Board Panels

From 100% Orange Juice Wiki
Jump to: navigation, search
This article is an A-class article, illustrating the standard desired for all pages. This page is protected. Only logged in users can edit this page.
Panels.png

Panels are colored tiles that the player will navigate their characters onto during a match. Every board/field in 100% Orange Juice! is composed of numerous interlocking panels that add an extra layer of difficulty and confusion to the game.

Each panel has a different effect, and the effect of each panel will take place when a player lands on it or after combat with any player on the panel (assuming the player who initiated the battle survives). Some panels are only featured on specific boards and others may only occur as a result of a certain field event or card effects.

Basic Panels

Basic panels can be thought of as "generic" panels that the player will normally encounter throughout the course of a match. Every board features 4 home panels and a mixture of bonus, drop, draw, and encounter panels. The other listed basic panels varying based on the board selected and may only occur as a result of certain effects.

Icon Name Effect
PHome.png Home Panel / Check Panel Marked by a signpost with a player number and color.
  • Stop here to level-up if the norma objective has been achieved.
  • Heal 1 HP (only up to full HP).
  • Players start the game on their home panel. When you pass your own home panel (but not other player's panels), you are given the choice to stop on it instead of continuing forward.
PNeutral.png Neutral Panel Nothing happens.
PBonus.png Bonus Panel Roll to gain star amount multiplied by your level (up to level 3 in normal mode).
PDrop.png Drop Panel Roll to lose star amount multiplied by your level.
PDraw.png Draw Panel Draw a card from the top of the deck.
PWarp.png Warp Panel Teleport to any Warp or Warp Move panel.
PWarp Move.png Warp Move Panel Teleport to any Warp or Warp Move panel, and then roll and move again.
PEncounter.png Encounter Panel Face a random wild unit in combat (Chicken, Robo Ball, Seagull).
PBoss.png Boss Encounter Panel Face this board's boss in combat (Store Manager, Shifu Robot, Flying Castle).
PMove.png Move Panel Roll and move again.
PIce.png Ice Panel Slide to the next panel without deducting from the move roll.
PHeal.png Heal Panel Heal 1 HP (only up to full HP).
PDamage.png Damage Panel Take 1 HP of damage.
PMinigame.png Minigame Panel Panel set by the Playground! field event. Triggers a minigame for the player to play when landed on.
(See minigame page for details)

Double Panels

Double panels were identically to their the basic counterparts but have twice the effect. When a player would gain +1 of something, they will gain +2 and when a player would roll 1 dice, they will roll 2 instead. Some boards have a few of these panles built in, but all can be spawned when the field event MiracleMiracle
Every 5 Chapters, all PBonus.png Bonus, PDrop.png Drop, PDraw.png Draw, PEncounter.png Encounter, PMove.png Move, PWarp Move.png Warp Move, and PHeal.png Heal panels will become Doublepanel.gif Double panels accordingly. This effect lasts for the duration of the Chapter.
is triggered.

Icon Name Effect
PBonus (x2).png Bonus (x2) Roll twice the dice to gain star amount multiplied by your level (up to level 3 in normal mode).
PDrop (x2).png Drop (x2) Roll twice the dice to lose star amount multiplied by your level.
PDraw (x2).png Draw (x2) Draw two cards from the top of the deck.
PWarp Move (x2).png Warp Move (x2) Teleport to any Warp or Warp Move panel, and then roll twice the dice and move again.
PEncounter (x2).png Encounter (x2) Face a random wild unit in combat (Chicken, Robo Ball, Seagull). KOing the unit gives twice the wins.
PMove (x2).png Move (x2) Roll twice the dice and move again.
PHeal (x2).png Heal (x2) Heal 2 HP (only up to full HP).
PDamage (x2).png Damage (x2) Take 2 HP of damage.