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Team Cards

作者:Phennova

Form a team of up to four, draw a card from the deck, and unlock team-wide combat powers. Built for small PvP servers where teams fight each other.

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介绍

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Team Cards

Team Cards turns a Minecraft server into a contest between rival teams, each drawing on the
power of a single playing card.

Players claim one of a fixed number of team slots, up to four players to a team. Claiming a
slot deals that team a random suit — Hearts, Clubs, Diamonds or Spades — which they then
level up to unlock progressively stronger team-wide abilities. A fifth card, the Joker, is
rare and behaves unlike any of the others.

The mod is built for small servers where players fight each other. Every mechanic assumes
teams are rivals, and several exist specifically to make betrayal costly.

The cards

Each suit grants passive buffs at Levels 1 and 2, and an activated ability at Level MAX
bound to a keybind.

  • Hearts — bonus maximum health and extra saturation from food. At MAX, a burst of
    temporary health and regeneration.
  • Clubs — bonus damage with axes and maces, and a mace reworked to swing at axe speed.
    Entirely passive; Clubs has no activated ability.
  • Diamonds — Haste and Fortune behaviour on diamond tools without enchanting them,
    Speed from a full diamond set, and a Turtle Master burst at MAX.
  • Spades — immunity to fall damage, then to explosion damage, and at MAX an upward wind
    burst that scatters enemies and shreds cobwebs.
  • Joker — rare and ritual-only. It has no Level 1 or 2 at all. Instead, every member of
    a Joker team individually chooses one of three personal abilities: Ghost Blocks that
    only your own team can see or stand on, Remote Redstone that toggles a placed block
    from any distance and any dimension, or a One Inch Punch that lands your next bare-fist
    hit with enormous knockback. A Joker team is a handful of specialists rather than four
    copies of the same buff.

Levelling and rerolling

Cards are raised by crafting and consuming totems. Levels cannot be skipped, and totems are
freely tradeable — including to rival teams, if you think that is a good idea.

Changing your suit requires building a Ritual Altar and gathering every member of your
team inside its zone for a full minute, marked by a visible particle boundary. The reroll
deals a new random suit, but resets the card back to Level 0. That reset is the real cost of
rerolling, not the altar.

Built against betrayal

Teammates can still hit each other, so sparring and weapon testing work normally. But a
single hit can never take a teammate below half a heart, and dealing too much damage to one
inside a short window hits the attacker with Slowness and Weakness.

Leaving a team, being kicked, or disbanding starts a deserter lockout. During it you cannot
join another team, and — importantly — you are still damage-capped and still take the
betrayal penalty against your former teammates, while they may hit you freely. New members
also receive no card buffs for a short warm-up period, so a maxed team cannot swap a
specialist in mid-fight.

Interface

  • A three-tab menu showing every team on the server with full rosters, your own card and its
    effects at every level, and all the mod’s crafting recipes.
  • A HUD timer showing your ability’s remaining duration and cooldown, which hides itself
    entirely when you have no ability to use.
  • Team colours applied to nametags, chat and the player list.
  • An animated card reveal whenever your team is dealt or upgrades a card.

Server configuration

Every balance value in the mod is exposed in the server config file — 46 settings across
eight sections. Cooldowns, ability durations, health bonuses, damage numbers, push
strengths, the ritual length and radius, the deserter lockout, and the Joker’s draw chance
can all be retuned without recompiling anything. Durations are written in seconds, and every
entry carries a comment explaining what it does.

Operators get commands for resizing the team pool, forcing a team’s card, kicking players
from any team, adding members, and reassigning team managers.

Requirements

  • Minecraft 26.2
  • NeoForge
  • Must be installed on the server and every client — it adds a custom interface, a HUD
    overlay and keybinds, so it cannot run server-side only. Keep versions matched.

FAQ

Can I include this in a modpack?
Yes. You may include Team Cards in any modpack, public or private, without asking. Please
link back to this project page.

Will you update it for newer Minecraft versions?
Possibly. This mod is built primarily for my own server, and updates happen when I have time
and reason to make them. Please treat any update as a bonus rather than an expectation.

Can I request a feature?
You are welcome to ask, and requests will be read and considered at my own convenience. I
make no commitment to implement anything, and features that do not suit a small PvP server
are unlikely to be added.

Will you fix bugs?
Genuine bugs are worth reporting and I will look at them when I can. Reports that include
the server log and clear steps to reproduce are far more likely to get fixed.

Is it compatible with other mods?
It should be, but it has only been tested in a lightly modded environment. Anything that
deeply changes combat, attributes or chunk rendering is the most likely source of conflict.

Can I use the code?
See the project licence.

Does it work in singleplayer?
It loads and runs, but the mod is designed around several players competing. Most of it will
not be meaningful alone.

常见问题

Team Cards 支持哪些 Minecraft 版本?

Team Cards 支持 Minecraft Java 版 26.2,可用的加载器:NeoForge。下载时注意选择和你游戏版本一致的文件。

Team Cards 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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