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The TEAM game:Corgi&meEventsPatch Note 1.23: Jinx Update
In-game event

Patch Note 1.23: Jinx Update

The TEAM game:Corgi&me · published 23 May 2026, 13:21 UTC · build 23377726

All eventsPlayers around this dateRead on Steam

Hello.

Here is patch note 1.23.

Fixes

1. Moneyball rank system readjusted

The Moneyball rank distribution had an inverse-curve shape where ranks rose too sharply above a certain high-score point, so the score criteria and rank distribution have been adjusted somewhat.

The changed scores apply to runs completed after the patch. Existing rank records will not change.

Rank table:

F ~449

E 450~599

D 600~699

C 700~799

B 800~899

A 900~999

S 1000~1129

SS 1130~

2. The settings menu now has a bit more vertical spacing.

Additions

1. Jinx system

Baseball cannot exist without... jinxes.

A player can gain one at a low chance after a game. It works like a passive perk and can give conditional bonuses, but in most cases it gives penalties.

A jinx lasts for at least 5 games. After 5 games, it has a low chance to disappear after each game.

A player can gain at most 1 per season, and can hold up to 3.

The stat related to jinxes is Luck. Higher Luck lowers acquisition chance and raises removal chance. At 51 or higher, the player does not gain jinxes.

Common:

  • Fan Jinx: if the fan count is even, all stats -10%; if odd, all stats +10%

  • Appearance Jinx: after 5 straight appearances, Grit -25% and fatigue drain +50%. The first game after missing 2 or more games gives all stats +10%.

  • Ability Jinx: if OVR is team Top 3, all stats -5 during games; if Bottom 3, all stats +2 during games

  • Number Jinx: before the game, pick a number from 1 to 9. If it matches the player's own number, all stats +10%; otherwise, all stats -2% per point of difference.

Batters:

  • Batting-Order Jinx: when leading off an inning, Contact -10%; as the 2nd batter, all stats +5%; as the 3rd batter, Discipline -10%

  • Pitcher-Change Jinx: if your team makes 3 or more pitcher changes during the game, Contact +10% and Discipline +10%. If fewer than 3 or 6 or more changes occur, Power -15% and Contact -10%.

  • First-PA Jinx: if the first PA result is a home run, all stats +5 during the game; walk, all stats +1; hit, Power -5; strikeout, Contact -10; groundout, all stats -10

  • Defense Jinx: Fielding -5 for each error during your team's defense. If this player commits an error, error rate +2 pp, up to 5 stacks.

  • Pitch-Type Jinx: if the opposing pitcher throws a specific breaking pitch type, Contact -30%, Power -10%, Discipline -10%. If not, Contact +2, Power +3, Discipline +4. (The pitch type is decided when the jinx is acquired.)

Pitchers:

  • Leadoff Jinx: if the leadoff batter from your team's previous offensive half-inning whiffed on the first pitch, Stuff -10%; if that batter hit the first pitch, Control -15%; if that batter worked a full count, Velo +10%.

  • First-Pitch Jinx: for each batter, if the first pitch is a ball, Control -15%; if it is a strike, Control +5%. First-pitch strike rate +20%.

  • Allowed-Hit Jinx: the power of the first pitch type that allows a hit/home run increases slightly, while the power of the other pitch types decreases.

  • Steal Jinx: each allowed steal gives Control -2 and Pickoff -5, up to 10 stacks. A successful pickoff resets the stack and gives Stuff +1 with no limit.

  • Side Jinx: if the opposing batting lineup includes at least 3 batters with different handedness, all stats -30%; if all batters use the same handedness, Control +10% and Stuff +10%. (Example: 3 right-handed batters and the rest left-handed.)

This jinx system is also an optional system. It can be turned off in the settings menu, and acquisition/removal strength can be adjusted.

2. End content: Extreme Challenge added

After seeing the Good Ending, Extreme Challenge can be configured after stat allocation when starting a carryover run.

When Extreme Challenge is enabled, points are awarded based on personal records, team records, final reached league, and other results. The score is revealed at game over or when the final league is won.

Score records can be checked from the main screen.

Restriction list

  • Talent Manifestation: increases the chance that opposing players receive positive perks

  • Hell Training: increases opposing player stats

  • Tilted Field: adds extra runs when opposing players cross home

  • Baseball Robot: opposing players do not spend fatigue

  • Baseball God's Curse: jinx strength is fixed to Strong, and the minimum jinx duration expands to 20 games

  • Heat Wave: fatigue drain increases for your team's games in June-August

  • Superhuman: adds a batter with maxed all stats to the opposing team

  • Inflation Surge: increases all spending costs

  • Deterrence: limits the number of carryover skills that can be active

3. New perks added

(Note: adding new perks does not affect the perk grant rate when generating players.)

Negative perks:

  • Sensitive Body: when condition is below Good, all stats decrease by -5% per stage.

  • Big Eater: all stats +5% for each recovery consumable used before the game; if none were used, all stats -25%. Constant fatigue drain x2, recovery consumable healing x2.

  • Strict Palate: when using a recovery consumable, if it is not Welsh Lover Premium Dog Treat, condition drops by 1 stage and only 25% of the recovery applies.

  • Vacation Preferer: does not participate in offseason training.

Positive/mixed perks:

  • Fixed Batter: after 5 or more games in the same batting order slot, Contact +1 per game, Bat Control +1 per 2 games, Discipline +1 per 3 games. Max 21-game stack.

  • Fixed Starter: after maintaining the same starter order for 10 or more games, recovers +10 stamina at game start and gains Control +5.

  • Journeyman: when starting a game in a different batting order slot from the previous game, Contact +4, Bat Speed +10, Baserunning +5, Grit +10, Luck +5.

  • Agitator: when on base with a steal available, opposing pitcher Control -20% and pickoff attempt rate +25%. Steal attempt rate -50%.

  • Battery Pack: gains 1 charge stack for every 2 missed games. On appearance, if charge stacks exist, 20% of them are consumed, minimum 1. During the game, all stats +2% per charge stack, max charge stack 30. (Tooltip should show stack count.)

  • Vaccinated: negative effects from other perks do not apply. Max health +20.

  • Travel Agency Contact: offseason camp cost -30%. Only one holder applies. (Does not need to appear.)

  • Manufacturer Contact: teammate equipment purchase cost -20%. Only one holder applies. (Does not need to appear.)

  • Victory Fairy: when appearing, this player's all stats -60%, and other players on your team gain all stats +5. Only one holder applies.

  • EMP: when appearing, prevents the positive effects of this player's perks and prevents jinx effects from activating for all players.

  • Obsessive Compulsion: during games, all stats +3 for each held jinx, and positive jinx effects are doubled.

(Even if jinxes are turned off, EMP/Obsessive Compulsion related perks can still be acquired. They are classified as positive perks, so they can be removed immediately.)

That is all.

If you have an issue or suggestion, please feel free to post on the forum at any time. I will check it and respond.

Thank you to everyone playing the game.

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