ROUNDS
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Crossverse Cards

0.4.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.4.0: maps rebuilt calmer and smaller with jump pads, 1 vanilla card per hand, Gamma Rage rework. 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 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.
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 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.
Rooftop Leap Huge jumps. Hold jump while falling to glide down slowly.
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, 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 (+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.
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) 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. 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 from the series, kept calm, simple and compact, with jump pads (stand on one to be launched upward) and a moving set piece or two. 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.

  • Skyline Breach (MARVEL): The battle over the city: the portal open above the tower, an avenue with wrecked taxis, the viaduct and office blocks at both sides, girders swung off cranes; jump pads on the viaduct. Moves: the armoured flying beast hovers in front of the tower, sinking to the avenue and rising to just under the tower's landing deck.
  • Clockwork Depths (HADES II): The Titan of Time's marble throne hall under a great clock: terraces at the walls, ledges beside them and a jump pad on each side. Moves: the clock's hand is the bridge across the middle; it ticks forward twice (30 degrees a tick), rewinds, ticks back twice and rewinds.
  • Molten Refinery (STAR WARS): The lava-planet refinery: black-rock high ground on each bank, a low shore with a jump pad, and the collector arm across the molten river (falling in is the out-of-bounds bounce). Moves: two hover droids ferry over the river from each shore to the middle and back.
  • Rooftop Run (THE MATRIX): A night rooftop over a city seen through faint falling code: stairwell housings, billboards on stilts, a helipad, a jump pad on each side and a glass tower behind. Moves: the helicopter hovers over the helipad, climbs high over the roof carrying anyone on its rotor, and settles back.

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 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

  • 0.4.0 (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.
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