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E_Mods-GameverseCards-0.4.0 icon

GameverseCards

TEST BUILD (every card Common). 167 video game cards: BLASPHEMOUS I and II, THE FINALS, WARFRAME, TENNO, seven playable Warframes, DARK SOULS, ELDEN RING, ULTRAKILL, DOOM, ARSENAL and CROSSPLAY. 3 arena maps. Fan-made.

By E_Mods
Date uploaded 7 hours ago
Version 0.4.0
Download link E_Mods-GameverseCards-0.4.0.zip
Downloads 147
Dependency string E_Mods-GameverseCards-0.4.0

This mod requires the following mods to function

BepInEx-BepInExPack_ROUNDS-5.4.1901 icon
BepInEx-BepInExPack_ROUNDS

BepInEx pack for ROUNDS. Preconfigured and ready to use.

Preferred version: 5.4.1901
willis81808-UnboundLib-3.2.14 icon
willis81808-UnboundLib

This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.

Preferred version: 3.2.14
olavim-MapsExtended-1.4.2 icon
olavim-MapsExtended

Custom map core functionality

Preferred version: 1.4.2

README

Gameverse Cards

0.4.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.4.0: seven playable Warframes (Revenant, Ash, Atlas, Grendel, Styanax, Mesa, Rhino), THE FINALS gadgets fixed, Mea Culpa and Exalted Blade as your gun, Cyber Grind, Monaco and Mother of Mothers maps. Not play-tested yet.

167 fan-made video game cards in eighteen sets: BLASPHEMOUS, BLASPHEMOUS II, THE FINALS, WARFRAME, TENNO, the seven playable Warframes (REVENANT, ASH, ATLAS, GRENDEL, STYANAX, MESA, RHINO), 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). Three cards replace your gun: Mea Culpa (a sword), Exalted Blade (a sword of light) and Atlas (his fists).

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.
  • Warframes (REVENANT, ASH, ATLAS, GRENDEL, STYANAX, MESA, RHINO, each its own set): taking a Warframe's first card makes you that Warframe, with its passive and part of its kit; its two other cards (the rest of its four abilities) only show up once you are it, and you can be only one Warframe. The same controls for all seven: block = first ability, double-tap block = second, hold fire and press block = the ultimate (Ash's Teleport: jump in mid-air with no jumps left). Small diamonds over your own head show which abilities are ready. Ability damage scales with your gun damage, like bullets.
  • 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.
  • Gun replacers: Mea Culpa, Exalted Blade and Atlas take your gun's place (one gun replacer per player across all lel mods). The ammo count next to your hand becomes the weapon's own gauge: Mea Culpa shows your Fervour (if you own a prayer) and a crimson ring while the sword is primed; Exalted Blade shows your Energy; Atlas shows his punch combo. Gun upgrades still count: damage scales the cuts and waves, attack speed sets the swing pace.
  • Cards marked Stacks can be taken more than once; each copy adds the per-copy number on the card.

BLASPHEMOUS (11 cards)

Card Needs What it does
Mea Culpa - Fire: sword combo. Block: heavy swing. A hit primes a blood slash. (Combo cut 24; Heavy swing 60; Your gun Sword) Replaces your gun: a three-cut combo (hold fire; the third cut is a wider finisher that throws), the heavy swing on block (reach 4.4); a heavy swing that connects makes the next cut blood-forged (+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. A primed slash throws 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.
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 (12 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 - Hold block: hook a wall, reel in and hang there until you let go. (Range 20; Cooldown 3s) The cooldown starts only when the hook catches a wall; a miss costs nothing. While you hang you can aim and shoot; letting go mid-reel keeps your momentum.
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: a sticky shot phases a hole through the wall or floor it hits. (Hole size 3.4; Range 16; Cooldown 5s) The shot sticks to the first wall or platform in range and opens a passage through its whole thickness (up to 5 deep) that a player can walk or drop through; it stays until the point ends. Bullets only get through where the hole is. Nothing in range: the shot fizzles, 1s cooldown.
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 - Some bullets are thermal charges that blast chunks out of walls. (Bore rounds 25%; Blast size 3; Bullet speed +20%) A wide, shallow blast where the round hits, which also hits enemies right next to it a little (10 x gun damage). +12.5% bore rounds per extra copy. Stacks.
Winch Claw Charge N Slam Block: claw a foe in for a slam, or winch through a wall. (Claw 35 dmg; Slam 45 dmg; Cooldown 4s) Takes over Charge N Slam's block. With Grappling Hook too, the claw fires while it is ready and the hook while it recharges.
Dome Shield Mesh Shield Block: a dome eats bullets, heals you, boosts your shots. (Dome 3s; Heal 22/s; Shot boost +35%) Takes over Mesh Shield's block.

WARFRAME (17 cards)

Card Needs What it does
Exalted Blade - Your gun is a sword of light: slashes fire waves. Block: heavy swing. (Wave Damage x0.6; Heavy Wave 32; Your gun Blade) Replaces your gun: hold fire to slash (16 up close); each slash also launches a golden wave through walls (60% of your bullet damage, 5 energy). Block (20 energy): the heavy slash and the big wave.
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 (11 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.
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.
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)

REVENANT (3 cards)

The Sentient-touched Warframe. Taking Revenant makes you Revenant; the other two cards need it.

Card Needs What it does
Revenant - Block: Enthrall a foe in your aim. Your shield breaks in a shockwave. (Thrall 1.1s; Shield 20; Cooldown 5s) Passive: a 20-point Sentient shield takes hits first and regrows after 3.5 s without damage; when it breaks it smashes foes within 5.5 (18 damage, knocked away). Enthrall (block): the nearest foe in your aim (range 14, in sight) floats helpless in violet light for 1.1 s, then a thrall pillar erupts under them (14).
Mesmer Skin & Reave Revenant Mesmer Skin: hits on you are negated and stun. Double-tap: Reave dash. (Mesmer 2 hits; Reave Drain 8%; Cooldown 4s) Mesmer Skin: 2 charges (one comes back every 4 s), shown as crystal shards circling you; each one cancels a whole enemy hit and stuns the attacker for 0.45 s. Reave (double-tap block): a 7-unit dash along your aim as a wall of mist; bullets pass through you, and every foe it crosses loses 8% of their max HP + 10, which heals you.
Danse Macabre Revenant Fire + block: spin four Sentient beams. You take half damage. (Duration 3s; Damage Taken -50%; Cooldown 5s) Hold fire and press block: for 3 s four beams stand out of you, one along your aim (6 per hit) and three turning around you (4 per hit), each hitting a foe at most every 0.15 s; you take half damage and move 30% slower, and your gun rests.

ASH (3 cards)

The ninja Warframe. Taking Ash makes you Ash; the other two cards need it.

Card Needs What it does
Ash - Block: throw seeking shurikens. Your hits make foes bleed. (Shurikens 2x20; Bleed 30%; Cooldown 3s) Passive: every bullet hit makes the foe bleed for 30% of it over 3 s. Shuriken (block): two shurikens that curve toward the nearest foe in front of you (20 each, plus a bleed).
Smoke & Teleport Ash Double-tap block: Smoke Screen. Air-jump: Teleport and strike a foe. (Unseen 2.5s; Finisher 26; Teleport CD 4s) Smoke Screen (double-tap block, cooldown 6 s): a smoke bomb staggers foes within 4 (0.5 s) and hides you from your foe's screen for 2.5 s (you see a faint shimmer). Teleport (jump in mid-air with no jumps left): you step out of smoke behind the nearest foe within 22 and cut them (26 plus a bleed, knocked away).
Shadow Blade Storm Ash Fire + block: shadow clones Blade Storm the nearest foe. (Strikes 4x13; Final Cut 22; Cooldown 5s) Hold fire and press block: the nearest foe within 20 is marked, four shadow clones flash in around them one after another and cut through (13 each, plus bleeds), then a closing cross-cut (22) throws them. You stay free to move and shoot.

ATLAS (3 cards)

The earth Warframe, a gun replacer: Atlas can't shoot, he punches. Taking Atlas makes you Atlas; the other two cards need it.

Card Needs What it does
Atlas - No gun, only fists: Landslide punches in a 3-hit combo. Stands firm. (Punch 30; Third Hit x2; Your gun Fists) Replaces your gun (one weapon per player). Landslide (fire; hold to keep punching, paced by your attack speed): a foe within 6 in your aim gets rushed and punched (30), otherwise you step in and punch; the second punch in a row hits x1.4, the third x2 and launches. Petrified foes take +50% and shed rubble that heals you 8. The ammo display shows the combo. Passive: knockback you take is cut to 15% on the ground, 60% in the air.
Petrify & Tectonics Atlas Block: Petrify foes in your gaze. Double-tap: a wall, again: boulder. (Stone 1.3s; Boulder 32; Wall 4s) Petrify (block, cooldown 5 s): foes in a cone in front of you (range 9) turn to stone for 1.3 s, held still and helpless. Tectonics (double-tap block): a stone wall rises in front of you and stops enemy bullets for 4 s; double-tap again and it rolls out as a boulder that crushes the first foe (32, knocked away). Cooldown 5 s.
Rumblers Atlas Fire + block: two stone Rumblers leap at foes and quake on landing. (Quake 14; Duration 4s; Cooldown 5s) Hold fire and press block (while punching works too): two stone golems rise beside you for 4 s and leap at the nearest foe three times each, every landing a quake (14 within 2.2); when they crumble their rubble heals you 6 each.

GRENDEL (3 cards)

The glutton Warframe. Taking Grendel makes you Grendel; the other two cards need it.

Card Needs What it does
Grendel - Block: Feast on bullets and a close foe. Each bite armours and heals. (Swallow 1.2s; Armour/Bite 6%; Nourish +20%) Feast (block, cooldown 5 s, 1 s if nothing was eaten): your maw eats the enemy bullets in front of you (each one a morsel, up to 5) and swallows a foe within 3.5: they vanish into your belly for 1.2 s, helpless, digesting (4 every 0.3 s), then you spit them out. Passive: every morsel cuts the damage you take by 6% (a swallowed foe counts as 3). Nourish: eating anything heals you 12 + 3 per morsel and makes your hits deal 20% more for 4 s.
Regurgitate Grendel Double-tap block: spit toxic bile. A swallowed foe becomes the bile. (Splash 24; Slow 40%; Cooldown 3s) A bile glob arcs out and splashes (24 within 2.5): foes are slowed 40% for 2 s, take 20% more damage for 3 s and 10 toxin over 2 s. Spending a morsel makes it 30% stronger; with an empty belly it is 60% strong. With a foe in your belly, they are the bile: thrown out along your aim and splashed where they fly.
Pulverize Grendel Fire + block: curl into a ball, roll and bounce into foes, heal. (Ram 22; Ball Form 4s; Heal/s 6) Hold fire and press block: for 4 s you are a ball: you roll fast, bounce off hard landings (a slam quake, 12) and ram foes (22, they take 20% more damage for 3 s and fly; you bounce back off them). You heal 6 per second while rolling fast. No shooting while you roll.

STYANAX (3 cards)

The spartan Warframe. Taking Styanax makes you Styanax; the other two cards need it.

Card Needs What it does
Styanax - Block: Axios Javelin pins a foe in a vortex. High HP: your shots crit. (Javelin 26; Crit Chance 30%; Crit Damage x1.6) Passive: your bullets crit for x1.6, with a 30% chance at full health that shrinks as you lose health. Axios Javelin (block, cooldown 3.5 s): a javelin that pins the first foe it strikes (26, held 0.6 s) or sticks in the wall; a vortex there drags foes within 4.5 in for 0.8 s, then bursts (10).
Tharros & Rally Styanax Double-tap: Tharros Strike shield wall. Rally Point: faster casts. (Shield Wall 24; Cooldowns -30%; Overshield +6) Tharros Strike (double-tap block, cooldown 4 s): a wall of spectral shields sweeps 9 along your aim, erasing enemy bullets; foes it crosses take 24, are thrown and take 25% more damage for 4 s, and you heal 40% of it. Rally Point: every Styanax cooldown is 30% shorter and each ability hit adds 6 overshield (up to 30).
Final Stand Styanax Fire + block: rise as spectral spartans rain javelins on foes. (Javelins 8x13; Hover 1.4s; Cooldown 5s) Hold fire and press block: you rise 5 and hang in the air for 1.4 s while four spectral spartans stand around you and throw 8 javelins at the nearest foe (13 each plus a 6 blast where they land). Then you drop.

MESA (3 cards)

The gunslinger Warframe. Taking Mesa makes you Mesa; the other two cards need it.

Card Needs What it does
Mesa - Hits charge Ballistic Battery. Block: next hit unloads it. (Fire Rate +15%; Reload Speed +25%; Health +20%) Passive: faster fire, faster reloads, more health. Ballistic Battery: 35% of your bullet damage is banked (up to 80; a small gold bar over your head shows it); block arms it and your next bullet hit within 4 s unloads the whole bank as extra damage. Cooldown 2 s.
Gallery & Shatter Mesa Double-tap: lasso a foe, jam their gun. Shatter Shield blunts bullets. (Gun Jam 2s; Your Damage +25%; Bullets Taken -30%) Shooting Gallery (double-tap block, cooldown 5 s): a lasso yanks the nearest foe in your aim (range 13) toward you and jams their gun for 2 s; you deal 25% more damage for 4 s. Shatter Shield: enemy bullets deal 30% less to you, and every third one is sent back (half of it hits the shooter).
Mesa's Peacemaker Mesa Fire + block: draw the Regulators. Rooted, auto-aimed rapid fire. (Duration 3s; Shot Damage x0.58; Move Speed -70%) Hold fire and press block: for 3 s you plant your feet (70% slower) and your gun fires on its own, about 9 shots a second with no ammo, at the nearest foe inside a wide cone of your aim (each shot x0.58 damage, gilded).

RHINO (3 cards)

The iron Warframe. Taking Rhino makes you Rhino; the other two cards need it.

Card Needs What it does
Rhino - Block: Rhino Charge rams foes. Hard landings send out a shockwave. (Charge 26; Landing 18; Cooldown 3.5s) Rhino Charge (block): you rush 8 along your aim, erasing enemy bullets in the way and ramming foes (26, thrown hard); a charge that connects can be chained once within 1.5 s for +50%. Passive: landing after a fall of 7 or more sends out a shockwave (18 within 4.5, foes thrown up).
Iron Skin & Roar Rhino Double-tap block: Iron Skin. Each Rhino Charge Roars: more damage. (Iron Skin 60; Roar Damage +25%; Roar 4s) Iron Skin (double-tap block, cooldown 6 s): iron plates absorb 60 damage for up to 5 s and you can't be knocked back while they hold. Roar: every Rhino Charge roars: you deal 25% more damage for 4 s.
Rhino Stomp Rhino Fire + block: Rhino Stomp lifts every foe near you into slowed time. (Stomp 20; Slowed 2.5s; Radius 10) Hold fire and press block: every foe within 10 takes 20, is lifted and floats in slowed time for 2.5 s (65% slower, drifting up). Cooldown 6 s.

DARK SOULS (10 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.
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)
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 (11 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.
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 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 (19 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.
Mortar Shells - Heavy lobbed shells that drop hard and hit harder. (Damage +50%; Knockback +30%; Bullet Drop +100%) Stacks.
Tungsten Core - Bullets also deal a share of the target's max HP. (Max HP Damage +3%; Bullet Speed +15%) Stacks.
Anvil Rounds - Heavy rounds that slam targets backwards. (Knockback +120%; Damage +15%; Attack Speed -13%) 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 Carom Rounds, BOUNCY, MAYHEM, TRICKSTER, RICCOCHET or Target BOUNCE Each bounce sprays sharp splinters off the wall. (Bounces +1; Splinters 2 +1; Splinter Dmg 30%) 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. Slashes after a swing Cleave. (Cuts/Swing 5; Cleave 5%HP; Cleave Time 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 Heavy Exalted swings fire a golden beam, then your waves hit harder. (Beam Damage 30; Wave Damage +25%; Empowered 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

Three arena maps: Cyber Grind, Monaco and Mother of Mothers. 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 GameverseCards 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.

  • Cyber Grind (ULTRAKILL): One row of the Cyber Grind seen from the side, in a cyber void with the rest of the arena's pillar field receding behind it: you fight on the tops of the grid pillars, with a spawn tower at each side and a static central block, three pillars wide, as the high ground in the middle. Moves: the Grind: three pillars on each side re-form between two wave patterns on one steady beat, so steps, walls, pits and sight lines move under the fight; a pad set into the stairs down from each tower throws you diagonally over the grind onto the central block. Breaks: loose grid cubes (2 shots each): a 2 x 3 stack in the middle of the central block and a 2-cube parapet at each spawn tower's lip.
  • Monaco (THE FINALS): The show's harbour arena on the Riviera at night: a plaza between two pastel houses with open floors, a footbridge over the middle, the casino's dome behind it and yachts in the harbour. Moves: the cash-out station rises from the plaza into the footbridge's gap and sinks back, and a jump pad on each side launches you to the top floor or the bridge. Breaks: each house's second-floor front wall (3 shots), balcony wall (3) and floor overhang (4, drops you to the plaza), and a crate on each side of the plaza (2).
  • Mother of Mothers (BLASPHEMOUS): Cvstodia's great cathedral: a gilded baroque nave with twisted columns, a towering golden retablo behind the high altar, choir balconies and censers on long chains. Moves: two great censers hauled up and let down on their chains, stepping stones between altar and balconies; a jump pad on each side of the nave floor. Breaks: the wooden pews, the candle racks on the altar dais and the reliquaries on the balconies.

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. Atlas counts as a weapon (one gun replacer per player), the Warframes' double-tap abilities take the double-tap slot and Ash's Teleport the mid-air-jump slot.
  • 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

  • 0.4.0 (test build, all cards Common): Warframes: seven playable Warframes, each its own set of three cards: Revenant, Ash, Atlas (no gun: he punches), Grendel (rolls into a ball), Styanax, Mesa and Rhino. Taking a Warframe makes you it (its passive, first ability on block); its two other cards add the rest of its kit (double-tap block, and an ultimate on fire + block). One Warframe per player; the WARFRAME and TENNO cards stay as they were. THE FINALS: the Dematerializer now fires a sticky shot that phases a player-sized hole straight through the wall or platform it hits (phase rounds are gone: bullets only pass through the hole); the Grappling Hook holds on while you keep block down, so you hang at the wall and can still shoot (its cooldown starts only when it catches; a miss is free); Thermal Bore is now a base card whose rounds blast wide chunks out of walls; Winch Claw only needs Charge N Slam and Dome Shield only Mesh Shield. Weapons: Mea Culpa (fire: sword combo, block: heavy swing) and Exalted Blade (slashes fire waves) are now your gun; Mea Culpa Throw, Shrine of Penitence and Exalted Excalibur follow them. Ability damage now scales with your gun damage (Void Dash, Archwing Launcher, Winch Claw, Charge N Slam, Defibrillator and more), like bullets do. With Standverse Cards: nothing here stops Tusk Act 4's Infinite Rotation (Mesh and Dome Shield, Iron Skin, Slayer Dash, Bloodhound Step and Transference included). Fixes: abilities no longer treat a player's gun as a wall, and Crimson Glaive, Seeking Shuriken and a few other projectiles no longer stop short on a clear path. Cards cut (19): 93R, Arcane Avenger, Consecrated Amethyst, Holy Cremation Ember, Hot Loads, Jump Pad, Lewis Gun, Marksman Scope, Parazon, Pyro Grenade, Recon Senses, Rifled Barrel, Ring of Favor, Rubber Rounds, Sharpshooter, Swelling Rounds, Thorned Symbol, Twin Barrel, Wrath of the Gods. Maps: Showdown Plaza, Thornbell Basilica, Starfall Colosseum, Brimstone Arena, Sunlit Cathedral and Orbital Relay are gone; Neon Grid is rebuilt as Cyber Grind (one row of the Grind: you fight on pillar tops that re-form between two wave patterns, and a stairs pad throws you onto the central block), plus the new Monaco and Mother of Mothers (1v1 spawns far apart with cover, in the series' colours; see Maps). Not play-tested.
  • 0.3.0 (test build, all cards Common): Maps: Neon Grid, Showdown Plaza, Thornbell Basilica, Starfall Colosseum, Brimstone Arena, Sunlit Cathedral and Orbital Relay 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 (BLAS, FINALS, WARFRAME, SOULS, ELDEN, ULTRA, DOOM, ARSENAL, CROSS) instead of the wrapped section name. Combo, fusion and Rare cards get a holofoil sweep (37 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.
  • 0.2.0 (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.