FC 27 PRICE RANGES
FC 27 Price Ranges define the minimum and maximum price for each item on the Transfer Market.
How They Work
Price Ranges define how much you can buy or sell items for on the transfer market.
For example, listing a gold player with a starting price below 300 coins isn’t allowed. All transactions must fall within established price brackets. This rule applies equally to buyers, who must also respect these limits.
Every in-game item, whether it’s a player, manager, consumable, or club asset, comes with an assigned price range. Popular items are regularly updated throughout the year, while others tend to stay more consistent. These ranges usually apply equally across PlayStation, Xbox, and PC.
Finding a card’s price range is easy. When you list an item, the allowed sellable range is displayed, reflecting its market activity since the system was introduced. This keeps pricing aligned with market trends and helps maintain balanced trading conditions.
How to Check a Price Range in the Squad Screen
- From the main Ultimate Team screen, press R1/RB three times to go to [Club];
- Press X/A to select [Squad];
- Select one of your players;
- Press Square/X to popup the [Actions] screen;
- Select [List on Transfer Market] and confirm by pressing X/A;
- You will see now the minimum and the maximum price next to the item image.
You can also check the price range of players, staff, consumables and stadium items directly from the transfer list screen.
How to Check a Price Range in the Transfer List Screen
- From the main Ultimate Team screen, use R1/RB to select [Transfers];
- Press R1/RB again to select [Transfer List] ;
- Select one of your items;
- Press X/A to popup the [List on Transfer Market] screen;
- You will see now the minimum and the maximum price next to the item image.
Frequently Asked Questions
FC 27 Price Ranges is a feature that dictates the buying and selling limits for items on the transfer market.
FC 27 Price Ranges are based on real market activity. Electronic Arts monitors average sale prices and the percentage of items sold compared to total listings to decide whether price ranges should increase or decrease.
Price ranges for newly released players, such as TOTW items, are set with more flexibility. These ranges are based on historical trends, player demand, and comparable items, allowing the market time to stabilize and determine fair value.
You can see an item’s minimum and maximum price while listing it to be sold.
Price range updates don’t follow a fixed schedule. However, if a player’s value reaches the maximum limit and the item becomes extinct from excessive sniping, adjustments are made promptly to restore market balance.
Yes. Price Ranges adjust based on market activity, meaning they can increase or decrease depending on how the item is valued in the Ultimate Team transfer market.
The Price Ranges feature was introduced in Ultimate Team in March of 2015.
In March 2015, despite increasing revenue from Ultimate Team microtransactions, EA saw room for further growth. A major issue stemmed from four individuals who developed the FIFA Server Tool Application, granting them access to the game’s source code. By simulating thousands of matches via cloud computing, they funneled all earnings into a single account, generating around 70 million coins per hour. This influx of illegitimate coins contributed to the rise of coin-selling websites.
To combat this, EA first removed the option to trade directly with friends, then implemented price ranges. Although the community initially pushed back due to limitations and bugs, acceptance gradually grew. By the time FIFA 16 launched, trading had stabilized and profitability returned. In the long run, EA’s profits have continued to rise, the coin-selling market has declined, and price ranges have become a standard feature in the game.
To combat this, EA first removed the option to trade directly with friends, then implemented price ranges. Although the community initially pushed back due to limitations and bugs, acceptance gradually grew. By the time FIFA 16 launched, trading had stabilized and profitability returned. In the long run, EA’s profits have continued to rise, the coin-selling market has declined, and price ranges have become a standard feature in the game.
Price Ranges help prevent the artificial inflation of player prices caused by unauthorized activities, promoting a fairer system for building your Ultimate Team. They also give players a clearer idea of their items’ approximate worth. Ultimately, Price Ranges aim to bring balance back to the Transfer Market by reducing the influence of fraudulent coins and limiting excessively high prices.
Dito pelo ChatGPT:
The main reason behind the introduction of price ranges was to fight coin selling. Previously, buying coins meant listing any unwanted card at a price matching the purchased amount and sharing the details with the seller. With price ranges in place, sellers are forced to list several cards at maximum value, making transactions more difficult and increasing the risk of being caught by EA.
It’s essential to differentiate between Price Ranges and Quick Sell Values. Price Ranges determine the minimum and maximum prices at which an item can be bought or sold on the market. In contrast, Quick Sell Values refer to the fixed amount of coins earned when permanently discarding an item. Because of this, a card’s minimum price range is always set above its discard value. This approach encourages players to list low-value cards on the market rather than discarding them, promoting continued market activity.
Price Ranges weren’t introduced to favor traders, but seasoned Ultimate Team players know that challenges often bring new opportunities.
There is potential to profit within this system. When a card consistently sells at its maximum price, it often indicates that an update to its range is imminent. Since the value cannot increase further due to pricing limits, EA usually steps in to adjust the range.
Cards with a PRP (Price Range Percentage) above 95% tend to be good investments, particularly when they have high ratings or belong to popular leagues. Once the range is updated, their market price typically increases, leading to profit.
Still, this isn’t guaranteed. An expanded price range doesn’t always result in a price surge. The safest targets are cards already capped at their max value. As with any trading approach, experience is key, and quick profits shouldn’t be expected.
There is potential to profit within this system. When a card consistently sells at its maximum price, it often indicates that an update to its range is imminent. Since the value cannot increase further due to pricing limits, EA usually steps in to adjust the range.
Cards with a PRP (Price Range Percentage) above 95% tend to be good investments, particularly when they have high ratings or belong to popular leagues. Once the range is updated, their market price typically increases, leading to profit.
Still, this isn’t guaranteed. An expanded price range doesn’t always result in a price surge. The safest targets are cards already capped at their max value. As with any trading approach, experience is key, and quick profits shouldn’t be expected.
Price Range of Player Items
Price ranges depend on the item, but, at the beginning of the game, they tend to be the same for cards with similar overall ratings and categories.
| Rating | Common | Rare | Special |
| 87+ | 800 60,000 | 10,750+ | |
| 86 | 800 40,000 | 10,500 100,000 | |
| 85 | 800 20,000 | 10,250 50,000 | |
| 84 | 800 10,000 | 10,250 50,000 | |
| 83 | 350 10,000 | 700 10,000 | 10,250 50,000 |
| 82 | 350 10,000 | 700 10,000 | 10,250 50,000 |
| 81 | 350 10,000 | 650 10,000 | 9,900 50,000 |
| 80 | 350 10,000 | 650 10,000 | 9,800 50,000 |
| 79 | 350 10,000 | 650 10,000 | 9,700 50,000 |
| 78 | 350 10,000 | 650 10,000 | 9,600 50,000 |
| 77 | 350 10,000 | 650 10,000 | 9,400 50,000 |
| 76 | 350 10,000 | 650 10,000 | 9,300 50,000 |
| 75 | 300 10,000 | 600 10,000 | 9,200 50,000 |
| 74 | 150 10,000 | 300 10,000 | 5,200 50,0000 |
| 73 | 150 10,000 | 300 10,000 | 5,200 50,0000 |
| 72 | 150 10,000 | 300 10,000 | 5,100 50,0000 |
| 71 | 150 10,000 | 250 10,000 | 5,000 50,0000 |
| 70 | 150 10,000 | 250 10,000 | 4,900 50,0000 |
| 69 | 150 10,000 | 250 10,000 | 4,900 50,0000 |
| 68 | 150 10,000 | 250 10,000 | 4,800 50,0000 |
| 67 | 150 10,000 | 250 10,000 | 4,800 50,0000 |
| 66 | 150 10,000 | 250 10,000 | 4,700 50,0000 |
| 65 | 150 10,000 | 250 10,000 | 4,600 50,0000 |
| 64- | 150 10,000 | 150 10,000 | 850 50,000 |
Price Ranges of Other Items
Contrary to what happens with player items, price ranges of other items are not updated through the season. They remain the same since the first day.
| Category | Common | Rare |
| Managers | 150-5,000 | 150-5,000 |
| Consumables | 150-5,000 | 150-5,000 |
| Stadium Items | 150-5,000 | 150-5,000 |
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