Action cards are played during a match to give specific Half-time directions for the second half of a match.

Card Name | Effect | Availability |
Take it slow | Reduces energy consumption by 50%. | Booster Packs/ Bazaar/ Special events |
Encourage (common) | Team effort is raised by 25% (Maximum 150%) | Booster Packs/ Bazaar/ Special events |
Encourage (uncommon) | Team effort is raised by 50% (Maximum 150%) | Booster Packs/ Bazaar/ Special events |
Full attack | The team plays more offensively, more chances, high risk of counter-attacks | Booster Packs/ Bazaar/ Special events |
Full defence | The team plays more defensively, fewer chances for both teams | Booster Packs/ Bazaar/ Special events |
Play for free kicks | The team tries to get free kicks, risking yellow cards for dives | Booster Packs/ Bazaar/ Special events |
Get penalties | The team tries to get penalty kicks, which often leads to yellow cards for dives | Booster Packs/ Bazaar/ Special events |
Midfield Control (rare) | Players in the midfield sectors (4,5,6) are more focused and in control; risk of gaps and potentially counters | Booster Packs/ Special events |
Fury speech (ultra-rare) | Fiery halftime rant that ignites your team's fighting spirit but risks pushing emotions too far | Booster Packs/ Special events |
Fury speech effects and notes:
All sectors receive a guaranteed boost. Each of the 9 sectors is affected individually, with two variations of boosts applied to each; this means that some can be lower other can be higher.
Positive extra influence chance: 1 or 2 players become highly motivated, increasing their Morale to their personal maximum. (It can happen that none of the players get extra motivated)
Negative influence chance: 1 or 2 players could become somewhat demotivated, losing original starting morale during 2nd halftime. (It can happen that none of the players get demotivated)
Other special morale influences (positive or negative) may exclude players from extra influence (positive and negative)
Existing Morale effects and modifiers are taken into account when determining the final and maximum possible boost/malus