100% Orange Juice Guide

100% Basics - A Starter Guide to 100% Orange Juice for 100% Orange Juice

100% Basics – A Starter Guide to 100% Orange Juice

Overview

A guide intended for new players that explains basic game mechanics and compares the starting characters.

Introduction

Originally posted by Tekkahedron:

“It’s like Mario Party and anime had a baby that was raised in the ways of combat by Dungeons and Dragons and Hearthstone.”

Hello and welcome to 100% Orange Juice! My name is Tekka and I will be guiding you through your first few games. This guide will cover the basics of gameplay and give some tips for choosing your first character. This guide will not cover the unlockable, DLC, or bonus characters as each one is worth a guide on their own.

Read this guide if:

  • You just installed the game and realized that there isn’t a tutorial
  • You are curious about playing but not sure whether you want to commit to buying it
  • You are struggling to understand core gameplay concepts
  • You like reading guides and giving constructive feedback

Game Objectives

The player who reaches level 6 first is declared the winner. Runner ups are determined by level, wins, and stars. Players level up by completing normas.

Norma

A norma is an objective that the player has to complete to level up. Every character (with the exception of Star Breaker, one of the DLC characters) starts with the objective “Collect 10 Stars”. Once you have collected enough stars/wins, you will need to stop by a home base space to complete the norma and level up. You can level up at any player’s base. Usually, you need to land exactly on a base to do so, but passing by your base will give you the option to stop moving and land there. Your base is the one that matches the color of your character portrait.

Completing a norma levels up your character. Upon leveling up, you are given a choice between collecting stars or defeating enemies. Stars are easier to obtain, but can be lost from card effects and by being KOed in combat. Wins are harder to get, but cannot be lost once obtained. You cannot change your mind once you choose an objective, so consider your choice carefully. You can choose a different objective next time you level up.

Leveling up grants the following perks

  • Increases the stars gained at bonus spaces
  • Increases the stars lost at drop spaces
  • Allows the player to play more powerful cards
  • Your character’s theme music plays
  • You win at level 6

These are the requirements for completing normas

Current Level
Stars Required
Wins Required
Lv 1
10
1 (Star Breaker only)
Lv 2
30
2
Lv 3
70
5
Lv 4
120
9
Lv 5
200
14

User Interface

Game UI

In a game like this, it is extremely important to have all the information you can about the battlefield in order to assess risks and make decisions. Understanding the user interface of the game will help you improve your chances of winning. The UI does not scale with your screen resolution, so it may take up more or less of the screen in your display.

Character Portrait


Each of the four players has a character portrait in one corner of the screen that details their level, HP, and other information.

Image
Section
Description
Name
The player’s username and number. Player 1 is orange, Player 2 is blue, Player 3 is green, and Player 4 is yellow.
Portrait
An image of the player’s character. This will list whether the player is you (YOU), a computer (CPU), or another person (NET).
Health
The player’s current health and max health. If the current health is over their maximum heath, it will be highlighted.
Level
The player’s current level. The stars will fill in going downward and change color based on the player’s level. If a player levels up when all five stars are filled, they win the game.
Stars & Wins
Shows how many stars and wins you have collected. Your current norma will be hilighted. In this example, Kai is trying to complete a star norma.
Hand
A list of the cards in your hand. Mouse over a revealed card to see a larger image of it. You cannot see other players cards normally, but this will still show you how many they have.

Additionally, you can move the mouse over the character portrait to view the character’s unit card, their hyper card, the norma they are currently pursuing, and any stock effects currently active on them, like Extend or Protagonist’s Privilege.

Card History

Above Player 4’s character portrait in the bottom right corner is the card history, a list of the last five cards that have been played this game. This can be useful if you need to read up on the effect of a card that was just played or haven’t been paying attention. Simply mouse over a card to see a bigger version of it.

Info Tab

Below Player 2 in the top right corner is the info tab. Moving your cursor over it will bring up this window.

The info tab holds a lot of useful information about the game state, including the map name, the current chapter, the stars gained at the beginning of each round, the field events, and any active effects on the battlefield like Mix Phenomena or Revival of Stars including their duration. Field events that are currently active will be written in green.

The Game Board

Every board in 100% Orange Juice has a different layout and its own unique field events. Like Mario Party, there are many different paths and spaces for you to land on. Arrows indicate which direction the character will walk when moving.

Image
Space
Effect
Home
Marked by a goalpost to show the owner. Allows a player to level up if they have met their norma condition, then heals 1 HP. The owner can stop on this space when passing by regardless of their remaining spaces to travel.
Neutral
Does nothing.
Bonus
The player gains stars equal to their level times a die roll. (Max at level 3)
Drop
The player loses stars equal to their level times a die roll. (Max at level 3)
Draw
The player draws a card from the deck.
Move
Lets the player move again.
Warp
The player teleports to another random warp space.
Warp Move
The player teleports to another random warp space, then gets to move again.
Ice
Moving over this space does not count towards your spaced moved.
Heal
Heals the player for 1 HP. Will not heal a player over their max HP.
Battle
The player initiates combat on an NPC enemy.
Boss
The player initiates combat against a powerful boss NPC. Does not start on the map. When summoned, all battle spaces will become boss spaces until the boss is defeated.
Minigame
Appear randomly during the Playground! field event. Land on one to play a one player minigame for a glorious prize.

Tips
  • You can stop on your home base even if you roll over it. You cannot do this at other player’s bases, but can still level up and heal if you land on them normally.
  • NPC enemies, including bosses, keep their current HP, but effects from battle cards wear off after the battle.
  • The boss is summoned at the beginning of the next chapter after the first player reaches level 4. There are also cards that can summon the boss.
  • Some maps have 2x spaces, which behave differently from normal spaces. Bonus, drop, move and warp move spaces make you roll two dice, draw spaces will cause you to draw two cards, heal spaces will heal you for 2 HP, and battle spaces will award you with 2 wins if you defeat the enemy.

Field Events

Each game can be assigned up to three field events. These trigger an effect after a certain number of chapters have passed. The number of chapters depends on the event. In the single player campaign, the events are determined by the scenario. In multiplayer, the lobby owner can choose up to three events to be in effect during the match. Events can help or hinder the player.

Name
Turns
Effect
N/A
No event is assigned to this slot.
Default
N/A
Uses the default field event for that slot for the map.
Random
N/A
A random field event is picked at the start of the game to fill this slot.
Air Strike
5
Each player takes 1 damage.
Amplify
6
Each player recieves a +1 buff to their ATK, DEF, or EVD chosen at random. The buff lasts for two turns.
Backtrack
8
Players move backwards for this turn.
Battlefield
6
For three turns, all bonus and drop spaces are replaced with battle spaces.
Bomber
2
A bomb appears on a random tile. The bomb will explode in a plus-shaped pattern in 1-4 turns, dealing 2 damage to anyone caught in the blast.
Charity
5
Each player draws a card.
Confusion
7
Each player’s hand is turned face-down and scrambled for one turn. You will not be able to see the cards in your hand, but are still bound by cost and level requirements.
Freeze
5
A number of the panels on the board are converted to ice panels for the turn. Home bases are immune.
Home Roulette
9
Home bases are rotated by a random amount.
Minelayer
3
Bad Pudding, Dangerous Pudding, or Mimyuu’s Hammer is placed on a random space.
Miracle
5
Bonus, drop, battle, draw, move, warp move, and heal spaces become 2x spaces for the turn
Mystery
5
A random field event takes place every time this event triggers.
Playground
5
A number of spaces are replaced with Playground spaces for the turn. Landing in these will trigger a minigame. Home bases are immune.
Random Warp
5
Each player is warped to a random space.
Regeneration
5
Each player heals for 1 HP.
Sprint
6
Each player rolls two dice for movement this turn.
Treasure
1
Every turn, a treasure chest appears on a random space (up to a cap). Landing on a chest will give the player a reward and make the chest go away. Red chests award stars while blue chests give the player a random hyper card, even from characters that aren’t in the current game.
Boss Encounter
N/A
This event can not be chosen at the start of the game or by Random or Mystery. Instead it indicates that the boss has arrived. This event triggers once the first player reaches level 4 and stays in effect until the boss is defeated. All battle spaces on the board are replaced with boss encounter spaces. It does not affect spaces that were transformed into battle spaces from effects like Battlefield or Mix Phenomenon.

Deckbuilding


Before you start a game, you have to pick ten cards to bring with you. All cards brought by the four players and eight hyper cards are shuffled into the deck together. This means that you can draw other players cards. Hyper cards will always match the player that drew them, but can be used by other players if they somehow end up in someone else’s hand afterwards.

Each player starts the game with one card in their hand. Players can draw cards by landing on draw spaces, the charity field event, or by card effects. At the end of your turn, if the number of cards in your hand is greater than your maximum hand size, you will discard until you have that many cards. Most characters have a maximum hand size of three, but some characters have abilities that increase or decrease this number.

The Cards

The name of the card and its rarity are displayed on the top. The stars on the left indicate the level requirement to use the card. The stars on the right indicate the star cost of the card. Green stars cost 1 star, gold stars cost 10 stars, and grey stars indicate a cost that varies. Make sure to check the text box on the card to see how much a card with grey stars costs.

For example, to use Dinner, you must be level 3 or higher and spend 10 stars.

The symbol in the bottom right indicates which pack the card is from. Cards can be purchased from the shop in one card booster packs.

You can play one card at the start of your turn before you move, and one battle card at the start of a battle.

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Card Types

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Boost Cards

Boost cards are played at the start of your turn and are green in color. They can provide you with a one turn boost, a passive ability, or mess with an opponent. Once used, they are discarded.

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Event Cards

Event cards are blue in color. They are very similar to boost cards. They also are played at the start of your turn, but affect all players or the battlefield rather than being targeted effects.

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Battle Cards

Battle cards are yellow and are played at the start of combat. They provide stat buffs and debuffs as well as change the rules of combat.

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Trap Cards

Trap cards are purple in color and are played at the start of your turn. When used, a spinning card will be placed at your feet. Any player, including you, who lands on that space will suffer (or enjoy) the effects of the trap. You cannot place a trap on a tile that already has a trap.

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Gift Cards

Gift cards are magenta in color. When held, they provide an effect for the holder until they are discarded. A player holding a gift card will have a little symbol orbiting them and the card name will appear in their status panel. You can use a gift card at the start of your turn to discard it.
These aren’t played very often and aren’t in the base set, but you may run into them in multiplayer.

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Hyper Cards

Hyper cards are orange in color and serve as your character’s signature move. Hyper cards can be any of the types listed above depending on the character. You cannot draw another character’s hyper card, but can receive them through effects that scramble player’s hands or through “play a random card” effects.

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Tips
  • Your contribution to the deck must have ten cards in it. Eight hyper cards are added separately.
  • If you don’t have enough cards selected by the end of the timer, cards will be chosen at random to fill the empty slots.
  • You can save up to five decks per character for easy setup.
  • Most cards have a limit of three per deck. Some have a limit of one and will say so in the text box.

Combat

Whenever you land on a battle space or initiate a battle with a player, the two of you will begin a combat. Battle in 100% Orange Juice is decided with cards, dice, and a bit of luck (or lack thereof). Defeating an enemy in combat grants you half of their stars, and wins based on what you defeated. Common NPCs give 1 win, other players give 2 wins, and the boss gives 3 wins.

Battle Cards


At the start of combat, each player chooses if they want to play a battle card. You need to be a high enough level and be able to pay the star cost to use a card. The effects of the cards activate immediately. Battle cards can assist the player, hinder the enemy, or mess with the rules of combat.

Steps of Combat
Attacking

The player that initiated the combat makes an attack roll, adding their attack modifier to the dice roll.

Defending

Next, the defender chooses whether they want to defend to try and soak some of the damage, or evade to try and avoid the damage entirely. The defender then rolls a die.

If defending, the result plus your DEF stat is subtracted from the attack roll with the rest dealt as damage to the defender. Blocking can only reduce the damage down to 1 so you will always take at least 1 damage when blocking.

Example:
Kai is attacking the chicken. Kai rolls a 4, which gets +1 due to his attack stat, giving him a 5 for his attack roll. The chicken rolls a 4 as well, which becomes a defense roll of 3 due to the chicken’s -1 defense stat. 5 – 3 = 2. The chicken takes 2 damage.

If evading, the result plus your EVD stat is checked against the attack roll. If the evade roll is higher, the defender takes no damage. If the attack roll is higher or the two rolls are equal, the defender takes full damage from the attack.

Example:
Kai is attacking the chicken again. Kai rolls a 3, which gets +1 due to his attack stat, giving him a 4 for his attack roll. The chicken rolls a 5, which becomes an evade roll of 6 due to the chicken’s +1 evade stat. The evade roll is higher than the attack roll, so the chicken takes no damage.

Let’s say that the chicken had rolled a 2 instead. Adding the evade stat gives the chicken a 3 for its evade roll. Since Kai’s attack roll of 4 is higher than the chicken’s roll of 3, the chicken takes the full 4 damage of Kai’s attack.

Counterattack

If the defender survives, they then get to make a counter attack against the other player. This plays out like the steps above starting with the defender rolling for an attack and the attacker rolling to defend or dodge. After this, combat is over and the attacker will stop on the space that the combat took place on.

Tips
  • Defending is safer, but guarantees that you will take damage.
  • Evading prevents all damage when successful, but does nothing when it fails.
  • Results for combat rolls can never go below 1, but have no upper limit.
  • Combat bonuses per stat cap at +9.
  • If your attacker rolls a 1, always dodge. Since blocking guarantees that you will take 1 damage, you might as well try to avoid it.
  • If you are at 1 health, always dodge. Blocking in this situation will always result in a KO, so you might as well evade and hope for a miracle.
  • Sometimes you end up against an attack roll you just can’t survive. It happens. Don’t let it get to you.

Getting KOed

When a player’s HP reaches 0, they are knocked out. If they die in combat, the opponent receives half their stars as well as two wins if they are another player. Once a player is KOed, they cannot be interacted with by other players. If you were KOed while moving, you will not benefit from the space you land on.

While KOed, you cannot

  • Move
  • Play cards
  • Be challenged to a battle
  • Be targeted by boost cards
  • Be healed

However, while KOed you can still

  • Gain passive stars between rounds
  • Be affected by certain event cards
  • Be affected by certain field events
  • Retain passive effects (like Super All-Out Mode)
Reviving

Each turn after, the player rolls to see if they will revive. If the player rolls equal to or higher than the recovery requirement, which starts at their REC stat, they will revive with full health and be able to move next turn. Otherwise, they remain KOed and the recovery requirement is reduced by 1. At a recovery requirement of 1, the player automatically revives with a empty feeling inside.

Tips
  • If a player is KOed by a neutral enemy, the lost stars are added to the reward given to the player that defeats it.
  • Being KOed from a card effect or board event does not have any penalties for you or bonuses for the user unless it specifically states so.
  • Sometimes being KOed is a good thing. Since you revive in a few turns with full health and can’t be interacted with, you can deny other players from stealing your stars by knocking yourself out.

Choosing Your First Character

When you create a new save file, you will be prompted to choose one of four characters. Each has their own strengths and weaknesses to take into account. Any characters that you unlock, including campaign and DLC characters will be playable, so don’t feel that you will be stuck with this character for the whole game. In addition, all of these characters and their campaigns become available one you beat your first character’s campaign.

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Kai

Originally posted by 100% Orange Juice:

A regular guy who lost his wallet.
A well rounded-battle character. Easy difficulty.

Kai is a balanced character that can passively gather stars or fight thanks to his average stats and his hyper. Although not as flashy as some other characters, his above average stats and simple yet open-ended playstayle make him a good choice for new players. Protagonist’s Privilege lets you pick fights while avoiding counter attacks causing havoc for your opponents and allowing you fight bosses with confidence.

Play Kai if:

  • You like to adapt your playstyle to the circumstances
  • You want advantages in combat without sacrificing defense
  • You like jumpsuits

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QP

Originally posted by 100% Orange Juice:

A fool of a dog. Will do anything for the sake of pudding.
A perfect all-rounder who can adjust to any situation. Medium difficulty.

QP is as balanced as they come. With no glaring strengths or weaknesses, she can be played any way the player wants, often changing between passive and aggressive playstyles mid match. However, being a jack of all trades makes her weak when going up against a more specialized character in a situation that favors them. Her hyper Hyper Mode can be used offensively for the attack boost or defensively to save your stars in a fight you know you can’t win.

Play QP if:

  • You like to change up your playstyle
  • You like to play it safe but pounce at the opportunity to get ahead
  • You like pudding

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Marc

Originally posted by 100% Orange Juice:

A girl who loves to fly through the sky.
Good attack and defense. Can deal direct damage with her hyper card. Medium difficulty.

Her +1 bonus to attack and defense rolls make her suited to combat. However, her low health and difficulty dodging means that Marc will have trouble if she fights too often without healing. Marc’s hyper x16 Big Bomb is a bit tricky. Its damage and cost scale as she levels up. It can become quite expensive but can kill players outright in the late game, letting Marc farm wins and incapacitate opponents from across the map. The high star cost makes this hyper more suited for combat objectives, but her survivability makes collecting stars viable as well.

Play Marc if:

  • You want consistently good combat rolls
  • You want to play passive early but aggressive late game
  • You like bombs

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Suguri

Originally posted by 100% Orange Juice:

Over ten thousand years old. Really fast.
An all-or-nothing character that relies on her high evasion for survival. Expert difficulty.

Suguri excels at combat against weak opponents. Her high dodge chance means that she can completely avoid damage from common enemies and low rolls from players. Her +1 bonus to attack rolls makes her hit decently hard as well. However, Suguri is very weak to bosses and high attack rolls from players. Her defense and HP leave a lot to be desired and failing a critical dodge will often KO her outright. Suguri’s hyper, Accelerator makes her roll two dice for the turn, letting her chase down opponents and beat on them while almost certainly avoiding damage.

Play Suguri if:

  • Your preferred route to victory is combat
  • You enjoy a risky, but rewarding playstyle
  • You want to unnerve your opponents with your giant moe eyes

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If you have a few games under your belt and are looking for a more in-depth guide of these characters, I have a few posted here on Steam:

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FAQ

How do I get more characters?

Beating levels in the campaign will add one of your opponents to the store. They start out of stock but will be restocked after you play a few games. You can purchase them with stars. This is the easiest way, but if you prefer playing multiplayer, you can also spend 100 oranges to unlock characters randomly. Only base game characters are unlocked this way.

Alternatively, you can purchase the DLC characters. They offer more unique playstyles for people who are ready to up the challenge of the game. They must be purchased with real world money, but are available as soon as you purchase them. They come in packs of two and sometimes include voice acting, pets, or extra campaigns.

In addition, there are alternate versions of the base characters with different passives and hyper cards. They are unlocked by owning another one of Orange Juice’s other games on steam.

Character
Game
QP (Dangerous)
Marie Poppo (Mixed)
Sora (Military)
Suguri (Ver. 2)
Marc (Pilot)
How do I get more cards?

Booster packs are sold in the shop. They contain one random card. Apart from the base set, there are three expansions (the Expansion and the two Community sets) that can be unlocked for purchase via gameplay. The Mixed, Acceleration, and Pudding Packs must be unlocked as DLC with real world money, then they become purchasable in the shop for stars.

But what if I don’t want to spend any money on DLC?

Then don’t.
All of the base characters just as good as the DLC characters. They mostly offer alternative playstyles for players looking to spice up their gameplay. The fact that everybody’s cards get shuffled together means that you may still get to play the DLC cards while preventing the people who bought the DLC from having an unfair advantage.

Why does Poppo always win?

Because you weren’t playing Poppo.

Conclusion

Wow! You made it all the way to the end!

I hope this guide has helped you with the basics of the game.

Card, Space, and Character Images: 100% Orange Juice Wiki[100orangejuice.gamepedia.com]

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