FHCWIZ

Future Stars: how the ratings grow

Every Future Star starts at 82, and the rating climbs with how much the real player plays. Four stat updates across the season, worth up to +3 each.

Future Stars is a rarity built around first-year League players. Every card in it starts at the same 82 base rating, and unlike almost anything else in the game, that number is not fixed — it grows according to how much the real player takes the field. When a Future Star earns a boost, the main stats and the sub stats both move with it.

An update lands after every month of the regular season — in October, November, December and January — and each one counts the month before it. The October update is September’s games, so the first month that pays is the first month of football. The size of it depends on how many the player appeared in:

Four updates at up to +3 apiece is a ceiling of 94 on a card that cost you an 82. It is also entirely outside your control, which makes a Future Star an unusual thing to own: the card you hold in January is not the card you bought in September, and nothing you do in game changes which way it went.

These are the fourteen players in the Future Stars Pack, one per position and all of them 82:

All fourteen are in the Player Database under the Future Stars #1 set, at the 82 they launched with. When a boost lands, raise the rating on your own card by hand — nothing tracks who played and who sat out for you.

Worth a thought before one of these goes on a challenge. An 82 is ordinary filler for a challenge asking an 82 average, and a Future Star spends exactly like any other 82 — but it is the one card in your database that might be an 85 by December. Submitting it destroys it, and the boosts it had coming with it.

This is an original blog article written by FHCWiz community writers, on various topics surrounding the FHC 27 (Football Head Coach 27) mobile game by Gamebasics BV. FHCWiz has no association with Gamebasics BV, and these articles are opinion and analysis, not official information.