Position Training is one of those eFootball development systems that can look simple until a valuable training item produces a position you did not really need. The current system lets eligible players improve Position Proficiency for up to two additional positions, with the outcome chosen at random from that player's eligible pool. v6.0 made one important improvement: the Registered Position printed on the card is no longer among the positions the player can learn through Position Training, removing a redundant outcome. Then on September 28, KONAMI announced another layer for v6.1.0 in October: Select Position Tokens, where spending 100 tokens will train a player in a Position Proficiency of your choice. This guide separates the current random system from the announced selective item, explains how eligibility is built, and shows how to decide whether a player is worth training at all.
1) What Position Training actually does
KONAMI describes Position Training as a player-development feature that raises Position Proficiency for eligible players. It does not need to be treated as a way to rewrite the card's printed identity; the official documentation distinguishes the Registered Position from additional Position Proficiencies. The current Dream Team overview says applicable players have a list of eligible proficiencies and that Position Training Programs can improve a maximum of two positions at random. That makes the in-game eligible list the starting point for every training decision.
2) Why the two-position limit matters
Position Training is not an unlimited expansion system. KONAMI's current overview states that a player can improve a maximum of two positions through it. In squad-building terms, those slots should solve a real problem: cover a second formation, let one bench player replace two specialists, or preserve a tactical role when you switch shape. If you cannot explain how the new position changes your Game Plan, saving the resource is usually more rational than training for the sake of it.
3) How KONAMI defines eligible positions
When Position Training launched in v3.4, KONAMI said the acquirable Position Proficiencies depend on the player's default proficiencies at the time of signing. Generally, the eligible pool includes positions shown as Bright green for high proficiency, Faded green for intermediate proficiency, and positions immediately adjacent to the Registered Position. KONAMI also states that exceptions apply, so the adjacency table explains the general structure but does not override the specific eligible list shown for an individual card.
4) The official adjacent-position map
The original table gives a useful framework: CF can branch to SS/RWF/LWF; SS to CF/RWF/LWF/AMF; RWF to CF/SS/RMF; LWF to CF/SS/LMF; AMF to SS/RMF/LMF/CMF; RMF to RWF/AMF/CMF/DMF/RB; LMF to LWF/AMF/CMF/DMF/LB; CMF to AMF/RMF/LMF/DMF; DMF to RMF/LMF/CMF/CB; RB to RMF/CB; LB to LMF/CB; CB to DMF/RB/LB. GK had no adjacent learnable position in that table. Use this to understand the logic, then trust the player's actual in-game eligible list.
5) What changed in v6.0
The key v6.0 adjustment is straightforward: when Position Training is used, the Registered Position written on the card is no longer among the positions that player can learn. Before the change, the system could include the player's existing main position as an outcome, which did not expand tactical flexibility. Removing that result means a training attempt is now directed toward another eligible position instead of repeating what the card already owns. KONAMI presented the change as a response to user requests to make Position Training easier.
6) Registered Position is not the same as Position Proficiency
These terms matter. Registered Position is the primary position shown on the player card. Position Proficiency represents how capable the player is in other positions. v6.0 reinforces the distinction in two ways: the Registered Position is excluded from learnable training outcomes, and player-position filters now include players with high Position Proficiency even when that position is not their Registered Position. A trained player can therefore become easier to find when filtering the squad by the position you trained.
7) Position filters got more useful in v6.0
KONAMI changed position filtering so it no longer returns only players whose card lists that position as Registered. Players with high Position Proficiency are included too. For anyone who has trained multiple utility players, this is a meaningful quality-of-life change. You do not have to remember every secondary role manually; the filter can surface a player because the trained proficiency is high enough.
8) Trending cards are excluded
The original Position Training documentation explicitly says players with the Trending Card Type cannot undergo Position Training. That is a hard eligibility check worth making before you spend resources elsewhere around the card. If a Trending version cannot use the feature, owning Position Training Programs does not change that. Card Type comes before tactical wish-list.
9) Reading Bright green and Faded green
KONAMI's launch documentation uses the positional diagram in Player Details: Bright green represents a high level of proficiency and Faded green an intermediate level. Those default proficiencies help determine what the player can learn. The colors are useful clues, but do not turn them into a universal promise outside the individual card because KONAMI notes that exceptions exist and eligibility is tied to the player's default state at signing.
10) When Position Training is worth using
Start with a tactical need. Maybe a winger needs to cover RMF in a Fluid Formation, or a midfielder would become much more valuable if he could rotate between CMF and DMF. Do not start from 'what position can I roll?' Start from 'what position would I actually use?' If the player's eligible pool contains several outcomes that improve your squad, random training has a stronger value case than on a card where only one narrow outcome helps.
11) Should you keep training until you hit one exact position?
The current system is officially described as random within the eligible Position Proficiencies, with a maximum of two trained positions. There is no official promise that repeated attempts guarantee one desired result after a fixed number of uses. If your resources are limited, evaluate the acceptable-outcome pool first. A player with three useful possible results is a safer random-training candidate than one where only a single result fits your plan.
12) What Select Position Tokens add in v6.1
KONAMI's September 28 announcement says v6.1.0, scheduled for October 2026, will add Select Position Tokens. Spending 100 Select Position Tokens will train a player in the Position Proficiency of your choice. That is fundamentally different from the current random description. However, the short announcement does not say that every position in the game becomes available to every player, nor does it publish a replacement rule for existing Position Training Programs.
13) What KONAMI has not confirmed yet
As of the September 28 notice, KONAMI has not explained how Select Position Tokens will coexist with current Position Training Programs, whether the existing two-position limit changes, whether the present eligibility pool remains the selectable pool, or whether additional exceptions will apply. Do not spend or discard existing resources based on assumptions. The confirmed statement is narrower: 100 Select Position Tokens will let you train a Position Proficiency you choose when v6.1 arrives.
14) Train now or wait for v6.1?
If you have a core player and multiple random outcomes would help, current Position Training can still make sense. If you need exactly one position and every other result has little value, waiting for the final v6.1 details is a reasonable resource-management option because the update is scheduled for October. That is Zaplat planning advice, not an official KONAMI recommendation. Your urgency, resource stock and current squad needs should drive the choice.
15) A five-step training routine
Before using an item: open Player Details and identify the Registered Position; review the player's eligible proficiencies and colors; write down the one or two positions that would genuinely improve your tactical options; confirm the card is not Trending; then decide whether you accept the current random pool or prefer to wait for Select Position Token details. This turns Position Training from a blind roll into a squad-building decision.
16) Common mistakes to avoid
The first mistake is assuming every player can learn every position. The second is confusing Registered Position with trained proficiency. The third is forgetting Card Type eligibility. The fourth is burning resources on a player without a defined tactical use. The fifth is treating the v6.1 announcement as proof that random Position Training is disappearing; KONAMI has not said that. Keep confirmed mechanics separate from expectations until final patch notes arrive.
17) Choosing the best training candidate
Look for a player you already use often, whose eligible pool contains several useful results, and whose added flexibility can save a bench slot or support two different shapes. The value of Position Training is functional flexibility, not a cosmetic extra. If the added position would not change who you start, substitute or move in your Game Plan, another player may offer a better return on the training resource.
18) What to do when v6.1 goes live
Before spending Select Position Tokens, read the final patch notes and open the training screen in-game. Confirm the selectable positions, usage limits and whether the current maximum still applies. Then compare the cost of 100 Select Position Tokens with whatever random-training resources you already hold. If v6.1 publishes rules that differ from the current documentation, the new patch notes become the authoritative reference.
Before training a player
- Confirm the card is eligible and is not Trending.
- Open Player Details and identify the Registered Position.
- Review Bright/Faded green proficiencies and the actual eligible list.
- Remember the current system supports a maximum of two trained positions at random.
- Since v6.0, the Registered Position is excluded from learnable outcomes.
- Decide in advance which outcomes would actually help your squad.
- Use the improved position filter that includes high Position Proficiency players.
- If only one result is useful, compare training now with waiting for v6.1 details.
- Do not assume Select Position Tokens replace current Position Training Programs.
- Read final v6.1 patch notes before spending new resources.
Sources & references4
KONAMI — eFootball v3.4.0 Position Training introduction and eligible-position table: KONAMI — Dream Team / Position Training overview: KONAMI — eFootball v6.0.0 Position Training changes: KONAMI — v6.1.0 Select Position Tokens announcement (28 Sep 2026)