JeusticeChaos
37 chaos cards for ROUNDS: a katana-wielding ninja, a KAMEHAMEHA, a dice roll, hot potato bombs, flashbangs, earthquakes, invisibility, coin flips, snowballing damage, a keg launcher, curses and more.Jeustice Chaos
Chaos cards for Rounds, by Jeustice (author of Jeustice Map Pack). Every card has a twist: big swings, weird mechanics, and plenty of "what just happened?" moments. Every card has its own animated art.
Works online: every effect is synced between players.
Cards
Common
| Card | Effect |
|---|---|
| Big Mag | +6 ammo, -25% reload speed. |
| Coin Flip | Each round, a coin flip: heads +60% damage, tails -40% max HP, for that round. A coin above your head shows the result. Extra copies stack on the same flip. |
| Disco Rounds | +10% damage. Every bullet gets a random color and a random speed (30% to 300%). |
| Punching Glove | +100% knockback, +5% damage, +5% max HP. Blocking throws a boxing glove at your cursor: it flies 6 units straight through walls and boxes and shoves the first opponent it touches (no damage; the harder your knockback, the harder the punch). Blocking opponents shrug it off. 6 s cooldown, separate from your block. Each extra copy halves the cooldown and adds +2 range. |
| Punchy Bullets | +100% knockback, -15% damage. Every hit sends them flying. |
| Russian Roulette | +3 ammo, -20% damage, +30% reload time. Each bullet has a 15% chance to deal x4 damage (lucky bullets are big and red). |
| Second Wind | +8 HP/s regen. The first time in a life you drop under 50% HP, your regen doubles for 6 s. |
| Sugar Rush | -25% max HP. For the first 10 s of every fight: +25% move speed, +25% attack speed, +25% jump height, -25% reload time, -25% block cooldown, and a candy trail. |
Uncommon
| Card | Effect |
|---|---|
| Copycat | Steal a random card from an opponent, for good: they lose it, you keep it. Each copy steals one card. |
| Double Tap | +3 ammo, +25% attack speed, -10% damage. Each shot has a 25% chance to fire a free extra shot (no ammo used). |
| Earthquake | +30% damage. After blocking, +100% gravity: your next landing within 4 s deals 200% of your DPS around you and knocks players into the air. It also throws boxes around and breaks crates. The bigger the fall, the bigger the quake (radius 2 to 14). 6 s cooldown. |
| Flashbang | +25% move speed. Blocking throws a flashbang at your cursor (in an arc, at base bullet speed). It bangs on whatever a bullet would hit (walls, boxes, crates, players): everyone close to it gets a soft white screen for 2 s, you included. 8 s cooldown, separate from your block, halved by each extra copy. |
| Giant Slayer | -10% size, -10% max HP, -15% damage. Against anyone with more max HP than you, +1% damage per 5 HP of difference (up to +150%). Pays off against real tanks. |
| Hot Potato | +50% bullet speed, +1 bounce. Each point, you start with a bomb over your head (7 s fuse). Hitting someone with a bullet passes it to them (unless they block), and the fuse keeps burning. When it blows, the holder loses 50% of their max HP. Each copy adds a bomb. |
| Iron Will | +20% max HP. Immune to stuns and silences. |
| Shield-o-matic | -15% block cooldown. Automatically blocks the next bullet that would hit you (a real block, triggering your block effects). 10 s cooldown, halved by each extra copy. |
| Troll Regeneration | +20% max HP. You regenerate 5% of your max HP per second (1 HP/s per 20 HP), growing with every HP bonus. Drawback: your lifesteal is halved. |
Rare
| Card | Effect |
|---|---|
| Big Boned | +60% size. +1% max HP and +1% move speed for every 1% of extra size from your cards. |
| Meat Bag | +300% max HP and immune to knockback (bullets, explosions, quakes, boxes...), but you can't block anymore. Jumps and map launchers still work. |
| Shrink Ray | +50% attack speed, +5 ammo. Your hits shrink the target by 15% and its damage by 30% for 4 s. |
| Sniper Bullets | +500% damage, +100% bullet speed, -500% attack speed, +100% reload time. Every shot counts. |
| Strength in Numbers | +20% to all your stats per opponent, counted at round start (5 opponents = +100%). Stats at 0 stay at 0; bullets, bounces, jumps and ammo round down. |
| Vanish | Blocking makes you invisible to other players for 2.5 s, with +100% move speed. Shooting or taking damage reveals you. 5 s cooldown, starting when you reappear. |
Epic
| Card | Effect |
|---|---|
| Ninja | Your gun becomes a katana: +100% damage, +125% move speed, +2 jumps, +50% jump height, -60% block cooldown, infinite ammo. Hold shoot to slash in front of you every 0.25 s, whatever your attack speed: short range, every bullet effect (poison...) still applies, and enemy bullets the slash touches are destroyed. With bounce cards, a slash that hits a wall bounces into a new full-range slash. Blocking dashes you toward your cursor. |
| Roll the Dice | Each round, roll a die (a die above your head shows it) for that round. 1: -90% max HP, +100% block cooldown. 2: +2 extra blocks, and every block (echoes too) heals 15% of your max HP. 3: +100% max HP, +100% damage. 4: +150% lifesteal, damage you take is spread over 5 s. 5: +10 bounces, +25% damage and +10% bullet speed per bounce. 6: infinite ammo, +1000% attack speed, +150% bullet speed. Each copy rolls its own die. |
| Snowball | +50% attack speed, +9 ammo, -50% damage. Every bullet that hits an enemy multiplies your damage by 1.3, with no limit. No hit for 6 s and it all melts away. Your bullets grow with your stacks. |
Legendary
| Card | Effect |
|---|---|
| Kamehameha | +150% to all your stats except bullets per shot, like Strength in Numbers (stats at 0 stay at 0). Your gun charges while you hold shoot. Tap: your normal gun fires, as blue blasts. Hold 1.5 s: KA-ME-HA-ME-HAAAAA! A huge golden beam straight at your cursor for 1.5 s that goes through everything, dealing 1000% of your DPS. It also blasts boxes, balls and physics saws away, breaks destructible boxes and sets off powder kegs. You can't move while charging or firing, the beam can't be blocked, and it empties your magazine. |
| Keg Launcher | +150% damage. Every 4th bullet is a flying powder keg that explodes on impact like the kegs of Jeustice Map Pack (250% of your DPS, chain reactions, stopped by walls). It doesn't hurt you. |
Curses
Curses have no upside: you pick one to slow down whoever is running away with the game. The card doesn't stay with you. At the end of the pick phase it goes to its target, and that can be you:
- Common curses (white cards) hit a random player.
- Uncommon curses (blue cards) hit whoever has the most of the cursed stat (a random one on a tie).
- Rare (pink cards) and Epic (purple cards) curses hit everyone.
A cursed player holds the card in their card bar while it lasts. While they hold it, the cursed stat stays at its base value, whatever cards they pick (Weakness is a malus instead). When the curse wears off, their cards give everything back. At the start of each round, a purple skull hops over the players' heads and lands on the newly cursed, and every cursed player shows the rounds they have left. Copycat can steal a curse: it moves to the thief with a fresh timer.
| Card | Rarity | Hits | Effect | Lasts |
|---|---|---|---|---|
| Curse of Famine | Common | A random player | No regen | 3 rounds |
| Curse of Thirst | Common | A random player | No lifesteal | 3 rounds |
| Curse of Stone | Common | A random player | No bounces | 3 rounds |
| Curse of Glass | Common | A random player | Base block stats (cooldown, extra blocks, healing, push). What blocking triggers (Flashbang, Vanish...) still works | 3 rounds |
| Curse of Weakness | Uncommon | Highest DPS | -50% damage, applied after all their bonuses (damage cards still count, at half value) | 4 rounds |
| Curse of Sloth | Rare | Everyone | Base attack speed | 5 rounds |
| Curse of Rust | Rare | Everyone | Base bullet speed | 5 rounds |
| Curse of Flesh | Rare | Everyone | No revives, and revive cards stop showing up | The whole game |
| Curse of the Unworthy | Epic | Everyone | YOU ARE NOT WORTHY. Every card that isn't Common, Uncommon or Legendary and above is wiped from every player, along with every other curse. From then on, only Common and Uncommon cards show up, but Legendary cards can still be acquired | The whole game |
Installs Jeustice Map Pack too: the cards are made to go wild on its maps (lasers, powder kegs, launchers...).
Epic and Legendary rarities come from RarityLib and Rarity Bundle, installed automatically.
Config
BepInEx/config/com.jeustice.rounds.chaos.cfg
| Setting | Default | |
|---|---|---|
| SandboxTestKeys | false | Sandbox only: Tab opens the card menu, left-click any card (from any mod) to get it. F9 removes your cards, F10 spawns a dummy, F11 a bot. |
Changelog
1.4.0
- Curses: 9 new cards with no upside, to slow down whoever is running away with the game. The card goes to its target (Common: a random player, Uncommon: whoever has the most of the stat, Rare and Epic: everyone), maybe you, and holds a stat at its base for a few rounds. A skull shows who got cursed and how many rounds are left. Curse of the Unworthy (Epic) wipes every card that isn't Common, Uncommon or Legendary and above.
- New Common card: Punching Glove. Blocking throws a glove through walls that shoves the first opponent it hits.
- New Legendary card: Kamehameha. +150% to all stats; hold to charge a golden beam that goes through everything.
- Keg Launcher's kegs are stopped by walls, like the map kegs (Jeustice Hazards 1.1.0).
- Needs CardThemeLib (gold Legendary cards).
1.2.0
- New Epic card: Roll the Dice. Roll a die every round, from a brutal 1 to a 6 jackpot.
- Keg Launcher is now Legendary (was Mythical).
1.1.0
- 14 new cards: Big Mag, Coin Flip, Punchy Bullets, Second Wind, Sugar Rush, Double Tap, Flashbang, Giant Slayer, Hot Potato, Iron Will, Troll Regeneration, Meat Bag, Strength in Numbers, Ninja.
- Snowball no longer fires in bursts of 3.
- Copycat now steals a card for good (it used to borrow one for a round).
- Shield-o-matic: each extra copy halves the auto-block cooldown.
- Shrink Ray: targets shrink by 15% (was 30%), so they stay hittable. Their damage is still -30%.
- Earthquake: 200% DPS (was 300%), radius 2 to 14 (was 4 to 14), 6 s cooldown.
- Sandbox test keys: Tab opens the card menu, left-click a card to get it. It replaces the F1-F8 card keys.
- Fixed: card effects (Earthquake, Vanish, Snowball...) staying active after restarting a game.
1.0.1
- Now installs Jeustice Map Pack too.
1.0.0
- First version: 11 cards with animated art.
