Free games have to pay for themselves somehow, and players are right to be suspicious of how. This post sets out, in advance, the rules ManageFC follows for anything that could one day cost money — so you can hold us to them.
The starting point: nothing is for sale yet
During the open beta, real-money payments are switched off. The screens where purchases will happen are visible, so you can see what is planned, but nothing can be bought. No feature of the game is locked behind a purchase you cannot make.
Rule one: money never buys football
The most important rule is the simplest. Nothing you can buy will ever make your team better. No player attributes, no training boosts, no faster development, no extra scouting, no tactical options, no shortcuts through time. A manager who has spent nothing can win a league as easily as one who has spent a lot.
Everything that can be bought or collected is cosmetic: kits, badge elements, banner art, profile flair and collectible cards.
MFC Coin
The game's cosmetic currency is MFC Coin. It is deliberately neutral — no dollar, euro or real sign — has no real-world value, cannot be cashed out and can never be exchanged for money or crypto. During the beta you earn it from the player-driven side of the economy:
- a weekly item drop — one random cosmetic every seven days, with fixed published odds: 60% common, 25% uncommon, 12% rare, 2.5% epic and 0.5% legendary;
- selling cosmetics on the marketplace to other managers, with a 5% fee.
After the beta, MFC Coin will also be purchasable directly at a fixed rate, as a top-up — never as the only way to get it.
Loot boxes, with the odds on the box
Loot boxes are the most controversial part of any game economy, so their rules are the strictest:
- Cosmetic only. A box never contains attributes, players, boosts or gameplay advantages.
- Odds published before purchase. Every box will list its full contents and the exact drop rate for each rarity, and you must confirm you have read them before buying.
- A pity system. After a set number of boxes without a high-rarity item, the next one is guaranteed to upgrade — and that number is published per box type.
- Geo-blocked where the law requires. Loot box purchases will not be available in Belgium or the Netherlands. Everything else in the shop works normally there.
- No pressure. No countdown timers, no fake scarcity, no "last chance" bundles. When payments arrive, spending caps and account-level alerts will come with them.
Eternal Cards
Eternal Cards are permanent cosmetic collectibles linked to your account, not to a single save. They come in five rarity tiers, are themed around moments and places from your generated worlds, and survive every new save and season. They have no gameplay effect and no real-world value, and they cannot be traded during the beta.
What will never be for sale
To be completely clear, these will never be sold: player ability, match results, development speed, scouting information, transfer advantages, extra time, or anything that makes your club stronger than someone else's. The game is the football; the shop is decoration.
Why tell you now
Because the best time to set rules is before there is money involved. If we ever break one of them, this post will still be here.
The full details are in the wiki articles on MFC Coin, loot boxes and Eternal Cards.




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