Sacrifice (1) – contact window doubles; any contact becomes a productive out: no base hit, all runners +1 base, batter out.
Steal (1) – for next pitch only:
Find a Way on (2) – success window (for hits) increases by 25%, but initial outcome is always Single (before Slugger/T-Spike modify it).
Speed Demon (3) – like Steal but no risk: on next pitch, all runners advance 1 base (with scoring) on ball or strike; cancelled on contact.
Team Guy (3) – for this at-bat, taken balls give 2 tokens instead of 1.
Tough Out (3) – rest of at-bat, any non-hit contact with reaction time ≤ 500 ms becomes a foul ball instead of an out. Wrong-square clicks are still swing-and-miss.
Slugger (4) – rest of at-bat, any Single becomes a Double.
Sit on it (5) – rest of at-bat, red/yellow “recognition” time before green doubles.
T-Spike (8) – rest of at-bat, any hit (Single/Double/Triple/HR) becomes a Home Run.
Locked in (10) – rest of at-bat, all timing windows for contact are doubled.