User:Supersonic Boy/sandbox31

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Player's Guide
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Introduction[edit | edit source]

This is a comprehensive guide for 100% Orange Juice! built to provide the information that all players will need to know during the course of the game. This guide covers: basic start up information, roles, board operations, cards, basic common question, and much much more. Please be aware that this guide does not provide specific information for how to play a particular character. We suggest visiting the character page for such information or visiting the Playstyles page for an overview.  The guide also does not cover the Campaign (please see the Campaigns page for more information) or Achievements (please see the Achievements page). In short, we hope this guide will help you get started with 100% Orange Juice, answer questions not covered by the in-game user guide, and serves as the most thorough guide available.

Template:Board Mechanics

[expand] Card Mechanics[edit source]

Cards are essential to a player's success during the course of the game. Strategizing and using cards at the opportune moment may make or break your chances of winning. Thus, it is very important to understand the fundamentals of how cards work:

1. Card Name
The name of the card.
2. Card Rarity
R is Rare, U is Uncommon, C is Common.
3. Level
This is the level you must be in order to use this card.
4. Cost
This is the amount of stars you must pay to use this card.
  • Green stars cost 1 star.
  • Yellow stars cost 10 stars.
5. Card Type
The card type. Can be: Battle, Boost, Event, Gift, Hyper, Trap, & Unit.
6. Illustrator
The name of the illustrator.
7. Maximum Card Number
This is the maximum number of this card you can place in your personal deck.
8. Card Effect
The effect of the card.
9. Flavor Text
Quotes from the other games. They have no effect on the game whatsoever.
Expansion Symbol
The set the card is from.
Icon Card Pack
Originalicon.png Basic Set
Expansionicon.png Expansion Set
Mixedicon.png Mixed Set
Accelerationicon.png Acceleration Set

Unit Cards[edit source]

Unit Cards are cards that shows all the statistics for a particular character. They are not placed into the deck and have no gameplay function other than to indicate and illustrate your character. Unlocking characters will add Unit cards to your Binder.

Cardexample2.jpg
1. Character Name
This is the Character's name (not the Player's name).
2. HP
This is the Character's max HP (Health).
3. Original Game
This is the main game that this Character appeared in.
4. Hyper Card
This is this Character's unique Hyper Card's Name.
5. Statistics
These are the Statistics the Character uses in Battle:
  • ATK (Attack) stat (amount added/subtracted to attack roll).
  • DEF (Defense) stat (amount added/subtracted to defense roll).
  • EVD (Evasion) stat (amount added/subtracted to evasion roll).
  • REC (Recovery) stat (minimum roll needed to recover on the first turn).

Card Types[edit source]

Battle Cards
Battle Cards are cards you can use at the beginning of a Battle.
  • These cards have an effect on the Battle itself, or the unit(s) participating in the Battle.
  • It can give you an advantage in Battle, often raising your character's ATK stat, or it can give you the opportunity to avoid a Battle.
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Boost Cards
Boost Cards are cards you can use at the beginning of you 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.
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Event Cards
Event Cards are cards you can use at the beginning of you turn.
  • These are cards where you often cannot choose your target, as well as cards that affect the Board itself.
  • Some Event Cards are designed to affect everyone.
  • These cards should be used with caution, as they exhibit their effects without regard to the situation.
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Trap Cards
Trap Cards are cards you can set face down on the panel you are on at the beginning of you turn.
  • All trap cards cost 0 stars to play.
  • These cards can only be activated, after a player lands on the panel they've been set on.
  • 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 a players own trap can effect them.
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Gift Cards
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.
  • These are the least common type of card and or only available in DLC card packs.
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Hyper Cards
Hyper Cards are cards that have effects that represent a Character's unique special abilities.
  • A Hyper Card can be any of the types of card listed above.
  • Each of these cards can (in most circumstances) only be drawn by a certain character (but 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.
  • Depending upon the character, Hyper Cards can be the most expensive cards to use.
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Card terms[edit source]

Stock Effect (x)
Stock Effect indicates that the description below the card will trigger under specific the 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.
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Effect Duration: x Chapter Duration
Effect Duration indicates that the card's effect continues for x Chapters, starting with the Chapter ii is activated. The effect will remain active during other player's turns as well and will activate if the effect applies to the situation.
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Permanent Effect
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.
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Countering Card Effects[edit source]

There are certain scenarios where some cards can counter the effects of others, in cases other than combat:

Example
  • Cards from the most recent turn take priority.
Say Player 1 is using Sham and activates the Hyper, Delta Field, which causes all players to roll 1 for all rolls. If player 2 is using Sora and uses the Hyper, Extraordinary Specs, the effect will counter Sham's Hyper effect. As a result, Sora will have rolls of 6 instead of 1.
Example
  • Cards with stock effects cannot be stacked, only overwritten.
For example, Kyoko's Hyper, Crystal Barrier, is a 3 stock effect. If the player were to use another Crystal Barrier the following turn, the stocks would not be doubled to 6 and the player would spends stars for nothing. If the Barrier has taken damage, however, and lost a stock, the Barrier will be restored 3 stocks when the Hyper is activated.

Card Binder[edit source]

The Card Binder (located in Player Info section of the Main Menu) is where all cards the player has purchased/owns will appear for viewing. When a player buys a new unit/character, they will automatically receive that unit's card and hyper card in their Binder. Cards can be sorted type, name, and rarity for the player's convenience. The player can only own a total of 9 of each card (not including Hyper and Unit Cards).

Card Binder.png

Deck Builder[edit source]

The Deck Builder is a screen that enables players to construct a deck for the game. Before the start of a game, all four players must assemble a deck of 10 cards composed of any cards they own (There is an achievement for trying to leave with less, however, so it is advised the player makes the mistake at least once, either by accident or design). A player may use any cards they have collected in their binder and may use as many as listed per the Maximum Card Number on the card. The player may also save a total 5 different decks.

Deck Building.png

A player should think about what cards they would like to draw, and what cards they would like to see their opponent draw, as their is no guarantee they will draw the cards in their deck and their opponent may draw them instead (this will be addressed in the next section below).

Center Deck[edit source]

Once the game starts, all four decks are collected from the players and shuffled together into a single deck. The game then adds eight blank Hyper cards to the deck, assembling the Center Deck, which is placed in the center of the board.

As a result of this setup, it is possible that you will not draw the cards in your deck, and you may draw cards from someone else's deck. When you draw a Hyper Card, it will become the Hyper Card corresponding to your character.

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[expand] Chapter Mechanics[edit source]

A Chapter is a player's turn and features multiple windows that the player can check during their turn to insure they are aware of of every player's position. The process of each chapter has very similar mechanics, but there are a few variations the player should be aware of.

Chapter.jpg

Chapter Screen[edit source]

Any time a player turn begins, the chapter screen will open:

1. Move
Chapter Choice.jpg
Roll to move.
2. Card
Use a card.
3. Info
View the map of the layout, view the game's event, currently active event card information
4. Current Cards
The cards the player has in their hand.
5. Player Info
Each player's basic info shows on the four corners.

Player Info Icon[edit source]

1. Name
Player's name.
2. Player stats
HP (Current/Maximum),
Player info.jpg
Stars (number of the stars you own),
Wins (number of the units that you have beaten).
3. Level
The player's Norma Level.
4. Player Type
"YOU" means the player,
"NET" means an online player,
"CPU" means a computer controlled enemy.
5. Player's Hand
The cards that the player has on hand. You can also see how many cards the other players are holding.

Player Detailed Info Screen[edit source]

Hovering the cursor over the player info icon above will display detailed info screen:

1. Player's Basic Info
Detailed Info.jpg
The same info displayed in the player's basic icon.
2. Norma
Shows Norma that the player has chosen.
3. Active card Effects
The card effect(s) that are active or stocked by the player.
4. Unit Card
The unit card used by the player.

Field Info Screen[edit source]

Hovering the cursor over the center deck, will display the field info icon.

1. Field Name
The name of the field.
Field Info.jpg
2. Chapter Number
The current chapter number.
3. Bonus Value
The number of the bonus stars at the beginning of the chapter.
4. List of field events
The field event(s) in progress.
5. List of Card Effects
The card effect(s) active or stocked on the field.

Steps of a Chapter[edit source]

Turns are relatively quick, the complete process is as follows:

  1. Chapter starts.
  2. Field Events take place, if any.
  3. Stars are provided to all players. the player gains Stars equal to: \tfrac{Chapters}{5}+1.
  4. Player 1's turn begins:
    • If the player is KO'd, then the player rolls to revive. If successful, skip to step 5. If not, the player will repeat this step on their next turn.
    • If the player has cards, they may play a Trap, Event, Boost or Hyper card, if they have the stars necessary and if the card permits.
    • The player rolls a 6 sided die to move. The player's unit moves according to the die roll and the player may choose which way to go if the path forks:
    • If the player passes their Home Panel, they may stop at it if their roll exceeds it.
    • A player can also challenge any opponent to a battle while traveling, if the opponent is in their move path. If the player chooses to battle, they will stop on the panel of the opposing player and end their roll (if there are multiple opponents on the panel, the player may battle as many of them as they want as long as they are not KO'd). After the battle, the player will receive the effect of the panel if they are not KO'd.
    • The panel the player stopped on does its effects (Warp, Bonus, Encounter, Drop, etc).
    • If the player has more than 3 cards, cards must be discarded until the player has only 3 cards.
  5. Player 2's turn.
  6. Player 3's turn.
  7. Player 4's turn.
  8. Return to Step 1.

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[expand] Combat Mechanics[edit source]

Combat is a critical aspect of 100% Orange Juice!. The game itself uses a relatively simple dice battling system. The attacker rolls a standard 6 sided die and then the defender chooses to roll defense or evasion and rolls a 6 sided die as well. Both sides add their attack, defense, and evade modifiers (bonuses/penalties) to determine the outcome of the roll. All rolls, after modifiers, have a minimum value of 1, but have no maximum value.

Battle-example.png

Combat Screen[edit source]

Any time a player enters a battle, the combat screen will open:

1. Cards
Battle Options.jpg
Cards in the players hand. Only battle cards can be used.
2. Attacker
Generally the position of the attacker.
3. Defender
Generally the position of the defender.
4. Player stats
The ATK, DEF, EVD, and HP of each player.

Combat Mechanics[edit source]

The Battle Phase:

  1. The Battle Phase begins
  2. If either player has a Battle Card, they may choose to use it if they have the stars necessary to do so.
  3. The attacker rolls first with a 6 sided die.
  4. The defender chooses to roll defense or evasion and rolls a 6 sided die as well.
  5. If the defender is not KO'd, the defender attacks, and the attacker defends or evades.
  6. Battle Phase ends unless repeated by a card effect.
Battleprogress.png

Damage Calculation[edit source]

Damage calculation is quite simple:

  • Attack is the damage the character will deal to the opponent.
  • Defense is the amount the player will block from the attack (but they will always receive a minimum of 1 damage).
  • Evade is the chance to take 0 damage or full damage from attack value.
If... then...
Attack > Defense Attack is partially blocked by the Defense value and the remaining Attack value deals damage. 5 ATK - 3 DEF = 2 Damage
Attack Defense 1 Damage
Attack  Evade Deal full Attack damage
Attack < Evade 0 Damage

Stat Mechanics[edit source]

Stats, are the ATK, EVD, DEF values located on the player's unit card. These values act as buffs and debuffs to the players roll. The below examples show examples of a buffed ATK stat and the dreaded "7gull".

Examples
  • The ATK stat is added to the attacker's attack roll. For example if the player rolls a 5 and has a +2 ATK stat your attack roll becomes a 7. Like wise, if the player had rolled an attack roll of 5 and -1 ATK stat the attack roll becomes 4.
  • The DEF stat is added to the defender's defense roll if they chose to make one. For example if the player rolled a 5 and has +2 DEF stat the defense roll becomes a 7. Like wise if the player had rolled a 5 and -1 DEF your defense roll becomes 4.
  • The EVD stat is added to the defender's evade roll if you chose to make one. For example if the player rolled a 5 and have +2 EVD stat the evade roll becomes a 7. Like wise if the player had rolled a 5 and -1 EVD your evade roll becomes a roll of 4.
(Remember: Your roll can never be decreased lower than 1.)

Revive[edit source]

If any player's health drops to 0 for any reason including: combat, a card, etc, they will become KO'd. If the player is KO'd by an opponent in combat, they will lose half their stars to the opponent (some cards may cause this as well). If not, the player will not lose any stars.

While KO'd, the player can not
  • move
  • use a card
  • be affected by most events
Revive Roll
  • Each turn the player will try to get up using rolling a "revive roll".
  • The player must roll the value listed on the REC stat of their unit card or higher.
  • Each chapter the player fails, the revive roll will decrease by one. So for example if the REC value is 5 and the player fails the first chapter, the next turn they will need to roll a 4 or higher.
  • If the player succeeds, they will be revived will full health. (Unless stated otherwise by a card effect)
Lowered Revive Roll
  • Some units, such as Peat, have a lowered revive roll which means they only must roll a 4 at the minimum to revive on their first revive turn instead of the usual 5.
  • This can be considered a major advantage, as it enables the player to get back in the game quicker and makes the prospect of KO, less worrisome.
  • The player's chance of reviving on the first turn is 50% as opposed to the usual 33%.
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Increased Revive Roll
  • Some units, such as Store Manager, have a increased revive roll which means they must roll a 6 at the minimum to revive on their first revive turn.
  • This can be considered a steep disadvantage, as it generally guarantees the player will not recover on their first turn and will stayed KO'd for 1 to 2 turns at the least.
  • The player's chance of reviving on the first turn is 16% as opposed to the usual 33% and becomes 33% after the first chance.
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"Rule(s) of Thumb"[edit source]

  • Always use Evade, if your opponent rolls a 1.
As the player will take 1 damage if they defend or fail evading, the player should try to evade for the possibility of taking no damage at all. Your odds of taking 0 damage are 83% if your characters EVD stats is 0. If your EVD stat is +1, then your odds of taking 0 damage are 100% because your evade roll will always be at least 2.
  • Characters with high health should defend more often than they evade.
A character with say, 6 health, will be able to take 6 hits before being KO'd if they roll well every time, where as a single bad evade roll will likely KO the unit or cause much more damage.
  • If you only have 1 health, always use evade.
1 health means that defending will cause certain death, as defending always yields at least 1 damage regardless of the player's roll. Evade gives you a slim chance of survival, as opposed to defending which gives a 0% chance of survival.

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[expand] Winning & Norma[edit source]

Norma is how you win the game of 100% Percent Orange Juice!. The goal of the game is to complete the condition of your Norma (goal/quota) and proceed to the next harder Norma until you have completed all of them. The game automatically starts with the first Norma assignment of collecting 10 stars. Once the player completes this task, they need to land on any character's Check Panel or their own Home Panel to complete the task and receive the next assignment. Each time you complete your assignment, your character's level will increase as well, enabling the use of more cards. The first player to reach level 5 and stop at any Check Panel wins the game.

There are 2 types of Norma to select from. It is important to note however, that a player should choose their Norma condition wisely and according to their current situation, as once a condition is chosen, it cannot be revoked:

Star Norma
Star Norma is a collection based Norma relying on Stars. The advantage of this Norma is that stars are relatively easy to collect, as there are multiple ways to get them:
  • At the beginning of every Chapter, the system will automatically give the player a small amount of stars. This amount increases over time; the player gains stars equal to: \tfrac{Chapters}{5}+1.
  • You can also collect stars by landing on Bonus Panels. Up to Norma level 3, the player gains stars equal to: Norma level x roll.
  • Certain card effects.
  • When you win battles: you gain half the stars (rounded down) of an opponent when you defeat that opponent in battle, or all the stars gained by an enemy or boss (from when that enemy/boss defeated opponents) when you defeat them.
The inherent downside to this Norma, however, is that it is easy to lose stars. Stars can be lost by:
  • Spending them to play cards.
  • Drop Panels: lose (Norma level x roll).
  • As a result of some card effects.
  • When you are defeated in battle by other players and Wild Units.
Win Norma
Win Norma is a combat based Norma relying on Victories. Rather than collecting stars, the player should focus more on beating encounter panels and other players. The advantage to this Norma is that your number of Victories will never decrease no matter what, and the player is able to ignore how many stars they have. If the player would like to switch Norma's on the next level, battles also give stars, which prevents the player from falling too far behind Star Norma. The down side to this Norma, however, is that it can be harder depending on what unit you are using. Also, the more battles you fight, the more likely you get knocked out.
Depending on the opponent you defeat, the player will receive a varying amount of Victories:
Opponent Worth
Wild Unit 1 Victory
Player 2 Victories
Boss 3 Victories
Leveling Up
To level up, the player must complete the condition for their Norma and land on any players Home Panel. Each level have has a task to get to the next level that steadily grows more difficult. The level and Norma condition to be fulfilled to proceed to the next level is listed below:
Level Stars Victories
1☆ 10
2☆ 30 2
3☆ 70 5
4☆ 120 9
5☆ 200 14
6☆ Win Win
The Star Breaker Exception
If the player is using the DLC character, Star Breaker, they will be restricted to solely using the Win Norma to attain victory. Unlike the rest of the characters, Star Breaker will starts with 1 Victory as her first Norma condition, as opposed to collecting 10 Stars. As the player level's up as Star Breaker, they will only be able to choose the Win Norma for every level.

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[expand] Shopping[edit source]

Shop is an in game mall where players can spend stars gained from matches as well as oranges from online play. Early game, the main purpose of the shop is to provide the player with cards to strengthen their deck, however, the store features a wide array of items, both cosmetic and functional for the player to purchase (for more details, on pricing and unlock information, see the Shop page).
Shop.png

Currency[edit source]

As is to be expected, items must be payed for using the in-game currency. The shop features multiple types of currency for the player to use:
Icon Name How to Obtain
File:Star Icon.png Stars Earned at the end of all battles. The amount is based on final place and actions.
File:Orange Icon.png Oranges Earned at the end of online battles and for completing Challenges.
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Holiday Currency[edit source]

During the months of October and December, the shop sells Candy and Candy Canes which the player can purchase or earn from online matches. Similar to Oranges, Candy and Candy Canes act as another form of currency which the player can use to purchase Halloween costumes and Christmas Costumes for their character.
Icon Name How to Obtain
Candy Icon.png Candy Seasonal Halloween candy that can be earned at the end of online battles.
File:Candycane Icon.png Candy Cane Seasonal Christmas candy that can be earned at the end of online battles or purchased.


Merchandise[edit source]

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Card Packs[edit source]

Card Packs are booster packs containing one card that can be purchased at the shop. For each type of card within the pack, only nine can be received. After that, the card will be removed from the pool, increasing the chance to receive other cards. A card set is sold out once player acquires nine of each of its cards. There are four different card packs: Basic Set, Expansion Set, Mixed Set, Acceleration Set. While the first 2 packs are included with the game, the Mixed and Acceleration Pack must be purchased as DLC:

            Base Pack.png Expansion Pack.png Mixed Booster Pack.png Acceleration Pack.png

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Units Cards[edit source]

By leveling up and beating the Campaigns, the player can unlock multiple characters, including NPCs, from the Campaign for purchase. These characters can then be used to play. Below are some examples:

                            Yukiicon.png Peaticon.png ShifuRoboticon.png Tomomoicon.png

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Boards[edit source]

Through the course of the game, the player can unlock or purchase Boards from the Shop for use in multiplayer or single player. While all boards can be purchased, many of them can be unlocked by beating the Campaigns so it should be advised that a player may want to save their stars and beat the campaigns to unlock boards for free.
Vortex.png
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Discounts[edit source]

As the game progresses, the player will unlock discounts on item purchases. These discounts prices are permanent and completely free for the player to buy. As the name implies, once purchased, all items will be have the discount listed. It should be noted that the effect does not stack, so if a player owns the 10%, 20%, and 30% discount, they are only receiving a discount of 30% not one of 60%. The levels these discounts are unlocked at are listed below.
Discount Level
10% 3
20% 10
30% 20
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Challenge Crates[edit source]

Challenges crates are loot chests players can purchase with oranges from online play. While the contents of each is different, each crate has its own assortment of random cosmetics. It should also be noted that if the player does not own DLC characters, then the crates will not give any cosmetics for DLC characters.
Premium Crate
Premium Crates are the most expensive crate, at a price of 60 Oranges. The crates drop a random challenge loot which includes poses, hair color, dice, player home panel point markers and so on. This crate has the highest chance of giving the player a pose.
Challenge Crate
The second most expensive, at 40 Oranges, Challenge Crates have a high chance of giving the player a hair color. The crates drop a random challenge loot which includes poses, hair color, dice, player home panel point markers and so on.
Mystery Bag
At the very cheap price of 30 Oranges, Mystery Bags generally give the lowest rarity loot. Mystery Bags generally drop Dice and Starting Point Markers but there is a chance to get already out of print costumes such the (2016 Halloween and Christmas costumes and the special Poppo costume). The bags have no chance of giving hair colors or posture. Of the three crates, Mystery Bags are the largest gamble as the player may receive 15 oranges from the bag instead of a cosmetic item.


Cosmetics[edit source]

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Basic Color Packs[edit source]

Color packs are skins for character clothing that come in packs of 4 colors: orange, blue, green, and yellow. After a character unit is unlocked, its corresponding color pack will become available in the shop. Below is an example of Marie Poppo's color pack:

                                 Link= Link= Link= Link=

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Expansion Color Packs[edit source]

Expansion Color packs are more skins for character clothing that come in packs of 2 colors: black and pink. These color packs are unlocked by a rare, random drop from multiplayer. Below is an example of Marie Poppo's expansion color pack:

                                                             Link= Link=

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Multi-Color Packs[edit source]

Multi-Color packs are more skins for character clothing that come in packs of 1 colors which unlocks the color for all characters. There are 4 colors: Teal, Purple, Silver, and Red & Black. These color packs are unlocked for purchase at the mile stone levels, 25, 50, 75, and 100. Below is an example of Marie Poppo's multi-color pack:

                                 Link= Link= Link= Link=

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Holiday Costumes[edit source]

  • Halloween (2016) Halloween costumes are outfits that can be purchased for characters using 20 candies. All characters (except Aru (Scramble)) have their own unique Halloween theme costume. Below is an example of Marie Poppo's Helloween costume:
Link=
  • Christmas (2016) Christmas costumes are outfits that can be purchased for characters using 200 candy canes. All characters (except Nath and Tomato & Mimyuu) have their own Christmas costume. Below is an example of Marie Poppo's Christmas costume:
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Holiday Hat Packs[edit source]

Not to be confused with their candy bought counterparts, Holiday Costumes, are hat packs for all characters that are unlocked without candy.
  • Halloween Costume Pack: Unlocked by playing 20 games single player or 10 games multiplayer while wearing black costumes with any character.
Link=
  • Christmas Costume Pack: Unlocked by giving out a total of 10-15 cards with Aru's Hyper card (Present for you).
Link=
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Glasses[edit source]

Glasses are an accessory that can be unlocked by playing multiplayer games. They have a low drop rate and are different for each character:

                                         Glasses1.jpg            Glasses2.jpg        Glasses3.jpg       Glasses4.png

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Sunglasses[edit source]

(Summer 2017) Sunglasses are an accessory that are unlocked when a player steps on the special event golden chest on the board. (As long as one player lands on the panel with the chest, after the end of the game all players will receive Sunglasses for their respective character). Below are some examples:

                   130px 130px 130px     90px

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Antlers[edit source]

Antlers are a accessory that can be unlocked for each character by playing multiplayer games. The drop rate is random and there are two different kinds. Below is Marie Poppo's 2 sets of antlers:

                                                              Antlers Poppo1.png Antlers Poppo2.png

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Crowns[edit source]

Crowns are an accessory pack that can be unlocked for all characters by beating all non-DLC Campaigns including the Extra episodes.
  • Red Crown: Unlocked by beating all non-DLC campaigns including the extra episodes on Original Difficulty.
  • Purple Crown: Unlocked by beating all non-DLC campaigns including the extra episodes on Extreme Difficulty.

                                                              Red Crown.png Purple Crown.png

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Poppo Enhanced[edit source]

(Annual Poppo Enhanced August - September) The Poppo Enhanced event is an annual event that offers special costumes for Marie Poppo only.
  • Rad Poppo: Received by earning over 300 stars with Poppo's Hyper in Multiplayer or 900 stars in single player.
  • Dapper Poppo: KO 3 BOSS in Multiplayer (Or 9 in single player) with Rad Poppo during the event.
  • Cyborg Poppo: Hit Cyborg Poppo BOSS with Marie Poppo. Cyborg Poppo will only appear if a player uses Rad Poppo or Dapper Poppo for the game. Each player that dresses in either outfit will raise the chance of of Cyborg Poppo appearing by 25%.
  • Tuxedo Poppo: Using the Cyborg Poppo skin, get NPC kills. Approximately 12 kills in Multiplayer, or 36 in Single Player, or a hybrid of the two.

                                        Rad Poppo.png Dapper Poppo.png Cyborg Poppo.png Tuxedo popo.png

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Hair Color Packs[edit source]

Hair color packs are skins for character hair that come in many different colors. There are a total of 8 different hair color packs for each character including the original hair color of the Character. These packs can only be through a Challenge Crate or purchasing one in the shop for 100 oranges (Note that only 4 of the 8 will become available in the Shop). Below is an example of Fernet's hair color packs:

80px 80px 80px 80px 80px 80px 80px 80px

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Poses[edit source]

Poses are positions the unit makes during the course of the game. This includes their attack animation, damage animation, victory animation, KO animation, and dice roll animation. Poses enable the player to make the specific animation pose their avatar when playing in Multiplayer. Poses can only be received through Challenge Crates. Below is an example of Star Breaker's poses:

                            100px 100px 100px 100px 100px

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Dice[edit source]

Dice skins enable a player to change the appearance of their dice in-game. Their multiple types of dice that can be acquired, whether through event, season, purchase or Challenge Crate. Below are some examples:

                                                QP Dice.png File:Orange dice.png Purple Marble dice.png Star dice.png Green Christmas tree dice.png

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Starting Point Markers[edit source]

Starting Point Markers enable a player to change the appearance of the marker on their Home Panel. Why they do not technically serve a purpose, they may help the player differentiate their Home Panel from the rest quicker. Their are multiple types of Starting Points that can be acquired, whether through season, purchase, or Challenge Crate. Below are some examples:

                                                         Default Homemark.png Tomomo Homemark.png 45px Heart Homemark.png

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[expand] Daily Challenges[edit source]

The Orange & Daily Challenge System was launched on February 1, 2017. Players can get oranges by doing missions and playing multiplayer games. Challenge Crates and Hair Color Packs can be purchased at the in-game Shop using the oranges earned.

Current Challenges.png
Stipulations
  • All daily tasks must be done in multiplayer mode .
  • Daily task time limit is 3 days, that is, the new task refresh time is 3 days.
  • You can pay 2000 stars to reset a new daily task. (Only the second and third tasks)
Tasks
  1. The first task will always be Play 5 Games.
  2. The second task will always be Play 3 Games as Character X or Character Y.
  3. The third task is randomly selected for the following tasks:
  • Complete 4 or 5 Star Normas in completed games.
  • Complete 3 Win normas in completed games.
  • Place 12 traps in the game (includes Krila and Star Breaker Hyper)
  • Travel 250 Panels
  • Collect 650 stars in completed games.
  • Collect 21 wins in completed games.
  • Win 1 game.
  • Valentine's Day Quest: Use chocolate dice in the game to kill the player 10 times.
  • Valentine's Day Quest: Use Heart-shaped Dice to accumulate 1000 Stars on Bonus Panels.

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[expand] Multiplayer[edit source]

Multiplayer enables multiple players to play together over the Steam network. Multiplayer is accessed from the Free Play menu. One of the Players in the game must create a lobby and act as the server. The rest of the Players can join that lobby as clients.

Creating a Lobby[edit source]

If you create your own lobby, you can decide on which map you want to play on. More map choices will be available to you depending on your campaign progress. You then need to give your lobby a name for all Steam players to identify it with. You can then click OK, your lobby will be created, and you will be taken to the Game Lobby screen to wait for other players to join. Other players will see your lobby listed on the Connect screen.

Lob config.jpg

In the Lobby Configuration, there are choices to:

  • Lobby Name You can change your lobby name, or it will default to your Steam name.
  • Password If you want your game to be private, to play with only your friends whom you share this password, you can make one. For a public one just leave the box blank.
  • Game Speed Game speed can be adjusted to increase/decrease the walking speed, animations, and combat of each character. The range is from 1-4.
  • Board and Field Events You can select the board that will be played on and enable, disable, or add specific Field Events.
  • Kick/Friend You can kick or friend connected players.
  • Begin When you are happy with the number of human players that joined to your server, you can hit begin to start the game. Remaining slots will be filled with the computer players.

Joining a Lobby[edit source]

At the Connect screen, you can see the games currently waiting for players. You can first click to a lobby and then the JOIN button to connect to that game. If that game is password protected you will be asked to enter it. If you do not know the password, you can click the CONTACT button to ask the Lobby Owner for the password using the Steam chat interface.

Lobby.jpg
  • Ready Upon entering the selected lobby, if a spot is open and the game has not yet started, you can select ready to cue the lobby owner to start the match.
  • Join Upon entering the selected lobby, if the game has already started and their is space open, you can select join to request entry. The owner can either accept or reject the request.
  • Friend If you are joining someone else's lobby, you have the option friend the player, which will send a request to their Steam Account.
  • Spectating If you join a game that is already listed as full on the Connection Screen, you will start spectating when the current chapter ends. If a player leaves during or after the match, you can ask to join the game.
  • Chat During the game, you may chat with other players by using the enter key to make your text entry box occur. The message display can be expanded on shrunk.

While playing multiplayer you will notice a time display attached to the player info panels. The time each player can spend is limited to discourage walking away in the middle of online matches, making others wait.

When that time runs out, computer will play for you. If you time out three times in a single match during a public game, you will be kicked out.

You have 60 seconds to play your turns, 40 seconds to defend on other players turns if they attack you and 20 seconds to roll when you are dead.

Lobby Connect[edit source]

Lobby Connect is a list where of all active lobbies are displayed. Lobbies with a green star indicate that a friend is in that lobby.

Lob con.png

Players can filter lobbies by lobby:

  • Public "No" means that this lobby is password protected.
  • Players Number of human players currently in that lobby if there is an extra number in brackets (), then there is a spectator in the room.
  • Speed The speed that lobby is set to play.
  • Events What map events will be active in that lobby.
  • Field Name Which map this lobby is currently set to play.

Gaining Experience and Level-up[edit source]

Results.jpg

After a multiplayer game completes, all participating players will gain experience which serve as stars (25px) the player can use in the shop. The winner, by default, gains more experience than others. The experience everyone gets depends on various factors, but in summary, the better your success, the more experience you get, even if you don't win. By gaining certain amounts of experience, you level up, and at certain levels you unlock new items at the shop to use at multiplayer and even discounts.

After a online games end, a player will also receive oranges according to the place they finished in:

Place Oranges
1st 1020px
2nd 820px
3rd 720px
4th 620px

The player will also receive oranges if they have completed any challenges in the process of the game.  See Daily Challenges section for details on challenges.

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[expand] Beginners FAQ[edit source]

Q- Is the DLC required?
A- No. The DLCs are completely optional, however, the DLC card packs could be considered advantageous. (Note that you can still use cards from the DLC packs in multiplayer if another play has them in their deck)
Q- How do I change my character and/or character cosmetics?
A- On the deck builder screen, look under your character's image. You may then select a new character or change cosmetics. The same applies in multiplayer.
Q- Can I change my characters name?
A- No. At this time, it is physically impossible to change your name once you have started the game without making a brand new file, so choose wisely.
Q- Why can't I use this character?
A- You must buy it in the shop or buy the DLC necessary to do so. (See the Shop page for more details.)
Q- Why does the board keep changing?
A- See the Field Events section and the Boards page for which effects are active on each map.
Q- Why don't I draw cards that are in my deck?
A- The deck is composed of 48 Cards: 10 from each player + 8 hyper cards. See the "Center Deck" subsection of the Card Essentials section for more details.
Q- What's inside the chests?
A card or stars. See "Treasure" in the Field Events section for further details.
Q- Can mystery items be duplicates?
A- No, once a character cosmetic is unlocked, it is unlocked for good with no chance of being "unlocked" again.
Q- Who is the best character in the game?
A- There is no clear cut answer to that question. Certain characters are more aggressive while others are more passive. Experiment with different characters and find which one suites your game style. We do advise the Playstyles Guide for a rough overview, however.
Q- How do I use chat in multiplayer?
A- Press "enter" on the keyboard to make the text box appear.
Q- I walked away from the screen during an online match and now I'm out of the game?
A- Multiplayer mode has a timer on each player's move to prevent excessive waiting for other players.
Q- Why am I only asked if I want to stop at some File:Pcheck.jpg panels?
A- You will only be stopped at you starting home panel. See the Board Panels section for more info on panels.
Q- How do I get the red/purple crown cosmetic?
A For a red crown, beat all campaigns on Normal or higher. For a purple crown, beat all campaigns on Extreme. (This includes the Extra episodes. See the Campaigns page for more details on the episodes.)

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[expand] System Requirements[edit source]

OS                              Windows XP/Vista/7/8 (DirectX 9.0c or above)
CPU                            Intel Pentium 2.0GHz or higher
RAM                            512MB or more
Graphics                     Direct3D compatible video card with 128MB memory or more
Sound                         DirectSound compatible sound cards
Players                       1 player Single Player, up to 4 players Multiplayer over network

System requirements are only for reference. Actual performance may vary.

[expand] Survey[edit source]

Due to the amount of time spent creating this guide, and for the for further improvement of its usefulness, we would appreciate if you would take our 5 question survey. <poll> 1. Was this guide helpful? Yes No Somewhat </poll> <poll> 2. How would you rate this guide out of five stars? 5★ 4★ 3★ 2★ 1★ </poll> <poll> 3. What did you not like about this guide? Too long. Didn't have the information I needed/Information was too hard to find. Hard to read/Spelling and grammatical errors. A mixture of the above. Other. (A comment would be appreciated) </poll> <poll> 4. Is this guide more helpful than Fruitbats? Definitely. Yes. No. Not by miles. </poll> <poll> 5. Would you advise this guide to others? Definitely. Yes. No. Never </poll>

[expand] Credits[edit | edit source]

The 100% Orange Juice! wiki would like to credit: