ROUNDS
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0.2.0
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Gameverse Cards

0.2.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.2.0: 7 arena maps (see Maps; needs MapsExtended). Not play-tested yet.

165 fan-made video game cards in eleven sets: BLASPHEMOUS, BLASPHEMOUS II, THE FINALS, WARFRAME, TENNO, DARK SOULS, ELDEN RING, ULTRAKILL, DOOM, ARSENAL (vanilla-style gun cards) and CROSSPLAY (cross-mod fusions). Most of them change your gun or your shots. Requires UnboundLib. Works with RoundsWithFriends and alongside the other lel card mods (Red Rising, JJK, Multiverse, Otherverse, Animeverse, Crossverse, Standverse Cards). Adds no gun-replacing cards.

Not affiliated with The Game Kitchen, Team17, Embark Studios, Digital Extremes, FromSoftware, Bandai Namco, New Blood Interactive, id Software, Bethesda or anyone else. All art is original.

Install

  • Thunderstore Mod Manager / r2modman: open the Online tab, search for the mod, and click Install. UnboundLib and MapsExtended come with it.
  • Offline copy: Settings → Import local mod → pick this mod's zip, then install UnboundLib and MapsExtended from the Online tab (a local import doesn't install them).
  • Imported an older copy or one of the lel packs as a local zip before? Uninstall it first, so you don't load the same mod twice.
  • Everyone in a lobby needs the same version. Sharing a profile code is the easiest way to match mods and settings.

How it works

  • Needs lists what a card is waiting for. "A or B": you need one of them. "A + B": a combo, you need both, and the two effects it merges stop firing on their own.
  • Fervour (BLASPHEMOUS) fills as you deal and take damage and pays for prayers. Energy (WARFRAME) fills over time and from damage you deal, and pays for abilities.
  • ARSENAL cards are plain gun upgrades in the vanilla style (damage, fire rate, ammo, bounces, homing, wall-piercing and so on). None of them copies a vanilla card.
  • CROSSPLAY cards need one Gameverse card plus one card from another lel mod (listed under Needs), so they only show up when you play those mods together. The Gameverse card is the one that evolves; the other mod's card keeps its own effect, except Otherverse's Excalibur: with Exalted Excalibur its own charged beam stands down, since the Exalted swing already fires the golden beam.
  • Cards marked Stacks can be taken more than once; each copy adds the per-copy number on the card.

BLASPHEMOUS (14 cards)

Card Needs What it does
Mea Culpa - Block: a heavy sword swing. Connecting primes a blood-forged shot. (Swing damage 60; Reach 4.4; Primed shot +50%)
Mea Culpa Lunge Mea Culpa Mea Culpa lunges along your aim first, cutting through foes. (Lunge distance 7; Path damage 28)
Mea Culpa Throw Mea Culpa Every swing primes. Primed shots fly as the sword, cutting bullets. (Blade speed +30%; Knockback +80%)
Bile Flask - Under 40% HP, drink a flask. Refills each point. Stacks. (Heal 40%; Flasks a point 1/copy)
Empty Bile Vessel Bile Flask +1 flask per copy. Drinking reloads and frenzies your gun. Stacks. (Flasks +1; Frenzy fire +50%; Frenzy 2.5s)
Taranto to My Sister - Prayer: at 60 Fervour, lightning strikes your foe. Hits earn Fervour. (Bolts 3 +1; Bolt damage 24; Fervour cost 60) Stacks.
Guardian's Aubade - Prayer: when hurt, the Guardian's blade falls on your attacker. (Cleave damage 55; Cooldown 4s; Fervour cost 50)
Debla of the Lights - Prayer: shots spend Fervour to fly as lances of light through walls. (Lance damage +38%; Lance speed +35%; Fervour/lance 12)
Cante Jondo Taranto to My Sister, Guardian's Aubade or Debla of the Lights Prayer: thorns orbit you and fly at nearby foes. +1 thorn per copy. (Thorns 3 +1; Thorn damage 20; Fervour/thorn 8) Stacks.
Holy Cremation Ember - Bullets trail holy embers and set foes alight. Stacks. (Burn damage 24; Burn time 2.5s; Per copy +50%)
Thorned Symbol - Thorned bullets bounce and snag foes, slowing them. Stacks. (Bounces +1; Slow 30%; Slow time 1.2s)
Consecrated Amethyst - Blessed bullets seek out foes and heal you. Stacks: sharper turns. (Homing 110/s; Life steal +25%)
Saeta Dolorosa Taranto to My Sister + Debla of the Lights Combo: lances call lightning where they land. Taranto stops casting. (Bolt damage 30; Fervour/lance 15)
Apodictic Heart Mea Culpa + Guardian's Aubade Combo: the Guardian cleaves after every swing, not when you're hurt. (Cleave damage 50; Cleave reach x1.8; Fervour/swing 25)

BLASPHEMOUS II (13 cards)

Card Needs What it does
Ruego al Alba - Block: a dawn-gold sword slash. Parry a bullet: next shot hits x2. (Slash damage 42; Riposte shot x2; Cooldown 2s)
Veredicto - Block: swing the burning censer around you. Every foe hit burns. (Smash damage 36; Burn 18; Radius 4.2)
Sarmiento & Centella - Bullet hits build Destreza. Block: Sacred Lunge pierces foes. (Per stack +8%; Max stacks 5; Lunge damage 26)
Altarpiece of Favours - Carved figures answer your prayers. Unlocks Figures. Stacks. (Damage +15%; Ammo +2; Reload time -15%)
The Unwavering One Altarpiece of Favours A carved figure of resolve: your shots can crit. Stacks. (Crit chance +12%; Crit damage x1.9; Damage +10%)
The Sisters Altarpiece of Favours Carved twin figures: shots fired in mid-air hit harder. Stacks. (Mid-air damage +30%; Bullet speed +15%)
Living Briar - Galera verse: every 2.5s a bullet hit calls a briar-lightning bolt. (Bolt damage 28; Cooldown 2.5s; Per copy -0.5s) Stacks.
Marks of Martyrdom - Each hit you take carves a mark: hit harder, fire faster. Stacks. (Damage/mark +10%; Fire rate/mark +8%; Max marks 3 +1)
Polluted Heart - Cante Jondo: a miasma aura poisons every foe near you. Stacks. (Damage/sec 14; Radius 3.5; Per copy +5/s)
Crimson Glaive Ruego al Alba Ruego al Alba slashes also hurl a crimson glaive that pierces. (Glaive damage 24; Range 12; Cuts bullets Yes)
Silver Storm Sarmiento & Centella Sacred Lunge ends in a storm of silver thrusts around you. (Thrusts 5; Thrust damage 9; Max Destreza +2)
Forge and Thunder Veredicto + Living Briar Block: hurl a thunder censer. Then 3s of bolts on every bullet hit. (Blast damage 50; Charged 3s; Cooldown 2.5s)
Blood Pact Ruego al Alba + Marks of Martyrdom Ruego slashes cost blood, carve Marks and always arm a riposte. (Blood price 6%; Riposte/mark +15%; Max marks +2)

THE FINALS (17 cards)

Card Needs What it does
Charge N Slam - Block: charge through walls, ram foes, then slam a crater. (Slam 40 dmg; Health +25%; Cooldown 4.5s)
Grappling Hook - Block: hook the wall you aim at and get reeled in fast. (Range 20; Cooldown 3s)
Cloaking Device - When hit, vanish. Shots out of the cloak hit much harder. (Cloak 2.5s; Decloak shot +60%; Per copy +0.5s) Stacks.
Healing Beam - Below half health, a healing beam locks on and patches you up. (Heal 30/s; Duration 2.5s; Per copy +50%) Stacks.
Goo Grenade - Some bullets burst into goo walls that block shots and slow foes. (Goo rounds 30%; Per copy +10%; Ammo +2) Stacks.
Mesh Shield - Block: raise a mesh shield. Your shots through it hit harder. (Shield 2.5s; Shot boost +35%; Health +25%)
Dematerializer - Block: phase a hole in a wall. Then your bullets pass walls. (Phase rounds 2.5s; Hole size 2.6; Cooldown 5s)
Jump Pad - Jump in mid-air: drop a jump pad that launches anyone on it. (Pad 3.5s; Cooldown 3.5s)
Defibrillator - Once per point, a killing blow shocks you back to life. (Revive HP 40%; Shock 30 dmg; Per point 1)
RPG-7 - Every 5s your next shot also fires a rocket that craters walls. (Blast 55 dmg; Per copy +30%; Crater size 4.4) Stacks.
Thermal Bore Charge N Slam, Dematerializer or RPG-7 Some bullets are thermal bores that drill tunnels into walls. (Bore rounds 25%; Per copy +12.5%; Bullet speed +20%) Stacks.
Pyro Grenade RPG-7 or Goo Grenade Your hits set foes on fire. RPG-7 blasts ignite them too. (Burn 20/s; Duration 2s; Per copy +50%) Stacks.
Recon Senses Healing Beam, Dematerializer or Defibrillator Bullets curve toward foes, and hidden foes get pinged for you. (Homing Seek; Turn per copy +50%; Bullet speed +15%) Stacks.
Lewis Gun Charge N Slam, Mesh Shield, Goo Grenade or RPG-7 Heavy LMG: a deep drum of hard-hitting rounds, slow to reload. (Ammo +12; Damage +25%; Reload time +30%) Stacks.
93R Cloaking Device, Grappling Hook or Jump Pad Light burst pistol: every trigger pull is a quick burst. (Bursts +2; Fire rate +11%; Damage -20%) Stacks.
Winch Claw Grappling Hook + Charge N Slam Combo. Block: claw a foe in for a slam, or winch through a wall. (Claw 35 dmg; Slam 45 dmg; Cooldown 4s)
Dome Shield Mesh Shield + Healing Beam Combo. Block: a dome eats bullets, heals you, boosts your shots. (Dome 3s; Heal 22/s; Shot boost +35%)

WARFRAME (17 cards)

Card Needs What it does
Exalted Blade - Block (energy): energy sword slash and a golden wave through walls. (Wave Damage 32; Slash Damage 30; Energy 20)
Iron Skin - Under 50% HP (energy): iron armour soaks the next hits. Stacks. (Absorb 60 +30; Duration 4s; Cooldown 6s)
Snow Globe - Stand still (energy): an ice dome slows enemy bullets & foes. Stacks. (Radius 4.5; Duration 4s; Size Per Copy +15%)
Molecular Prime - Hits prime foes (energy): slowed, +damage taken, then they detonate. (Damage Taken +25%; Detonation 30; Per Copy +10%) Stacks.
Bladestorm - Hits mark foes. Air-jump with no jumps left: teleport-strike them. (Strike Damage 26; Strikes 1+mark; Energy 25)
Switch Teleport - Double-tap block: swap places with a foe. Next shot hits harder. (Empowered Shot +50%; Range 28; Energy 25)
Peacemaker - Shoot at 80+ energy: 3s of fast, homing, ammo-free empowered shots. (Fire Rate +70%; Damage +20%; Energy 50)
World on Fire - Foes near you get fireballs dropped on them (energy each). Stacks. (Fireball 14; Every 0.8s; Per Copy +30%)
Electric Shield - Reloading (energy) plants a shield: stops foe shots, charges yours. (Charged Shots +40%; Duration 4s; Energy 20)
Seeking Shuriken Bladestorm Every 3rd shot throws homing shurikens that leave Bladestorm marks. (Shurikens 2 +1; Damage 16; Marks +1) Stacks.
Antimatter Drop Molecular Prime Every 4s a shot becomes a slow orb that eats your bullets and bursts. (Orb Damage 45; Per Bullet +35%; Blast Radius 3.5)
Fireball Frenzy World on Fire Your bullets and World on Fire blasts set foes ablaze. Stacks. (Burn 35%; Burn Time 3s; Per Copy +50%)
Iron Shrapnel Iron Skin When Iron Skin breaks or fades, it bursts into iron shrapnel. (Burst Damage 30; Absorbed Back 50%; Radius 7)
Chilling Globe Snow Globe Snow Globes grow and freeze enemies inside solid, once per globe. (Freeze 1.1s; Globe Size +25%)
Fatal Teleport Bladestorm + Switch Teleport Combo. Double-tap: Bladestorm the nearest foe; next shot empowered. (Strike Damage +50%; Marks Needed None; Energy 30)
Chromatic Blade Exalted Blade + World on Fire Combo. Exalted Blade swings fire: burning wave plus World on Fire. (Wave Damage +30%; Fireballs 3; Burn 40%)
Riot Shield Peacemaker + Electric Shield Combo. Peacemaker carries an Electric Shield your shots surge through. (Peacemaker +1s; Charged Shots +40%; Shield Follows Aim)

TENNO (13 cards)

Card Needs What it does
Void Dash - Block: void-dash along your aim, cutting foes and erasing bullets. (Dash 7; Damage 30; Cooldown 3s)
Transference - Under 35% HP your Operator steps out: bullets pass through you. (Spirit form 1.6s; Heal 20%; Uses per copy 1/pt) Stacks.
Archwing - Hold jump in mid-air to fly on void wings. Your gun fires faster. (Flight 2.5s; Air fire rate +35%; Speed 17)
Riven Mod - Rolls 3 random gun buffs and maybe a curse. Each copy rolls anew. (Random buffs 3; Curse chance 50%) Stacks.
Parazon - Shoot a foe under 30% HP and the Parazon flies: Mercy execution. (Mercy at 30%; Cooldown 4s)
Arcane Energize - Empty mag: chance it refills at once and you fire faster for 3s. (Chance 50%; Per copy +25%; Fire rate +35%) Stacks.
Serration - A maxed damage mod slotted into your gun. Stacks. (Damage +30%)
Split Chamber Serration or Riven Mod Multishot mod: every shot fires an extra bullet. Stacks. (Bullets +1; Spread +5)
Condition Overload Serration, Split Chamber or Riven Mod Bullets hit harder for each status on the target: slow, stun, burn... (Per status +25%; Per copy +10%; Statuses 5) Stacks.
Void Blast Void Dash or Transference Every 4s your next shot is void-charged: it throws and jams foes. (Damage +60%; Jam 0.8s; Charge/copy -20%) Stacks.
Arcane Avenger Arcane Energize Getting hit can grant 3s of critical shots. Stacks. (Chance 35%; Per copy +15%; Crit damage +60%)
Void Sling Void Dash + Transference Combo. Block: sling as an untargetable spirit, land in a void burst. (Sling 12; Burst 40 dmg; Cooldown 3.5s)
Archwing Launcher Archwing + Void Dash Combo. Block: void-launch into Archwing flight. Faster archgun. (Flight 2.5s; Air fire rate +50%; Cooldown 4s)

DARK SOULS (12 cards)

Card Needs What it does
Estus Flask - Stand still while hurt to drink and heal. Swigs refill each point. (Heal 30%; Swigs 2 +1; Drink time 0.5s) Stacks.
Ring of Favor - A blessed ring: more life, lighter steps, a quicker guard. Stacks. (Health +30%; Speed +10%; Block cooldown -15%)
Havel's Ring - Poise like a boulder: hits barely move you. Stacks. (Health +45%; Knockback -35%; Speed -8%)
Parry Riposte - Block a shot as it lands: stun the shooter, your next shot ripostes. (Parry window 0.25s; Stun 0.8s; Riposte dmg x2.5)
Power Within - Mid-air jump: ignite 3s (6s cd). Hit harder, fire faster, burn HP. (Damage +40%; Fire rate +30%; HP burn 4%/s)
Chaos Storm Power Within Start a reload: chaos fire pillars erupt around you, leaving lava. (Pillar dmg 20; Pillars 3x4; Cooldown 5s)
Soul Arrow - Your bullets become soul arrows that seek the nearest foe. Stacks. (Bullet speed +30%; Damage +10%; Homing +70°/s)
Crystal Soul Spear Soul Arrow Every 4th shot is a crystal spear: harder, faster, through walls. (Spear every 4th; Spear dmg x2.2; Spear speed +60%)
Sunlight Spear - Bullet hits call a spear of sunlight down on the foe. (Smite dmg 20; Per foe 1/1.2s)
Wrath of the Gods Sunlight Spear A hit that drops you under 50% HP unleashes a divine blast. (Blast dmg 25; Radius 6; Cooldown 6s)
Darkmoon Greatsword Crystal Soul Spear + Sunlight Spear Every 3rd shot looses a moonlight crescent: through walls, smites. (Crescent dmg 35; Smite dmg 15; Shot dmg x1.5)
Chaos Blade Parry Riposte + Power Within Parries ignite Power Within for free; ripostes erupt in chaos fire. (Riposte dmg x3; Blast dmg 30; Parry window 0.3s)

ELDEN RING (14 cards)

Card Needs What it does
Bloodhound Step - Block: blur-step along your movement. Bullets pass through you. (Step 7; Evade 0.4s; Cooldown 2.2s)
Comet Azur - Block primes it: your next shot pours out a colossal glintstone beam. (Beam 90/s; Duration 1.1s; Cooldown 6s)
Moonveil - Every 3rd shot looses a piercing wave of transient moonlight. (Wave dmg 40; Wave every 3rd; Bullet speed +20%)
Black Flame - Hits set foes alight with black flame that eats their max health. (Burn 3.5%/s; Flat burn +4/s; Duration 2.5s)
Rivers of Blood - Hits build bleed. A full bar hemorrhages for a chunk of max health. (Fire rate +18%; Bleed per hit 34%; Hemorrhage 14%HP)
Glintblade Phalanx - Glintblades form above you. Your next shot sends them homing in. (Blades 3 (+1); Blade dmg 16; Per blade 1.2s) Stacks.
Lion's Claw - Jump in mid-air with no jumps left: flip into a launching slam. (Slam dmg 40; Radius 4.5; Cooldown 3s)
Golden Vow - When hit, vow for 3s: hit harder, take less. Per copy: +10%/-5%. (Damage +25%; Taken -20%; Cooldown 6s) Stacks.
Mimic Tear - A silver reflection walks your path and mirrors every shot you fire. (Mirror dmg 50%; On-hit share 50%; Follows 0.45s)
Rock Sling - Finishing a reload flings a fan of crushing gravity rocks. (Rocks 3 (+1); Rock dmg 24; Cooldown 2.5s) Stacks.
Night Comet Comet Azur, Glintblade Phalanx or Rock Sling Your bullets become dark comets: they seek foes and are hard to see. (Damage +10%; Homing Light; Enemy sight -70%)
Mohg's Great Rune Rivers of Blood or Bloodflame Blade Each hemorrhage you cause blesses you: more damage and a quick heal. (Health +25%; Blessing +30%; Heal 8%)
Bloodflame Blade Rivers of Blood + Black Flame Bleed and black flame merge: faster bleed, bloodflame burns, blasts. (Bleed +50%; Burn +50%; Blast radius 3.5)
Transient Moonlight Moonveil + Bloodhound Step Bloodhound Step cuts through foes and ends in a moonlight quick-draw. (Step cut 25; Wave dmg x1.5; Wave size +40%)

ULTRAKILL (12 cards)

Card Needs What it does
Marksman Coin - Shooting flips a coin. Shoot it: the shot ricochets into a foe. (Ricochet Dmg x1.6; Coins 1 +1; Cooldown 2.5s) Stacks.
Feedbacker - Block parries bullets: they fly back at the shooter and heal you. (Parry Damage x1.75; Parry Heal +20; Parry Window 0.4s)
Knuckleblaster - Block throws a blast punch: huge knockback, wipes bullets nearby. (Blast Damage 38; Blast Radius 3.4; Knockback Huge)
Whiplash - Jump with no jumps left: hook a foe to you, or pull you to a wall. (Hook Range 22; Hook Damage 12; Cooldown 2.5s)
Electric Railcannon - Every few seconds a shot also fires a piercing rail through walls. (Rail Damage 62; Cooldown 5s; Per Copy CD -20%) Stacks.
Core Eject - Emptying your gun lobs a core. Shoot it: bigger blast. +30%/copy (Blast Damage 45; Shot Blast x1.5; Reload Time -20%) Stacks.
Sharpshooter - Bullets bounce, and every ricochet snaps toward the nearest foe. (Bounces +2; Bounce Damage +15%; Bullet Speed +25%) Stacks.
Stamina Dash - Press down while moving: dash that way, untouchable by bullets. (Charges 2; Recharge 1.6s; Untouchable 0.3s)
Blood Is Fuel Knuckleblaster, Feedbacker, Whiplash or Stamina Dash Bullet hits heal you, far more up close. +50% per copy. (Close Heal 30%; Far Heal 8%; Close Range 8) Stacks.
Style Meter Marksman Coin, Electric Railcannon, Sharpshooter or Core Eject Dealing damage climbs ranks D to SSS. Each rank: more damage. (Per Rank +6%; Max Rank SSS; Getting Hit Drops)
Ricoshot Electric Railcannon + Marksman Coin Rails ricochet off your coins into foes, x1.5 per coin. (Per Coin x1.5; Coins +1)
Fistful of Dollar Marksman Coin + Feedbacker Block punches your coins into foes. No coin out? Flip one. (Punch Damage 45; Per Coin x1.35)

DOOM (13 cards)

Card Needs What it does
BFG 9000 - A shot launches a slow BFG orb: it zaps foes nearby, then bursts. (Burst Damage 50; Cooldown 6s; Per Copy +25%) Stacks.
Meat Hook - Hits hook you to the foe for a point-blank blast and a free volley. (Bullet Speed +25%; Blast Damage 25; Cooldown 4s)
Crucible - Block: a crimson energy blade cleaves foes and cuts bullets down. (Blade Damage 55; Reach 4.2; Knockback Big)
Berserk - Under half HP go Berserk: lunge, rip and tear, shrug off hits. Stacks. (Punch Damage 28; Duration 3s; Damage Taken -40%)
Slayer Chainsaw - Empty your mag near a foe: chainsaw them and refill all your ammo. (Ammo +2; Saw Damage 3x14; Cooldown 5s)
Flame Belch - Shots ignite foes. Hitting a burning foe drops armor: heal. Stacks. (Burn Damage 20; Armor Heal +6; Per Copy +50%)
Quad Damage - Every few seconds your gun overcharges: shots deal double. Stacks. (Damage x2; Duration 2.5s; Per Copy +0.5s)
Shield Saw - Blocking a bullet hurls your spinning Shield Saw at the shooter. (Saw Damage 45; Block Cooldown -15%; Cooldown 2.5s)
Slayer Dash - Double-tap left or right: dash, and bullets pass through you. (Charges 2; Recharge 3s; Distance 8)
Glory Kill Crucible, Berserk or Slayer Chainsaw Low-HP foes stagger. Get close: snap in, execute them, heal. Stacks. (Execute Under 25%; Heal +30; Per Copy +5%)
Blood Punch Glory Kill, Berserk or Crucible Hits charge a Blood Punch: your next shot hits hard and shockwaves. (Shot Damage x1.75; Shockwave 30; Hits Needed 3)
Flaming Hook Meat Hook + Flame Belch Combo. Meat Hook ignites, lands in a flame burst and gives armor. (Hook Cooldown -40%; Flame Burst 35; Armor Heal +15)
Shield Rush Shield Saw + Slayer Dash Combo. Slayer Dash becomes a shield ram that launches foes. (Ram Damage 40; Dash Distance +40%; Ram Refund 1 Dash)

ARSENAL (25 cards)

Card Needs What it does
Hollow Point - Bullets mushroom on impact: harder hits, slower flight. (Damage +30%; Knockback +50%; Bullet Speed -15%) Stacks.
Hair Trigger - A feather-light trigger. Shoot faster. (Attack Speed +30%; Damage -10%) Stacks.
Drum Magazine - A fat drum magazine: more rounds, slower swaps. (Ammo +4; Reload Time +20%) Stacks.
Rifled Barrel - Spin-stabilised bullets fly fast, flat and true. (Bullet Speed +40%; Spread -50%; Bullet Drop -40%) Stacks.
Mortar Shells - Heavy lobbed shells that drop hard and hit harder. (Damage +50%; Knockback +30%; Bullet Drop +100%) Stacks.
Rubber Rounds - Bullets bounce and pick up speed on every bounce. (Bounces +1; Bounce Speed +25%) Stacks.
Marksman Scope - Bullets hit harder once they have flown 10m. (Far Damage +50%; Bullet Speed +20%) Stacks.
Tungsten Core - Bullets also deal a share of the target's max HP. (Max HP Damage +3%; Bullet Speed +15%) Stacks.
Twin Barrel - Fire an extra bullet with every shot. (Bullets +1; Damage -20%) Stacks.
Anvil Rounds - Heavy rounds that slam targets backwards. (Knockback +120%; Damage +15%; Attack Speed -13%) Stacks.
Hot Loads - Overcharged powder: harder, faster bullets. (Damage +20%; Bullet Speed +25%; Reload Time +25%) Stacks.
Sling Holster - Run and gun: quicker shots, reloads and feet. (Attack Speed +15%; Reload Time -10%; Move Speed +10%) Stacks.
Phase Rounds Tungsten Core Bullets phase straight through walls. (Through Walls Yes; Damage -25%)
Belt Feed Drum Magazine Your magazine refills itself while you fight. (Ammo Regen 30%/s; Ammo +1) Stacks.
Seeker Rounds - After a moment in flight, bullets steer at the nearest foe. (Homes After 0.3s; Turn Per Copy +50%; Damage -10%) Stacks.
Static Rounds - Bullets zap foes they fly past, once per bullet. Stacks. (Zap Damage 35%; Zap Range 2.4; Per Copy +15%)
Last Round - The last bullet in your magazine hits like a truck. (Final Shot +100%; Per Copy +50%) Stacks.
Reload Volley - Finishing a reload fires a free shot at your aim. Stacks. (Free Shots 1 +1; Shot Damage 85%)
Opening Shot - Your first shot after a pause is a heavy, fast opener. (After Idle 1.2s; Damage +60%; Bullet Speed +40%) Stacks.
Point Blank Choke - Bullets hit hardest in the first 7m of flight. (Close Damage +50%; Per Copy +25%; Far Damage -15%) Stacks.
Carom Rounds - Every bounce kicks a bullet back into your magazine. (Bounces +1; Refund/Bounce +1; Max / Bullet 1 +1) Stacks.
Splinter Rounds - Each bounce sprays sharp splinters off the wall. (Bounces +1; Splinters 2 +1; Splinter Dmg 30%) Stacks.
Swelling Rounds Hollow Point, Mortar Shells or BIG BULLET Bullets swell as they fly: bigger and harder hitting. (Max Size +105%; Full Damage +25%; Swell Time 0.6s) Stacks.
Hot Swap Last Round + Reload Volley Firing your last bullet reloads you instantly. Volleys crit. (Cooldown 4s; Volley Damage +100%)
Storm Seeker Static Rounds + Seeker Rounds Seeking bullets crackle: wider zaps, twice per bullet. (Zap Range +60%; Zaps / Bullet 2; Homing Delay 0s)

CROSSPLAY (15 cards)

Card Needs What it does
Shrine of Penitence Mea Culpa + Malevolent Shrine Mea Culpa swings loose Dismantle cuts. Hits after a swing Cleave. (Cuts/Swing 5; Cleave 5%HP; Cleave Shots 3s)
Ashen Bile Flask Bile Flask + Estus Flask Bile and Estus as one flask: drink standing still or when low. (Swigs Both+1; Heal 35%; Swig Frenzy +50%)
Stormbriar Galera Living Briar + Storm Knight Hits grow storm thorns; every few seconds a bolt strikes, eating them. (Bolt Damage 26+12; Cooldown 1.6s; Full Thorns Mute)
Drill N Slam Charge N Slam + Helldiver Your drill dash rams foes and ends in a slam that reloads your gun. (Ram Damage 30; Slam Damage 45; Next Volley +30%)
Devil Warhead RPG-7 + Bomb Devil RPG-7 rockets carry a devil's payload: each blast scatters bomblets. (Bomblets 4; Bomb Damage 20; RPG Reload -30%)
Exalted Excalibur Exalted Blade + Excalibur Exalted swings fire a golden beam, then your shots pierce walls. (Beam Damage 30; Shot Damage +25%; Pierce Shots 2.5s)
Archwing Dogfight Archwing + Aerosmith On Archwing, an escort plane strafes foes and fires as you shoot. (Tracers/Shot 2; Strafe Run 6; Tracer Dmg 9)
Crescent Moonveil Moonveil + Moon Breathing Every 3rd shot looses a moonlight wave flanked by two crescents. (Wave Power x1.3; Crescents 2; Crescent Dmg 50%)
Glintblade Works Glintblade Phalanx + Trace On Glintblades trace faster, you hold more, and each launch rains swords. (Trace Speed x2; Max Blades +2; Sword Rain 60%)
Sunlight Ripple Sunlight Spear + Hamon Breathing Sunlight spears carry the Ripple: harder, more often, they heal you. (Spear Damage +25%; Ripple Heal 20%; Vs Vampires x2)
Pistols Payday Marksman Coin + Sex Pistols The Pistols kick your shots into your coins, then kick the ricochet. (Coins/Toss +1; Kick Range 2.6; Follow-up 40%)
Orbital Railcannon Electric Railcannon + (Railcannon Strike or Orbital Strike) Every rail shot paints the foe: an orbital rail drops on the mark. (Strike Damage 45; Lock-on 0.9s; Rail Cooldown -20%)
Unlimited BFG BFG 9000 + Unlimited Void BFG bursts open an Unlimited Void: foes caught inside freeze up. (Void Radius 5.5; Freeze 1s; BFG Cooldown -1s)
Vibranium Saw Shield Saw + Vibranium Shield Blocked shots and every 4th shot hurl a ricocheting saw. (Saw Damage 34; Shot Saw 18; Ricochets 3)
Smartlink Seekers Seeker Rounds + Smart Gun Link Seekers lock on at once, turn harder and burst when they'd miss. (Damage +15%; Turn Rate x2.5; Near Miss 45%)

Maps

Seven arena maps, all new in 0.2.0. 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 GameverseCards 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.

  • Neon Grid (ULTRAKILL): An endless-arena grid of glowing pillars under a node lattice. Moves: twelve floor pillars rise and fall in a wave spreading from the centre, side lifts ride the outer walls.
  • Showdown Plaza (THE FINALS): A televised game-show arena in a night city block: open-frame mid-rises with destructible walls, crates and glass, a stage light rig and a broadcast gantry. Moves: the cash-out station rises from the street and sinks back, zip cars ride cables from the rooftops to the gantry, lifts.
  • Thornbell Basilica (BLASPHEMOUS): A penitent cathedral nave: a giant bronze bell over the altar, thorn pits (one static saw in each), bell-tower shafts and candle ledges. Moves: the bell rocks on its chain, censers swing on pendulum arcs and elevator cages ride the sides.
  • Starfall Colosseum (ELDEN RING): A sand arena under a golden tree's glow, with stone tiers, a meteor crater and levitating gravity rocks. Moves: the falling star shudders and slams down onto the fallen one, the tunnel portcullises slam down and rise again (all telegraphed; they stop short, so a player under one is pushed, never wedged), lifts ride the outer shafts and two gravity rocks bob.
  • Brimstone Arena (DOOM): A hell arena over a lava sea (falling in is the out-of-bounds bounce): basalt ramparts and islands, energy-tower wall-jump columns and monkey bars across the top. Moves: molten rafts drift, ledges lift, chained swing platforms rock and the combat altar rises out of the lava.
  • Sunlit Cathedral (DARK SOULS): A golden cathedral city at its endless sunset: a marble great hall, bell towers and narrow flying buttresses up to the spires. Moves: a turning lift of four gilt cars (riders carried) and a bridge on top that turns 90 degrees and back (riders slide off while it turns).
  • Orbital Relay (WARFRAME): The atrium of an orbital relay with a void gate turning in the middle. Moves: four pads sweep round the gate, energy lifts ride the bulkheads, hover pads bob and a rail tram glides toward the gate.

Notes

  • Every number is in BepInEx/config/com.lel.rounds.gameversecards.cfg; both players need the same values.
  • The cross-mod rules apply to these cards too: one melee weapon, one flight card, one mid-air-jump trigger, one double-tap trigger, one cheat-death and one evasion family per player (for example Mea Culpa, Charge N Slam, Exalted Blade, Archwing, Bladestorm, Switch Teleport, Defibrillator, Bloodhound Step and Slayer Dash each take one of those slots); one-per-hand; the upgrade slot; and at least two vanilla cards in every hand (the hand rules live in Crossverse Cards). Slayer Dash and Crossverse's Hyper Sprint use the same input, so you can only own one of them.
  • Nothing in this mod has been tested in a real match yet. Each ability writes one line to BepInEx/LogOutput.log the first time it fires ([BLASPHEMOUS] ..., [DOOM] ..., and so on), which shows what actually ran.

Changelog

  • 0.2.0 (test build, all cards Common): Maps: Neon Grid, Showdown Plaza, Thornbell Basilica, Starfall Colosseum, Brimstone Arena, Sunlit Cathedral, Orbital Relay (see Maps; need MapsExtended). New config [MAPS] Map art / Maps (no reset: your settings are kept). Cards unchanged. Not play-tested.
  • 0.1.0 (test build, all cards Common): first release. 165 cards in eleven sets: BLASPHEMOUS (14), BLASPHEMOUS II (13), THE FINALS (17), WARFRAME (17), TENNO (13), DARK SOULS (12), ELDEN RING (14), ULTRAKILL (12), DOOM (13), ARSENAL (25) and CROSSPLAY (15 cross-mod fusions). Rare only for Defibrillator (a cheat-death) in normal builds.
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