 80):
- Focus everything on one player and boost them wherever possible — “This will really launch that player’s career! It’s particularly worthwhile for talented players in top leagues.” The level boost matters most here, and the manual even suggests moving the blocker to the reserve team so your chosen player can be boosted more readily.
- Spread all action points evenly across the whole team — “overall, the effect is much greater than with a single player, but it can also fizzle out if not enough players are upgraded in the end.”
- Run the second team for its 2-points-per-promotion income.
And the money-maximizing corollary from the player-development chapter: “For maximum financial gain, it’s best to use your action points to boost young players with high talent ratings.” (EN p. 133 ↔ DE S. 113) The extreme case gets its own section under the heading Player of the century: as soon as an extremely strong player appears in the headquarters as the next upgrade candidate, “you should boost them to the maximum so that they reach the next level straight away. This way, you can even aim for levels beyond 15.” If other players block the queue, bench them in the reserve team or sell them — a player beyond level 15 “is sure to fetch a spectacular price on the transfer market” (EN p. 133 ↔ DE S. 112).
Can you buy or cheat action points?
The official answer is one sentence long and has been quoted at the top of this page: you cannot buy them, you have to earn them (EN p. 75 ↔ DE S. 80). There is exactly one official shortcut, and the manual names it in the same breath as the opt-out: “In Creative mode, you have the option to award yourself up to 25 additional points per season.” (EN p. 76 ↔ DE S. 81) That is the same once-per-season button our Creative mode guide demonstrates — the presenter’s counter jumped from 4 to 29 — with the usual caveat that the mode disables Steam achievements.
Outside the game, the only family of tools that reaches the counter is third-party memory trainers and savegame editors — the cheats and trainer guide covers what they can do and how to back up a save before touching one. There is no in-game shop, no DLC and no setting that raises the 50 cap. Community forum searches for “Aktionspunkte” mostly surface wish-list-style threads rather than any official statement (checked September 2026) — weak evidence, but it points the same direction as the manual: the scarcity is the design.
What the manual does not document
Honesty about the gaps, because action-point questions live in them: the manual never states the cost of any individual action — how many points a single-player boost, a squad boost or one tick of the level boost consumes is not written down; the budget conversion rate is unspecified; the data analyst filter costs are only implied by the level-0 note; and private-life spending is not described in the book at all — what is known about the counter’s in-game home comes from the tutorial video in our personal life guide. Everything else on this page goes back to the book the store page links, and if you want to navigate the rest of it, the official manual guide maps all 281 (or 321) pages.
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