CrossverseCards
TEST BUILD (every card Common). MARVEL, STAR WARS, THE MATRIX, HADES II, CROSSOVER fusions and WEAPON FUSION, plus the hand rules for every lel mod: upgrade slot, one weapon per player, 1 vanilla card per hand. 2 maps.Crossverse Cards
0.5.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.5.0: Lightsaber and Mjolnir as your gun, one weapon per player across every lel mod, new WEAPON FUSION cards, HADES II ARCANA cut. Not play-tested yet.
80 fan-made ROUNDS cards in six sets, each with its own animated card art: MARVEL, STAR WARS, THE MATRIX, HADES II, 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. Two cards replace your gun: Mjolnir (MARVEL) and Lightsaber (STAR WARS); WEAPON FUSION mixes the five older gun replacers.
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 | Replaces your gun. Fire hurls the hammer along your aim (36 damage, times your gun damage); it turns back at 18 units, at a wall or on the first foe it strikes, flies home through walls and can strike again on the way. Each strike calls lightning around the foe (22). You can throw again once it is back in your hand (0.25s, faster with attack speed; projectile speed makes it fly faster); hold fire to throw whenever it returns. No ammo: one pip next to your hand shows the hammer is there. One gun replacer per player across all lel mods. | |
| Vibranium Shield | Shots also throw a ricocheting shield that stops bullets and returns. | |
| Gamma Rage | Taking damage builds rage (60% of your max health fills it): up to +80% damage, +30% size and +15% speed. It holds while you keep getting hit and cools off 2.5s after the last hit; healing doesn't calm it. 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 | Below 35% HP, time crawls around you for 3.5s: foes in range move 60% slower and fire half as fast, and enemy bullets crawl. Once per point; each copy adds a use. | |
| Arc Reactor | Repulsor Blast | A power core: a 30 shield that recharges 2s after you were last hit, +15% fire rate, -20% block cooldown and 35% wider repulsor beams. Stacks (shield, fire rate and block 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 (it also strikes where the hammer turns back). |
| Healing Factor | 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: fire hurls hammer AND axe at once in a V, both calling lightning (two pips; you throw again once both are back). |
| 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 | Replaces your gun. The saber burns in your hand; fire swings it: it cuts every foe in its arc (50, times your gun damage) and reflects enemy bullets entering its reach back along your aim. A swing every 0.5s (faster with attack speed); hold fire to keep swinging. No ammo (a blade). One gun replacer per player across all lel mods. | |
| 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 | Hold fire, then release when the ring next to your hand is full: hurl your lightsaber. It cuts foes and erases bullets out and back (35 each pass); while it is out you can't swing. 3s cooldown. |
| Kyber Crystal | Lightsaber | A focusing crystal: your saber burns hotter and longer (+50% damage, +30% reach, swings 18% faster). Stacks. |
| Force Saber Sweep | ✦ Lightsaber + Force Push | Combo: block swings your saber AND unleashes a stronger Force Push (Force Push no longer fires on its own; fire still swings the saber). |
| 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 for 1.1s; enemy bullets pass right through you. Gun: your next shot within 2.5s hits x1.35 (Bullet Time too). Stacks: -20% cooldown per copy. | |
| 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. | |
| Code Rain | Hits leave falling green code that burns 40% of the hit again over 2.5s. Stacks: +40% per copy. | |
| 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 or Blue Pill | 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 (+16 per copy; at most one bolt per foe every 0.4s). | |
| 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 (7 hits, one fewer per extra copy) Freezes them for 0.9s in a shattering hit (+20). | |
| Nova Strike | Hits Daze foes: their shots may veer off (30% per copy). Your HADES II blasts (splash, Blast, Blade Rift, geyser) grow 25% per copy. | |
| Flutter Strike | Hits make foes Weak (they deal 20% less for 3s). Your shots deal +30% to foes within 8. | |
| 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. | |
| 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. |
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. |
| Golden Senzu | ✦ Aureate Armor (Red Rising) + Senzu Bean (Animeverse) | When a save brings you back (a killing blow you survive, or a big heal while low, like a Senzu Bean): a golden nova (50, throws foes) and your block is ready again. |
WEAPON FUSION
Binding of Isaac-style weapon mixing. Gun replacers still can't be held together, but they mix. The first five (Razor and Pulse Fist from Red Rising, Black Bird and Energy Discharge from JJK, Azazel's Soul's Brimstone from Multiverse) have a fusion for every pair, and three later weapons mix with one partner each (Mom's Knife from Multiverse, Ki Blast from Animeverse, Monowire from Otherverse). A fusion is offered once you own either weapon of its 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, a knife throw, a ki blast or ki ball, a wire crack) also fires the fused shot, on its own short cooldown. Charged punches, beams and knife throws make stronger fusion shots (taps 60%, full charge 125%; a thrown ki ball counts as a full charge). Fusions never weaken your weapon, and different fusions stack: a Razor holder can own all five 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. |
| Mercenary Axe | Razor or Black Bird | The Razor takes the shape of Mei Mei's great axe and is lobbed on a heavy arc onto the nearest foe you can see (a violet mark shows where it lands): 34 damage to each foe it cleaves through, then a 16 damage slam where it lands. 0.9s 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. |
| Sight Strike | Pulse Fist or Black Bird | A violet eye opens on the nearest foe you can see (up to 18 units away) and 0.45s later a pulse erupts there: 32 damage in 2.4 units and a big upward throw (step out of the ring to dodge it). Bigger with a charged punch. 1s 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. |
| Knife Halo | Mom's Knife or Azazel's Soul | Brimstone + Mom's Knife: 8 blood-wreathed knives spin out around you and spiral back, through walls: 22 damage to each foe on the way out and again on the way back, and they slice bullets. Wider with a charged throw. 1s cooldown. |
| Beam Struggle | Ki Blast or Energy Discharge | A blue ki wave wound with gold cursed energy rolls out on its beam: foes it reaches are carried along with it (5 damage every 0.12s) and bullets in it are overpowered; at a wall or after 12 units it bursts (24 damage in 2.6 units). Ki balls and charged beams make it bigger. 1.1s cooldown. |
| Razorwire | Razor or Monowire | Strings a glowing razor wire for 2.5s: from a Razor attack along your aim to the first wall (up to 10 units), from a Monowire crack along the crack. Foes touching it take 20 damage (again every 0.5s) and are kicked off it; it slices bullets. Up to 2 wires at once. 0.9s cooldown. |
Maps
Two arena maps: Tartarus and Subway Station. Each is an iconic battle scene from the series, kept calm, simple and compact, with jump pads (stand on one to be launched upward), a moving set piece or two, and pieces that break when shot (they reset every point). All are laid out for 2 players. 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 (each with a picture), 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.
- Tartarus (HADES II): The Titan of Time's hall: the great clock over the empty golden throne, drifts of golden sand, side blocks and marble ledges, a jump pad on each side. Moves: the clock's hand is the bridge across the middle; it ticks forward twice, rewinds, ticks back twice and rewinds. Breaks: the hourglasses on the side blocks and two broken marble columns.
- Subway Station (THE MATRIX): The tiled station under the night street, seen in cut-away: two platforms either side of the track pit, square tiled pillars, mezzanines with phone booths, steps and jump pads in the pit. Moves: a subway car rolls slowly along the pit, stops and rolls back (it shoves, never crushes). Breaks: the pillars' tile faces and the phone booths.
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 1 base-game ROUNDS card (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, one evasion card and one gun replacer (Mjolnir, Lightsaber or another mod's weapon) 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
- 0.5.0 (test build, all cards Common): Weapons: Lightsaber and Mjolnir are now your gun (swing or hurl it; it flies back); Saber Throw and Twin Storm throw on fire, Kyber Crystal adds swing speed. One weapon per player now covers all 21 gun-replacing cards of the lel mods (Stand weapons, Ki Blast, Mjolnir, Scissor Blade...). WEAPON FUSION: Mercenary Axe (Razor or Black Bird) and Sight Strike (Pulse Fist or Black Bird) replace the look-alike homing crows, and three later weapons get a fusion: Knife Halo (Mom's Knife or Azazel's Soul), Beam Struggle (Ki Blast or Energy Discharge) and Razorwire (Razor or Monowire). Ability damage now scales with your gun damage (THE MATRIX abilities), like bullets do. The card bar's 4-letter labels are bigger. With Standverse Cards: nothing here stops Tusk Act 4's Infinite Rotation (the Time Stone, the Arc Reactor shield, Bullet Dodge and Beskar's ricochet included). Fixes: abilities no longer treat a player's gun as a wall, and a few projectiles (WEAPON FUSION riders, Crossover shards) no longer stop short on a clear path. Cards cut (20): the whole HADES II ARCANA set (Aspect of Circe, Aspect of Selene, Death, Moon Water, Moonstone Axe, Sister Blades, The Huntress, The Moon, The Sorceress, The Titan, The Wayward Son, Total Eclipse, Witch's Staff, Wolf Howl), plus Adamantium Claws, Bladewing Crows, Blast Crows, Hyper Sprint, Rooftop Leap and Vibranium Aias. Maps: Skyline Breach and Molten Refinery are gone; Clockwork Depths and Rooftop Run are rebuilt as Tartarus and Subway Station (1v1 spawns far apart with cover, in the series' colours; see Maps). Not play-tested.
- 0.4.0 (test build, all cards Common): Vanilla cards per hand: 1 (was 2;
[Hand Rules] VanillaCardsPerHand, moved only if you kept 2). Gamma Rage: rage builds from damage you take (60% of max HP fills it), holds while you keep getting hit and cools off 2.5s after; it used to follow your health. Clearer text and stat rows: Arc Reactor, Time Stone, Code Rain, Bullet Dodge, Golden Senzu, Heaven Strike, Ice Strike, Nova Strike, Flutter Strike. Holofoil: +Unibeam, Twin Storm, Bullet Time; the WEAPON FUSION cards (one weapon each) no longer shine. Maps: Skyline Breach, Clockwork Depths, Molten Refinery and Rooftop Run rebuilt. Maps rebuilt: calmer, simpler and smaller (60 x 34 instead of 70-100 wide), muted colours with one accent each, jump pads (stand on one to be launched up) and one or two moving set pieces. Every map has a picture in UnboundLib's map menu. The map ids changed, so everyone in the lobby needs this version. Cards: the bottom-left corner shows one short series tag on a small tile (MARVEL, STARWARS, MATRIX, HADES II, CROSS, FUSION) instead of the wrapped section name. Combo, fusion and Rare cards get a holofoil sweep (26 cards). Visuals meant to sit behind your character (auras, wings, halos) now really draw behind it; they used to cover the body and only the eyes and mouth showed through. Not play-tested. - 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.
