EMC Actions Guide
How to Recognize, Understand, and Use the XP Actions Deck
Why Actions Matter
The EMC program is built to help parents notice the right things during a match. Young players make dozens of micro-actions every minute, but most go unnoticed. Our Actions Deck filters those moments into three simple categories that represent the most important parts of the game at ages 8–12.
Each action awards XP. XP values are intentionally different because:
Some actions are rarer and show higher skill (Goal, Assist).
Some actions happen more frequently but still matter for development (Shot, Pass, Block).
XP helps kids see progress across the long journey, not only through goals scored.
In the future (premium version), the Actions Deck will adapt automatically to:
the player’s position,
age,
academy philosophy,
and you will be able to create custom actions for team goals or coach-specific tasks.
How to Use the Actions Deck During a Match
Do NOT press immediately after every touch.
Your role is not to chase the screen. Your role is to observe.
Use three simple rules:
Know your deck
Before the match, quickly review the 9 actions. If you know what you're looking for, you will recognize them instantly.Let the kid finish the move
Do not register an action until the whole sequence is complete.
Examples:
- A shot becomes an Assist if someone scores.
- A duel becomes Stopped Attack if your child forces the ball backwards.Count in your head → then tap
Watch the game first, mentally count the action, and only when there’s a break (throw-in, foul, ball out) tap the button.
This is how EMC helps you stay focused on the kid, not on the phone.
A. ATTACK (Offensive Play)
Selected actions:
1. Goal – 3 XP
How to recognize: Clear scoring action where the ball fully crosses the line by your child’s attempt.
Why it matters: Rare, high-impact outcome of strong positioning, technique, and decision-making.
2. Assist – 3 XP
How to recognize: A pass, cross, or intentional touch that directly leads to a goal.
Why it matters: Teaches teamwork, vision, and understanding of space.
Note: Don’t be “stingy” with Assists. Register an Assist even if the teammate misses the 100% chance. Your child created the opportunity — the success of the action does not depend on the other player’s finish.
3. Shot Made – 1 XP
How to recognize: Any intentional attempt to score—on or off target.
Why it matters: Encourages confidence, quick decisions, and offensive bravery.


B. DEFENCE (Ball Recovery & Stopping Attacks)
Selected actions:
1. Block – 1 XP
How to recognize: Your child stops a shot, pass, or cross with the body, foot, or leg.
Why it matters: Shows positioning, reaction speed, bravery.
2. Steal – 2 XP
How to recognize: A clean ball win from the opponent—tackle, interception, or direct take-away.
Why it matters: Demonstrates timing, anticipation, and defensive IQ.
3. Stopped Attack – 1 XP
Why it matters: Many great defensive actions don’t look spectacular but are tactically brilliant.
How to recognize:
When your child forces the opposing attack to:
go backwards,
lose momentum,
turn away,
or stop progressing forward.
This includes using the body, shepherding, pressing, or cutting passing lanes.


C. GAME PLAY (Football IQ & Decision Making)
Selected actions:
1. 1v1 Play – 2 XP
How to recognize:
Your child attempts to beat an opponent in a duel (dribble or shoulder-to-shoulder duel).
Win or lose doesn’t matter—intent matters.
Why it’s important: Builds confidence and technical skill.
2. Forward Play – 2 XP
Why it matters: Teaches bravery and attacking mindset.
How to recognize:
Any forward-oriented decision:
forward pass
forward dribble
forward run
3. Pass – 1 XP
How to recognize: Any completed pass to a teammate.
Why it matters: Fundamental team-play action that happens frequently.


The Fourth Category (Currently Paused): MENTAL
Originally included:
Fair Play - 3XP
Unselfish Team Play - 2XP
Recovery After Mistake - 2XP
These qualities are extremely important, but during MVP tests we noticed that:
they are harder to register in real time,
they happen less frequently,
almost all kids behave with fair play by default, so XP becomes meaningless,
tactical actions (attack/defence/gameplay) better represent match performance.
We will decide after MVP data whether to:
keep 3 categories,
bring Mental back as auto-detected or post-game review
or assign it only as a coach-defined area in Premium.


Why Only 3 Actions Per Category?
For MVP we intentionally chose:
few actions,
clear definitions,
easy recognition,
fast tagging.
This lets parents stay focused on the field—not on the phone.
The full library contains 40+ possible football actions, but these 9 give the best balance between frequency, clarity, and developmental value.
The final version of EMC will offer:
Position-based decks (striker, winger, midfielder, defender, goalkeeper)
Age-based actions
Academy-specific action decks
Custom actions created by parents or coaches
Advanced XP weighting, based on difficulty and quality
Smart suggestions powered by performance history
What’s Coming in Premium
Get in touch
info@emcfootball.com