How to Play 100% Orange Juice: a Detailed Manual for New Players

Welcome To 100% Orange Juice!

This is a virtual board game for up to four players, featuring a crossover of characters from various games made by the developer Orange_Juice.

To start playing, pick a starter character. Any one will do. I started with Marc, but Kai and QP are also easy to learn. Suguri works too but you'll need to understand how evade works.

Enter campaign mode to play pre-designed scenario matches to advance the story (which also gives you some unlocks as you play through it), or do free play in single-player or multiplayer.

You can choose to play in Normal (PVP) mode, which is the original game mode, or Co-op mode, which was added later. This guide is mostly about Normal mode, though many of the basic mechanics apply to both modes. All campaigns (that currently exist) are PVP.

FYI, you can get all the game's content in one profile/save slot, including all four starters.

Also, you can click the "GUIDE" button in the main menu to go over some of the basic mechanics.

What To Do In A Match

In this game, you decide how to play things on your turn, then roll dice to see how they play out. What you want to do is to achieve "normas" (conditions) involving having enough stars (basically an in-game currency) or win points (from fighting things and winning), then stop on home panels to do norma checks to level up. Everyone starts at norma level 1. Norma level is indicated by the big stars beside corner profiles in a match.

In Normal (PVP) mode, your objective is to be the first player to go beyond level 5.

In co-op mode, your objective is to defeat the boss. You can still achieve normas, and that may be useful, but there's no final norma for winning the match. Also, norma requirements are higher, but all players share them and work together, and any player can norma-check, and both stars and wins normas are active (i.e. hitting either requirement works).

Every time it's your turn, you choose whether to use cards, roll to move, pick the paths you take, and decide whether/how you fight other players. Then, when you stop on a panel, you get that panel's effect.

These are the panel types:

Home: marked by a signpost with a player number and color. Stop here to do a norma check; you'll level up if you've achieved your norma. Home panels also heal 1 HP, only up to max HP. You start the game on your own home panel; when you pass your own home panel (but not others'), you can choose whether to stop.

Bonus: yellow panel; roll dice to get [roll] x [your norma level] stars. In normal mode, this norma level multiplier caps at 3; in co-op it goes up to 5.

Drop: blue panel; roll dice to lose [roll] x [your norma level] stars. (Norma level multiplier is not capped like for Bonus.)

Draw: green panel; draw a card.

Encounter: red panel; face a random enemy unit in a dice battle. When someone reaches norma level 4 for the first time, this is replaced with a Boss panel. (If a boss was already present before this happened, a second boss will be queued and will appear the chapter after the first one was defeated.)

Boss: dark red panel; face this map's boss in a dice battle. When the boss is defeated, it reverts to an Encounter panel. A special Boss panel appears in some co-op maps to mark where the boss spawns, and is a permanent Boss panel.

Warp: purple panel; teleport to any Warp or Warp & Move panel (with some exceptions).

Roll and Move: turquoise panel; roll and move again.

Warp and Move: purple panel; it's a combination of Warp then Roll and Move.

Heal: pink panel; recover 1 HP, up to max HP.

Damage: red/orange panel with missile icon; take 1 damage.

ice panel or frozen panel: white panel with icy gleam, or frosted-over panel that's normally something else; slide over this panel without using a move count. This panel's effects are ignored. You can stop to battle someone on this type of panel, but after you fight them you'll continue sliding.

blank panel: grey panel; no effect.

any panel with "2x": For Bonus/Drop/Move, roll two dice. For Draw, draw two cards. For Encounter, get two wins if you defeat the enemy. For Heal/Damage, recover or lose 2 HP.

Every time you level up, choose between stars or wins norma for your next norma. Choose wisely, since you can't change or skip it.

to get to level 2: 10 stars (for most characters) (co-op: 15 stars and/or 2 wins)

to get to level 3: 30 stars or 2 wins (co-op: 45 stars and/or 4 wins)

to get to level 4: 70 stars or 5 wins (co-op: 105 stars and/or 10 wins)

to get to level 5: 120 stars or 9 wins (co-op: 180 stars and/or 18 wins)

to win the match: 200 stars or 14 wins

You gain stars from...

automatically every round, a gradually increasing amount as the game progresses

landing on bonus panels

some card effects

when you win battles: you gain half the stars (rounded down) of the player you defeat in battle. Enemies/bosses will instead give you their small base amount of stars plus all the stars they got from defeating players in battle.

You lose stars from...

spending them to play cards (cost is on the right side of the card; green = 1 star, yellow = 10 stars, grey = variable)

landing on drop panels

some card effects

when you are KO'd in battle

Wins (a.k.a. win points, victory points) are gained by striking the final blow that KOs opponents in battle. You cannot lose wins, but they are harder to obtain. You get:

1 win for defeating a regular enemy,

2 wins for defeating a rival player unit,

3 wins for defeating a boss.

When you land on a Encounter or Boss panel, you challenge an enemy to a battle, and you get the first attack.

Regular enemies start at 3 HP and reset when they are defeated. There are three different regular enemies; which enemy you battle is randomly chosen. (Co-op mode may change this.)

In Normal (PVP) mode, bosses are map-specific, start at full HP, do not heal or respawn, and are tougher than normal enemies.

The match's winner is the first one to get the final norma; the other placements are based on how many stars/wins each player has. (Co-op only has win or lose.)

After each match, you gain stars as a currency usable outside of the match, regardless of whether you win or lose. You can get more stars for doing certain things (e.g. going the whole match without KO, beating the boss, playing lots of trap cards, ...). Playing in multiplayer can also get you other in-game currency that lets you buy other types of cosmetic features.

What Happens In A Chapter (i.e. A Turn)

1. Field events take place, if any.

2. Some stars are given out to everyone. This amount increases every few turns.

3. Player 1's turn.

3a. If the player is not KO'd, go to step 3b. If the player is KO'd, then the player rolls to revive. If successful, skip to step 3e. If not successful, skip to step 4.

3b. The player may play one card, if they have a card that can be played.

3c. The player rolls a d6 to move. The player's unit moves according to the die roll. Player may choose which way to go when the path forks. The player may also choose to stop on their own Home panel if the move roll would take them past it. The player may also choose to stop and challenge (to battle) an opponent along the way. (The player may battle more than one opponent if multiple opponents are on the same panel.)

3d. If there is a trap card on the panel the player stopped on, the trap card is activated.

3e. The panel the player stopped on does its thing (see above for panel descriptions).

3f. If the player has more than 3 cards and is not KO'd, cards must be discarded until the player has only 3 cards.4. Player 2's turn.

5. Player 3's turn.

6. Player 4's turn.

7. (Co-op only) The boss and its minions (if any) take their turns.

In Normal mode (PVP), fIeld events are special events that happen once every few turns. Each map has some defaults, but these can be customized in multiplayer.

You can see player status, norma choice (in orange), and cards in hand (mouse over them to see them in detail if they're revealed to you), next to each character portrait. If you mouse over the portrait, you can see their status. stock effects, unit card, and hyper card. For some characters with multiple forms or hyper cards, you can right-click to see the alternates.

Mouse over the INFO tab below player 2 to see game chapter, current start-of-turn bonus amount, field events (active ones in green), and stock effects on the field.

How Battles Work

100% Orange Juice uses dice battles. Generally, the attacker rolls a standard six-sided die (d6), and then the defender chooses Defend or Evade and then rolls a d6 for their choice. Both sides add their attack, defense, and evade modifiers (bonuses/penalties) -- as shown on the unit's present statline (shown below a character in battle) -- to determine the outcome.

All rolls, after modifiers, have a minimum result of 1, but have no maximum value. Modifiers have a maximum of +9.

How a battle works:

1. Attacker makes attack roll: roll d6 to attack, then add the attack modifier.

2. Opponent chooses to defend or evade:

Defense roll is d6 + defense modifier. Total damage is [attack roll] - [defense roll]; defender always takes minimum 1 damage.

Evade roll is d6 + evasion modifier. Total damage is either [attack roll] or zero damage: [attack roll] if [evade roll] is less or equal to it; zero if evade roll is greater.

Example: if the attack is: roll 3, modifier +1 = 4...

defense: roll 1, modifier -1 = 1 (minimum roll of 1). damage = 4 - 1 = 3.

defense: roll 3, modifier -1 = 2. damage = 4 - 2 = 2.

defense: roll 5, modifier -1 = 4. damage = 4 - 4 = 1 because minimum 1 damage.

evade: roll 1, modifier +2 = 3. because 4 > 3, take 4 damage.

evade: roll 3, modifier +2 = 5. because 4 < 5, take 0 damage.

Battle lasts for one attack and one counterattack (if opponent is still up).

If a unit loses all HP in battle, it gets KO'd and loses half (in Normal (PVP) mode; one-eighth in Co-op mode) of its stars to the unit that defeated it. (Note that KO doesn't always lead to star loss.)

While you are KO'd, you can't move, and every turn you roll d6 (no modifiers) to revive. Revive by rolling at or above a certain number, a "Revive Roll", which starts at the character's Recovery Value (REC) as shown on their card (usually 5), and goes down by 1 every turn you don't revive. If your REC is higher than 6, then the game still decrements Revive Roll target by 1 every turn you're KO'd, but lets you revive anyway if you roll a 6 (even if the Revive Roll target is higher).

While KO'd, you cannot be targeted by some card effects, and cannot be challenged to a battle (opponents can't use you to stop on your panel).

How Cards Work

Before a match, all players pick ten cards from their binder. All players' cards go into a combined deck, along with 8 blank hyper cards. Because of this setup, part of the game strategy is to pick cards that benefit you more than others, on average, even when opponents get to use them. Blank hyper cards become the specific hyper card unique to the character who draws them (but specific hyper cards retain their identity if they are ever shuffled back into the deck before being played).

Players draw cards from:

landing on a draw panel (green)

certain card effects

certain field events

There are 7 card types:

Battle cards alter what happens in battle, such as giving you +1 atk and -1 def.

Boost cards generally do something mildly useful to you, such as rolling two dice to move.

Event cards generally do something that affects everyone, such as teleporting everyone to random panels.

Trap cards are laid face down onto a panel, and the next person to stop on that panel takes the effect of that trap card. Only one trap card can be laid on a panel at a time. All trap cards cost 0 stars to play.

Gift cards generally have a continuous effect on the player who holds them. The player character also has an altered animation (usually a thing flying around them), and other players can see the effect name by mousing over the affected player's portrait. Playing Gift cards generally cause them to be discarded, but some may get sent to other players or have other effects.

Hyper cards are the signature moves of the characters. Each hyper card can usually only be drawn by a certain character, but can be held and used by anyone. They're typically powerful cards that have an effect that fits the character. All Hyper cards also have one of the five card types above, so "Hyper" is an additional subtype.

Unit: these cards are your characters' portrait/stats cards. They are not placed into the deck and have no gameplay function other than to indicate/illustrate your character. You can see them by mousing over corner portraits. Unlocking characters will add Unit cards to your Binder. (Note that "Unit (Enemy)" cards are solely collectibles and have no gameplay function besides completing the binder and getting a certain achievement. They are a relic of pre-Steam 100% Orange Juice.)

You can play one Boost/Event/Trap/Gift card at the beginning of each turn you take, plus one Battle card at the beginning of each battle you fight.

Most cards cost stars to play. The cost of a card can be read on the right side of a card: green star means 1 star, yellow star means 10 stars, and grey stars means the cost varies (consult the rulestext). For example, Yuki's Hyper, an Event card called "Gamble!", has one yellow star and three green stars, which means it costs 13 stars to play.

All cards also have a level requirement. Your level must be at least the number of stars shown on the left side. (Your level is the number of colored stars next to your portrait.) For example, Yuki's Hyper shows three stars on the left side, meaning that you must be at least level 3 to use it. (Level 1 cards can be used from the beginning of a match.)

You must discard cards down to 3 if you have more than 3 cards at the end of your turn (unless you are KO'd).

How To Get More Cards

You can use stars to buy cards for use during a match. There are six sets of cards:

Basic Pack (20 different cards)

Expansion Pack (22 different cards)

Mixed Booster Pack (DLC) (11 different cards)

Acceleration Pack (DLC) (12 different cards)

Community Pack (6 different cards)

Community Pack 2 (6 different cards)

Pudding Pack (DLC) (12 different cards)DLC packs must be bought (with real money) for you to use them for your own decks, but if you draw a card from them in a match, you can play it.

Buying cards in-game involves going to the appropriate Shopping submenu and spending stars to draw one card at a time from a set. Card rarities affect the probability of getting the various cards, but once you get 9 of a card, you can no longer get any more of that card, making other cards in the set more likely.

How To Get More Characters

There are 57 playable characters in all.

12 characters that were present in the original 100% Orange Juice, including the 4 starters. You can get them by playing single-player or multiplayer.

6 characters that also come with the game but must be unlocked by playing multiplayer. These are playable versions of enemy units.

1 character (recently added) that comes with the game but has an event-based unlock from the current event. It may end up just requiring single-player.

33 DLC characters, mostly in 2-character packs

5 bonus characters, unlocked by owning other games from the same developer on Steam.

The characters have been designed with PVP balance in mind, so that the original characters are generally as viable as (or even more viable than) the multiplayer-unlocked, DLC, and promo characters. So, if you're new, I personally suggest sticking to the core cast of 12 first, and buying DLC only later to provide more gameplay variety, because many DLC/bonus characters are mechanically more complex and can be harder to play.

Characters that come with the gameThe original release version of this game, before it came to Steam, had 12 playable characters:

Marc, Peat, and Fernet, from Flying Red Barrel

Suguri and Hime from Suguri, and Sora from Sora

QP, Yuki, and Aru from QP Shooting

Kai, Poppo, and Tomomo, who are fully-original to this game.

All of them can be unlocked through single-player: The first 11 can be unlocked by winning the core game's character campaigns (usually 10 from any single campaign). Tomomo is unlocked by winning the last original Extra Scenario.

These characters can also be unlocked by paying oranges (a currency earned from playing multiplayer) to buy "teleporter crates". Furthermore, it seems that buying the Suguri & Hime Winter Costumes DLC unlocks Suguri and Hime, and the three Voice Packs also unlock their respective characters.

Recently, Mio was added to this core cast; unlocking her appears to involve playing (winning?) a Co-op match against RoPoChi and then an extra campaign scenario.

Playable versions of the regular enemies --

Seagull, Robo Ball, and Chicken...and bosses

Store Manger, Shifu Robot, and Flying Castle...complete with unique Hypers and stats tweaked for multiplayer balance -- are unlocked by playing multiplayer, then purchasing the units when you've reached the needed multiplayer XP level (you get XP by playing multiplayer, regardless of win or loss, and you get more XP when playing with high-level opponents).

DLC characters Syura and Nanako from the Syura and Nanako Character Pack

Saki and Kyousuke from the Saki and Kyousuke Character Pack

Krila and Kae from the Krila and Kae Character Pack

Alte and Kyoko from the Alte and Kyoko Character Pack

Sham and Sherry from the Sham and Sherry Character Pack

Star Breaker and Sweet Breaker from the Breaker Pack*

Nath and Tomato+Mimyuu from the Nath & Tomato+Mimyuu Character Pack (Tomato and Mimyuu are a tag-team pair and thus count as one character)

Kiriko and NoName from the Kiriko & NoName Character Pack

Miusaki and Ceoreparque from the Witch Pack*

Yuki (Dangerous) and Tomomo (Casual) + Tomomo (Sweet Eater) from the Yuki & Tomomo Renewal Pack

Tsih and Tequila from the Tsih & Tequila Character Pack

Mei and Natsumi from the Mei & Natsumi Character Pack

Nico and Arthur from the Toy Store Pack*

Iru and Mira from the Iru & Mira Character Pack

Cuties from the Sora & Sham (Cuties) Character Pack

Yuuki and Islay from the Yuuki & Islay Character Pack

Suguri (46 Billion Years) and Sumika from the Old Guardian Pack** = these packs also contain their own single-player campaign stories and unlockable fields.

Bonus (promotional) characters QP (Dangerous) is unlocked by owning QP Shooting - Dangerous!! on Steam

Marie Poppo (Mixed) is unlocked by owning 200% Mixed Juice on Steam

Sora (Military) is unlocked by owning Sora on Steam.

Aru (Scramble) is unlocked by owning Xmas Shooting - Scramble!! on Steam.

Suguri (Ver.2) is unlocked by owning Acceleration of SUGURI 2 on Steam.

Notes:

You can substitute in for any character you haven't unlocked, including DLC/bonus characters that you haven't purchased. However, you won't be able to start a match as that character, with your own choice of deck and cosmetics.

If you've left a match for any reason, and try to rejoin, the game will try to put you in the same player slot you had before. But if it can't, then you'll be put in a random other slot.

Some enemy and boss unit cards that can be purchased in-game do not have a multiplayer level requirement, but these are not the playable units. They exist as trophies for your collection, can be viewed in your binder after you buy them (in-game), and have been part of the game since before it came to Steam. They all say "Unit (Enemy)" on the cards, as opposed to "Unit (Player)".

Maps unlocked by the campaign levels in DLC packs that contain campaigns can also be unlocked without their DLCs, by buying them in-game using stars.

Other Things

Multiplayer basics:

Playing multiplayer grants multiplayer XP. There are XP requirements to unlocking the extra characters (playable enemy and boss units).

There are cosmetic features in the form of clothing and hair colors for all the characters. They are generally gained by playing multiplayer. Some are gained specifically by earning "oranges" from playing multiplayer, and then using oranges to buy "crates" in the in-game store. Doing the daily challenges gets you lots of oranges. Some cosmetics are gained during special events, which may also have special event currency for other cosmetics. A few cosmetics are only available via DLC packs -- currently there is one entirely cosmetic DLC, and two DLCs that contain campaigns that offer cosmetic features when completed in certain ways.

If you are playing in a public lobby (i.e. no password), there is a 60-second limit to every turn. 20 seconds if you need to roll to revive. If you don't act within that time, the CPU will act for you. If you don't act three chapters in a row, you will be removed from the lobby, and the CPU takes control of your character. You can rejoin later, and the game will try to put you back in the same slot. (No time limit for private lobbies.)

Difficulty levels for singleplayer campaigns (i.e. story mode against predetermined AI opponents):

Casual = Opponents' rolls are rigged to be worse than fair. Unlocks everything (e.g. maps, unlockable characters) except achievements.

Normal = All rolls are fair. (Some early scenarios may be more difficult than on Original.)

Original = The way 100% Orange Juice was designed in its original release. (All other difficulty levels were added after it came to Steam.) Some opponents have worse or better rolls, in order to produce a sense of difficulty progression from easy to hard, over the course of each campaign.

Extreme = Opponents' rolls are rigged to be better than fair.Note: Your rolls are not rigged.

Miscellaneous info:

Almost everything in this guide can be changed by card effects. Learn how the cards change the mechanics. Different cards can advantage/disadvantage different characters in different situations, so pick which cards to bring and which cards to use accordingly.

All in-game currencies (stars, oranges, etc.) are entirely in-game and cannot be bought with real-world money.

Game is secured with Valve Anti-Cheat (VAC). Don't cheat! (There's really no reason to, anyway. Even when you're dead last, you still get rewards for playing -- stars, and if multiplayer, XP and oranges.)

Tips And Tricks

To succeed at single-player, learn the maps, and know what their default field events are, so you can choose your cards accordingly. Also get used to what cards the computer opponents bring in. When playing campaign misssions, your opponents, map, and field events always stay the same.

One of the single-player characters is particularly useful for tackling Extreme difficulty. (You can get some cosmetics for completing these.)

In single-player, you can GREATLY speed up the game by holding down left Ctrl, left Shift, or both keys (to go even faster). But while you learn the mechanics, I suggest leaving the game on speed 2 by default so you can figure out what's going on and then only speed it up once you understand what's happening and what each card does.

Don't take this game too seriously. It has a lot of randomness.

But don't neglect your own choices either. Your character, your cards, your pathing, your choosing whether to stop at home or stop to challenge someone, and your picking which cards to use (and most importantly when), are all things you can control. Randomness doesn't mean you can't try to make certain results more likely. Influencing probability is the core strategy of this game.

The Player Info section lets you change your multiplayer avatar, view cutscenes and artwork, and listen to the soundtrack.

Press enter in a multiplayer game to use the chat.

Poppo tend to be especially active around August.

Good luck, and enjoy!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=332905336					

More 100% Orange Juice guilds