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Card Mechanics

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Mechanics & General Info
Norma Card Mechanics Field Events Daily Challenges
Combat Deck Mechanics Stars & Oranges Multiplayer
Recovery Board Panels Difficulty FAQ / Troubleshooting

Cards are an essential part of gameplay in 100% Orange Juice! that can quickly turn the tide of a game. Strategizing and using cards at the opportune moment may make or break the player's chances of winning, and are thus critical to a player's success. With the exception of character cards, each card represents an action that the player can take to boost their odds of winning by either helping themselves or sabotaging another player. There are seven main types of cards: Unit, Battle, Boost, Event, Trap, Gift, and Hyper cards. An eighth minor type of card also exists, Enemy cards, which are NPC specific, and can only be purchased as collectors items.
Non-Unit cards come from a variety of packs that can be purchased in the shop in Card Packs, including the Base Set, Expansion Set, Community Set, Community Set 2, and the DLC sets Mixed Set, Acceleration Set, and Pudding Set. Cards are used by players to build custom decks composed of 10 cards that will help their character throughout the game. As of the addition of the Pudding Set, 100% Orange Juice features 89 non-unit cards, which can be collected by players.
Reading Unit Cards

Unit cards feature the health, attack, defense, evasion, and recovery stat. The cards also feature a passive ability if the character has one. Each card also features a portrait by Hono, the character's name, the Orange_Juice game the character originated from (the color of the card varies from this), and the name of the character's Hyper Card.


Unit Health Hyper Name

Card art Illustrator Unit Name Game of Origin

Card Type Passive Ability (No passive if blank) Stats

Reading Non-Unit Cards

Non-Unit cards cards feature the name, the Norma level required to use the card's effect, the star price required to activate the card, the maximum number allowed in a deck, the effect, the rarity, and the pack logo in the bottom right corner. Each card also features a portrait by different Illustrators, flavor text (a quote pertaining to a character in the portrait or an homage to a quote from another Orange_Juice game), and vary in color based on the type of card.


Card Rarity

Icon Rarity
Commonicon.png Common
Uncommonicon.png Uncommon
Rareicon.png Rare

Star Cost per Icon

Icon Price
1star.png 1 star
10star.png 10 stars
Playerstar.png Amount varies

Card Art Illustrator Maximum Number in Deck (Unless stated, Max is 3) Card Pack Symbol

Pack1icon.png Pack2icon.png Pack3icon.png Pack4icon.png Pack5icon.png Pack6icon.png Pack7icon.png

Card Name Norma Level Needed for Usage

Icon Card Pack
Lv1icon.png Norma Level 1
Lv2icon.png Norma Level 2
Lv3icon.png Norma Level 3
Lv4icon.png Norma Level 4
Lv5icon.png Norma Level 5

Card Type Card Effect Flavor Text

Types of Non-Unit Cards
There are numerous types of Non-Unit cards for the player to use during the game. Besides Board Panels, Field Events, and battles, these cards are the only methods for the player deal damage, heal themselves without a  Home panel, strengthen their stats, and/or sabotage the opponent. Well timed cards and combinations can be used to great effect and can easily decide the victor of a game.
Each of the 6 types serve very different purposes.

I'm on Fire!.png
Battle cards are cards that can be used at the beginning of a Battle.
  • These cards have an effect on the Battle itself, or the unit(s) participating in the Battle.
  • They can give the player an advantage in Battle, often raising a character's ATK, DEF, or EVD stat, or they can give the opportunity to avoid a Battle.
  • Some battle cards change the rules of the battle, such as adjusting its length or nullifying any damage dealt.

Boost cards are cards that can use at the beginning of the turn.
  • These cards generally do something slightly useful that affects the player who uses it, or in some cases, another targeted player.
  • After being used, some effects take place immediately, while others are stocked.
  • Boost cards are very diverse with a wide variety of effects ranging from dice rolls and star rewards to unusual effects to aid the player.

Gift Exchange.png
Event cards are cards that can be used at the beginning of the turn.
  • These are cards where the player often cannot choose a target and cards that effect the Board itself.
  • Some Event cards are designed to affect everyone, while some may single out a player. (This includes the person who used the card).
  • These cards should be used with caution, as they exhibit their effects without regard to the situation.

Windy Enchantment.png
Gift cards are cards that have a continuous effect as long as the player is holding the card.
  • The process of using/discarding them is often slightly unusual.
  • Most gift cards are discarded to end their effect. However, some are passed among players when used, continuing the effect until the card is discarded through other means.
  • These are the least common type of card in the game and the majority of them are only available in special card packs and as Hyper cards.

Dangerous Pudding.png
Trap cards are cards that can be set face down on the panel the player is standing on at the beginning of their turn.
  • All trap cards cost 0 stars to play (but do have Norma level requirements), and only one trap card can be laid on a panel at a time.
  • It's difficult to target a specific opponent with these cards, but there are many that could possibly cause a comeback.
  • It should be noted that most trap cards can effect the player who set them.

Hyper cards are cards that have effects that represent a Character's unique special abilities. Each character has their own specific Hyper.
  • A Hyper card can be any of the other card types.
  • Each of these cards can only be drawn by the character which it belongs to. (But it can be held and used by anyone).
  • These are the most powerful cards in the game and with the proper usage can make or break a player's chances of winning.

Extra Effects & Terms
Some cards have specific additional effects that work differently than normal Non-Unit cards. These effects can change the normal rules of the game for a limited amount of time.

Crystal Barrier.png
Stock Effect indicates that the description below the card will trigger under specific listed conditions, equal to the number of stocks. If there aren't parenthesis next to the words "Stock Effect" than the effect will last for 1 use. If there is a number in parentheses, then it represents the layers of the effect, indicating that the effect is triggered up to x many times. The number of stocks the player has can be viewed by hovering over the player's character hud during the game.

Little War.png
Effect Duration indicates that the card's effect continues for x Chapters, starting with the next Chapter is activated. The effect will remain active during other player's turns as well and will activate if the effect applies to the situation.

Holy Night.png
Permanent Effect indicates that once the card's effect is activated, it will remain active for the rest of the game, regardless of any actions taken. As the name implies, the effect is permanent.

Cards with the effect, KO, indicate that when the card is activated, the target will immediately be knocked out and enter recovery on the next turn. The effect pierces through any health or defense stat a character may have. The KO effect also is not considered damage; when activated, the characters heath is set to 0 unlike traditional combat damage which is subtracted from the player's health.

Collectible and Playable Enemy Cards
Enemy cards are Unit cards with modified characteristics used by Wild units and Bosses when a player lands on an  Encounter panel or a  Boss panel. These cards do not feature recovery values or a Hyper name, as the Enemy version of the card only exists on a panel temporarily and thus do not possess either. Enemy cards for wild units feature below average stats. Bosses on the other hand, feature outlandish stats and are not available to players. These cards can only be purchased in the shop as non-usable collectors items. As of Version 1.3.2, adjusted player versions of each Enemy card can be purchased in the store for use in both single-player and multiplayer.
Card Packs
Main article: Card Packs
Cards are divided into many card sets in 100% Orange Juice!. The complete list of card sets includes: Base, Expansion, Community, Community 2, Mixed Booster, Acceleration, and the Pudding pack. Card sets contain varying amounts of cards, but usually contain at least 1 card of each type. Purchasing a card pack will give the player a single card for use in their deck.
Most basic cards are automatically included in the initial deck provided to the player, while more cards can be collected by purchasing card packs. The Mixed Booster pack cards, Acceleration pack cards, and the Pudding pack cards can only be collected by purchasing the proper DLC on the Steam store. A player who does not have the DLC can still use DLC cards if they draw the card from the center deck, or otherwise acquire it during a match.
Card Illustrations
Main article: Illustrator List
The art used on 100% Orange Juice!'s cards is one of the most striking and memorable aspects of the game's artistic design. These small yet detailed images are usually created by Orange_Juice artists and all Unit cards feature art by Hono. However, some pieces were created by members of the Steam Community, after Fruitbat Factory held art contests. The winners of these competitions had their art added to the game alongside credits. In addition, all winners received a free Fruitbat Factory Steam game of their choice.