CrossverseCards
TEST BUILD (every card Common). Seven sets: MARVEL, STAR WARS, THE MATRIX, HADES II, HADES II ARCANA, CROSSOVER fusions and WEAPON FUSION. Also the hand rules for every lel mod: upgrade slot, one per hand, 2 vanilla cards per hand. 4 maps. Fan-made.Crossverse Cards
0.3.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.3.0: 4 arena maps (see Maps; needs MapsExtended). Not play-tested yet.
95 fan-made ROUNDS cards in seven sets, each with its own animated card art: MARVEL, STAR WARS, THE MATRIX, HADES II, HADES II ARCANA, CROSSOVER (fusions across all six lel mods) and WEAPON FUSION (mixes of the gun-replacing weapons). Cards with a "Needs" entry are only offered once you own what it lists; combo cards (✦) need both. Many cards stack (the card says so). Requires UnboundLib (the maps need MapsExtended). Works with RoundsWithFriends and alongside Red Rising, JJK, Multiverse, Otherverse, Animeverse, Standverse and Gameverse Cards. Adds no gun-replacing cards; it mixes theirs.
Not affiliated with Marvel, Lucasfilm, Disney, Warner Bros., Supergiant Games or anyone else. All art is original.
MARVEL
Gadgets, hammers and Infinity Stones.
| Card | Needs | What it does |
|---|---|---|
| Repulsor Blast | Block: fire a palm beam that blasts enemies away. Stacks. | |
| Web Shooters | Jump in mid-air with no jumps left: web-zip to a wall or web a foe. Gun: your bullet hits slow foes 25%. | |
| Mjolnir | Block: hurl a hammer that returns. Its strikes call lightning. | |
| Vibranium Shield | Shots also throw a ricocheting shield that stops bullets and returns. | |
| Adamantium Claws | Enemies who get close are slashed automatically. | |
| Gamma Rage | The more hurt you are, the bigger and harder-hitting. Stacks. | |
| Power Stone | Every 3 hits: a purple shockwave. Each copy: 1 hit less, bigger. | |
| Space Stone | Double-tap block: teleport along your aim. | |
| Time Stone | At low health, time crawls for foes around you. 1 use/point per copy. | |
| Arc Reactor | Repulsor Blast | Faster block, wider repulsors, a recharging shield. Stacks. Gun: +15% fire rate per copy. |
| Spider-Sense | Web Shooters | A bullet about to hit you? You sense it, sidestep and speed up. |
| Stormbreaker | Mjolnir | Mjolnir flies faster. Its lightning grows into a chaining storm. |
| Healing Factor | Adamantium Claws or Gamma Rage | Regenerate fast once you stop taking damage for a moment. Stacks. |
| Unibeam | ✦ Repulsor Blast + Arc Reactor | Combo: block fires one huge chest beam. Hits refill your shield. |
| Twin Storm | ✦ Mjolnir + Stormbreaker | Combo: block hurls hammer AND axe at once, both calling lightning. |
| Infinity Gauntlet | any 2 of Power, Space, Time Stone | Once per point, block to snap: every foe loses 40% of their health. |
STAR WARS
The Force, sabers and Mandalorian gear.
| Card | Needs | What it does |
|---|---|---|
| Lightsaber | Block: swing a lightsaber that cuts foes and reflects bullets back. | |
| Force Push | Block: a Force wave hurls enemies and their bullets away. Stacks. Gun: +30% bullet knockback per copy. | |
| Force Pull | Damaging an enemy yanks them toward you with the Force. Stacks. | |
| Force Lightning | Block: chain lightning arcs to foes near your aim, draining life. | |
| Force Choke | When an enemy hits you, the Force holds them in place. Stacks. | |
| Force Jump | Per copy: an extra jump, higher leaps and softer falls. | |
| Thermal Detonator | Block: lob a timed grenade that blasts a crater. Stacks: bigger blast. | |
| Jetpack | Hold jump in mid-air to fly. Fuel refills on the ground. | |
| Beskar Armor | Bullets hit you softer, and some ricochet right back. Stacks. | |
| Saber Throw | Lightsaber | Press block while it recharges to hurl your saber. It flies back. |
| Kyber Crystal | Lightsaber | A focusing crystal: your saber burns hotter and longer. Stacks. |
| Force Saber Sweep | ✦ Lightsaber + Force Push | Combo: one block swings your saber AND unleashes a Force Push. |
| Light Side Mastery | any Force card (not with Dark Side) | Your Force powers heal you and recharge faster. |
| Dark Side Mastery | any Force card (not with Light Side) | Your Force powers hit harder and drain life. Your saber turns red. |
THE MATRIX
Pills, bullet dodging and code.
| Card | Needs | What it does |
|---|---|---|
| Red Pill | not with Blue Pill | Hit harder, move faster. Stacks. The Blue Pill is gone for good. |
| Blue Pill | not with Red Pill | Stay sturdy and safe. Stacks. The Red Pill is gone for good. |
| Bullet Dodge | Block: lean back and hover. Enemy bullets pass right through you. Gun: after a dodge your next shot within 2.5s hits x1.35 (Bullet Time too). | |
| There Is No Spoon | Enemy bullets that come close to you bend away. Stacks. Gun: your own bullets bend toward foes ahead. | |
| Kung Fu Download | Block: a rapid kung fu combo. Every strike lands harder. | |
| Replication | Jump in mid-air: leave a decoy that pulls in enemy shots, then pops. | |
| Sentinel Swarm | Hunter drones orbit you and zap nearby foes. +2 drones per copy. | |
| Rooftop Leap | Huge jumps. Hold jump while falling to glide down slowly. | |
| Code Rain | Your hits leave falling green code that burns over time. Stacks. | |
| Stop Bullets | Bullet Dodge or There Is No Spoon | Auto: bullets about to hit you freeze in mid-air, then drop. Stacks. |
| The One | Red Pill + 2 other Matrix cards | Hold jump in mid-air to fly. Stronger, tougher, faster. |
| Hovercraft EMP | Sentinel Swarm or Code Rain | Block: a pulse locks enemy blocks, jams guns, kills bullets. Stacks. |
| Glitch in the System | Replication, Blue Pill or Rooftop Leap | When you get hit, glitch out and teleport a short hop away. Stacks. |
| Bullet Time | ✦ Bullet Dodge + Stop Bullets | Combo: block to dodge while nearby bullets freeze, then fly back. |
HADES II
Olympian boons. Duo boons (✦) need both gods.
| Card | Needs | What it does |
|---|---|---|
| Heaven Strike | Hits call a lightning bolt down on the foe. | |
| Sworn Strike | Hits Hitch foes: damage you deal them echoes again soon after. | |
| Wave Strike | Hits crash like a wave: a splash and a hard knockback. | |
| Ice Strike | Hits Chill and slow foes. Full Chill Freezes them solid. | |
| Nova Strike | Hits Daze foes: their shots may veer off. Your blasts grow. | |
| Flutter Strike | Hits make foes Weak. Deal bonus damage to foes up close. | |
| Volcanic Strike | Every few hits set off a fiery Blast around the foe. | |
| Flame Strike | Hits Scorch foes: stacking burns that deal damage over time. | |
| Blade Rift | Blocking hurls a Blade Rift that shreds foes inside it. | |
| Hyper Sprint | Double-tap left or right to dash, briefly impervious. | |
| Heaven's Vow | ✦ Heaven Strike + Sworn Strike | Duo: your bolts fuse with Hitch echoes into one royal bolt. |
| Boiling Point | ✦ Wave Strike + Volcanic Strike | Duo: splash and Blast fuse. Every few seconds a hit erupts a geyser. |
| Freezer Burn | ✦ Ice Strike + Flame Strike | Duo: Scorch burns hotter, and a Freeze detonates all of it at once. |
| Dazzling Charm | ✦ Nova Strike + Flutter Strike | Duo: Daze and Weak fuse into Charm, stronger and longer. |
HADES II ARCANA
Arcana cards, Selene's hexes (one at a time, double-tap block at full moon) and Nocturnal Arms.
| Card | Needs | What it does |
|---|---|---|
| The Wayward Son | Arcana. Your wounds close on their own. Stacks. | |
| The Huntress | Arcana. Unhurt for 1.5s? Your hits deal more damage. Stacks. | |
| The Titan | Arcana. Hit harder while the enemy is above 60% health. Stacks. | |
| The Sorceress | Arcana. A heavy hit slows time around you. Stacks: slows longer. | |
| Death | any of Wayward Son, Huntress, Titan, Sorceress | Arcana. Once per point, a lethal hit leaves you standing instead. |
| The Moon | any hex | Arcana. Your hex charges faster and strikes harder. Stacks. |
| Moon Water | Hex. Double-tap block at full moon: heal and wash away bullets. | |
| Total Eclipse | Hex. Double-tap block at full moon: a dark moon crashes on a foe. | |
| Wolf Howl | The Huntress or Sister Blades | Hex. Double-tap block at full moon: spectral wolves hunt foes. |
| Witch's Staff | Omega. Block: loose a moonlit crescent that cuts through foes. | |
| Sister Blades | Omega. Block: dash and slash foes. Hits from behind cut deeper. | |
| Moonstone Axe | Omega. Block: a heavy cleave that throws foes, and you guard. | |
| Aspect of Circe | ✦ Witch's Staff + The Sorceress | Staff + Sorceress: block looses a huge crescent and slows time. |
| Aspect of Selene | ✦ any hex + The Moon | Hex + The Moon: every hex casts twice. Points start at full moon. |
CROSSOVER
Fusions of two cards from DIFFERENT lel mods. They add a combined effect on top of both cards; a fusion only shows up if you own both, so it needs both mods installed.
| Card | Needs | What it does |
|---|---|---|
| Hollow Kamehameha | ✦ Hollow Purple, Blue or Red (JJK) + Kamehameha (Animeverse) | Block: red and blue ki fuse into a violet orb that tunnels the map. |
| Orbital Excalibur | ✦ Excalibur (Otherverse) + Orbital Strike (Multiverse) | Your hits call a golden sword down from orbit to sweep through foes. |
| Destructo Scissors | ✦ Scissor Blade (Otherverse) + Destructo Disc (Animeverse) | Block: two crossing ki discs cut through foes, bullets and platforms. |
| Gamma Knuckles | ✦ Gorilla Arms (Otherverse) + Gamma Rage | Block: a gamma shockwave follows your punch. It grows as you get hurt. |
| Chainsaw Drill | ✦ Chainsaw Heart (Animeverse) + Helldiver (Red Rising) | Block dashes leave a roaring saw trail that shreds foes and bullets. |
| Thunderstorm Flash | ✦ Thunder Breathing (Animeverse) + Storm Knight (Red Rising) | Every dash or flash calls thunderbolts down on foes near your path. |
| Monowire Web | ✦ Web Shooters + Monowire (Otherverse) | Jump in mid-air with no jumps left: a monowire lashes and yanks a foe. |
| Transmission Clap | ✦ Instant Transmission (Animeverse) + Boogie Woogie (JJK) | Every teleport claps: shockwaves at both ends hurt and daze foes. |
| Tesseract Rift | ✦ Portal Gun (Multiverse) + Space Stone | Every teleport tears a rift behind you that snaps shut on foes in it. |
| Limitless Spoon | ✦ Infinity (JJK) + There Is No Spoon | Bullets that stall near you dissolve and fly back at their shooter. |
| Adaptation Factor | ✦ Mahoraga (JJK) + Healing Factor | Every 3rd hit from a foe: heal it back and shrug off their next hit. |
| Vibranium Aias | ✦ Rho Aias (Otherverse) + Vibranium Shield | Block: metal petals orbit you; each eats a bullet and flings a disc. |
| Golden Senzu | ✦ Aureate Armor (Red Rising) + Senzu Bean (Animeverse) | Survive a killing blow or heal big when low: golden nova, block ready. |
WEAPON FUSION
Binding of Isaac-style weapon mixing. The five gun replacers (Razor and Pulse Fist from Red Rising, Black Bird and Energy Discharge from JJK, Azazel's Soul's Brimstone from Multiverse) still can't be held together, but they mix: every pair has a fusion card, offered once you own either weapon of the pair. It grafts the other weapon onto yours: every attack of the weapon you hold (a Razor cut or throw, a Pulse Fist punch, a crow shot, a Discharge beam, a Brimstone breath) also fires the fused shot, on its own short cooldown. Charged punches and beams make stronger fusion shots (taps 60%, full charge 125%). Fusions never weaken your weapon, and different fusions stack: a Razor holder can own all four Razor fusions at once.
A second weapon fuses: when a hand would deal you a second gun replacer, it shows up as the fusion of the two instead (if you don't have it yet), so a second weapon mixes in rather than being wasted. Config: [WEAPON FUSION - General] SecondWeaponFuses.
| Card | Needs (either) | What it does |
|---|---|---|
| Pulse Crescent | Razor or Pulse Fist | Launches a pulse crescent that flies until a wall: 30 damage and a big throw to each foe it passes, cuts bullets. Bigger with a charged punch. 0.7s cooldown. |
| Bladewing Crows | Razor or Black Bird | Releases 2 steel crows (3 on a Razor throw) that hunt the nearest foe and slash through them (20 each), cutting bullets on the way. 0.8s cooldown. |
| Ricochet Edge | Razor or Energy Discharge | A Razor attack fires a thin gold beam that ricochets off walls twice; a Discharge beam that hits a wall carries on and ricochets itself. 24 damage per beam. 0.6s cooldown. |
| Brimstone Edge | Razor or Azazel's Soul | A blood beam anchored on you sweeps a 150° arc in front of you: 36 damage and a throw, erases bullets. 0.8s cooldown. |
| Blast Crows | Pulse Fist or Black Bird | Sends a crow carrying a pulse charge (2 on a full-charge punch) that hunts and bursts on contact: 34 damage in 2.8 units and a big throw. 0.9s cooldown. |
| Overload Orb | Pulse Fist or Energy Discharge | Launches an orb that slows to a hover, zaps the nearest foe in sight every 0.3s (9), then bursts after 1.6s (26 in 2.6 units). 1.2s cooldown. |
| Blood Ring | Pulse Fist or Azazel's Soul | Launches a growing ring of blood laser that flies through walls: up to 36 damage to foes it touches, erases bullets. 0.8s cooldown. |
| Sentinel Crows | Black Bird or Energy Discharge | Adds a crow (2 on a full-charge beam) that circles you for 3.5s, firing a thin beam at the nearest foe in sight every 0.7s (10). Up to 4 crows. |
| Hellbird Flock | Black Bird or Azazel's Soul | Looses 3 crimson crows in a fan; they stop and each breathes a blood beam at the nearest foe in sight, so the beams converge (18 each). 1s cooldown. |
| Helix Beam | Energy Discharge or Azazel's Soul | Fires a thin gold and a thick red laser twisting around your aim (14 units, stops at walls): 16 + 26 damage. 0.8s cooldown. |
Maps
Four arena maps, all new in 0.3.0. Each is an iconic battle scene rebuilt for movement: node lattices, wall-jump columns and moving platforms. They need MapsExtended (1.4.2); without it the cards still work and the maps are skipped. They show up under CrossverseCards in UnboundLib's map menu, where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.
- Skyline Breach (MARVEL, large): The battle over the city under an alien portal: an avenue of wrecked cars, broken overpasses, office blocks, unfinished steel frames and a glass tower in the middle. Moves: an armoured flying beast (a 30-unit platform) sweeps from rooftop to rooftop, two sky skiffs circle the portal, construction hoists and the tower's elevator core run up and down.
- Clockwork Depths (HADES II): The Titan of Time's golden domain: a colosseum of gold-veined marble, clock-tower chimneys, sand-falls and a sunken basin under a great clock, with a fixed cog-blade (a static saw) in its sand. Moves: the clock hand is a 17-unit bridge that ticks forward and rewinds (30 degrees a tick), gears rock in the lattice, hourglass lifts ride the sand-falls and a ferry glides over the basin.
- Molten Refinery (STAR WARS): A lava-mining refinery over a molten river (falling in is the out-of-bounds bounce): black-rock banks, refinery towers with cooling shafts and the control complex hanging in the middle. Moves: collector arms swing on their pivots, hover droids shuttle along the river and bob in the lattice.
- Rooftop Run (THE MATRIX): Night rooftops of a green-lit city seen through falling code: a sunken courtyard between two office blocks, scaffolds in front of a glass tower, a phone booth on the roof. Moves: a gunship drifts and bobs over the courtyard, window-washer gondolas and a scaffold platform ride up and down.
Notes
- One per hand (all lel mods): a dealt hand never shows two gun replacers, or two cards from the same one-per-player slot (melee, flight, mid-air jump, double-tap, cheat-death, evasion), since you could only keep one. Exception: a card that completes a combo with something you already own. Config:
[Hand Rules] OnePerHand. - Vanilla cards per hand (all lel mods): every hand you are dealt shows at least 2 base-game ROUNDS cards (counted for a 5-card hand, scaled for bigger or smaller hands, never the whole hand), so the vanilla cards still come up among hundreds of modded ones. They are dealt into random slots (never the upgrade slot), only cards that are enabled and that you may take, weighted by their normal rarity; vanilla cards that come up by themselves count. Config:
[Hand Rules] VanillaCardsPerHand(0 turns it off). - Upgrade slot (all lel mods): when a hand is dealt and you qualify for an unlock or combo card from any lel mod, one slot in that hand is one of them, whatever its rarity (skipped if one already came up in that hand). Config:
[Upgrade Slot] Enabled,Chance. - Cross-mod limits (all lel mods): one melee weapon, one flight card, one mid-air-jump trigger, one double-tap trigger, one cheat-death and one evasion card per player, so abilities don't pile onto the same button.
- Map cuts reset every round. Every number is in
BepInEx/config/com.lel.rounds.crossversecards.cfg; both players need the same values.
Changelog
- 0.3.0 (test build, all cards Common): Maps: Skyline Breach, Clockwork Depths, Molten Refinery, Rooftop Run (see Maps; need MapsExtended). New config
[MAPS] Map art/Maps(no reset: your settings are kept). Cards unchanged. Not play-tested. - 0.2.2 (test build, all cards Common): Vanilla cards per hand: every hand shows at least 2 base-game cards (
[Hand Rules] VanillaCardsPerHand, 0 = off). The upgrade slot, the one-per-hand rule and the card gates also cover Standverse and Gameverse Cards, and the one-per-player slots know their new melee, flight, mid-air-jump, double-tap, cheat-death and evasion cards. Gun pass: Web Shooters hits slow foes 25%; Arc Reactor +15% fire rate per copy; Force Push +30% bullet knockback per copy; Bullet Dodge and Bullet Time arm a x1.35 shot after a dodge; There Is No Spoon also bends your own bullets toward foes. EMP is now Hovercraft EMP: the base game has a card called EMP, so the old name counted the vanilla card as a copy and kept the vanilla EMP locked behind Sentinel Swarm / Code Rain. Your tuned config values are kept. - 0.2.1: Bug fixes: Repulsor, Unibeam, Web Shooters, Mjolnir, Twin Storm, the thrown lightsaber and the Witch's Staff crescent no longer start inside a wall you are hugging and pass through it; Vibranium Aias discs and Limitless Spoon shards no longer launch from inside terrain; Spoon shards and Aias discs no longer stun-lock (no throw, same damage); fast projectiles (shards, discs, Hollow orb, thrown shield, crescent, wolves) no longer skip hits at low frame rates. The upgrade slot no longer picks Infinity Gauntlet or The One before you qualify.
- 0.2.0: new set WEAPON FUSION: 10 fusion cards, one per pair of gun replacers, offered once you own either weapon of the pair; each makes every attack of your weapon also fire the fused shot. A second weapon dealt to a weapon holder now shows up as their fusion. Works with whichever weapon mods are installed (it hooks their attacks at start; a missing mod just means no fusions for its weapons).
- 0.1.3: one-per-hand rule: hands no longer show two weapons (or two cards from the same one-per-player slot) at once, unless the second one is a combo piece for your build.
- 0.1.2: Rarity pass: every Rare card is now Uncommon except the genuinely game-warping ones (cheat-deaths, extra lives, domains, map-wide nukes, huge all-stat boosts). Affects normal builds only; TEST builds are still all Common. Lightsaber art: the deflection flash now sits where the bolt leaves the blade instead of mid-blade.
- 0.1.1: upgrade slot: every hand deals one unlock or combo card you qualify for (from any lel mod), ignoring rarity.
- 0.1.0: first release.
