tag stringlengths 9 70 | text stringlengths 7 2.07M | title stringlengths 1 263 |
|---|---|---|
fandom.100orangejuice | # Big Poppo/Poses
| Big Poppo/Poses |
fandom.100orangejuice | # Big Poppo/Trivia
| Big Poppo/Trivia |
fandom.100orangejuice | # Big Poppo (Co-op)
| Big Poppo (Co-op) |
fandom.100orangejuice | # Big Poppo (Knights and Faeries)
| Big Poppo (Knights and Faeries) |
fandom.100orangejuice | # Big Rocket Cannon
| Big Rocket Cannon |
fandom.100orangejuice | # Big the Haruo
| Big the Haruo |
fandom.100orangejuice | # Big the Haruo/Boards
<br>Extreme Difficulty<br>
<br>
<br><br>Hyper Difficulty<br>
| Big the Haruo/Boards |
fandom.100orangejuice | # Big the Haruo/Cards
Big the Haruo's Playable Cards.
Level 0 Cards
Level 1 Cards
Level 2 Cards
Level 3 Cards
Hypers
Supplemental Cards
| Big the Haruo/Cards |
fandom.100orangejuice | # Big the Haruo/Info
Big the Haruo is a special super-powered boss only found in Co-op Mode. It was originally introduced during the Minions of the Master event in 2019, which also introduced the mode as a permanent game mode.
Overview.
Big the Haruo is the first boss of the Co-op mode. It has 50HP, and a stat line of -1 ATK, +1 DEF, and +1 EVD. A relatively tame boss, Haruo is centered around chicken "minions" (referred to as "enemies" on its cards) which it can spawn to the board to increase its own power against the player. Almost all of the cards at the bird's disposal are centered around either making its minions stronger or enabling it to deal a large amount of damage to the players during combat. Every 5 chapters, it uses its hyper, , to spawn a minion (or 2 minions in hyper difficulty), up to a maximum of 4. While each minion will lower Big the Haruo's stats, it will add an additional dice to its combat rolls, putting the players at a steep disadvantage. For example, 2 minions will result in Big the Haruo having a deadly 3 dice at its disposal during combat. The minions can also have their stats boosted through the use of cards such as and among others, which will enable the chicken minions to better cope with the stats of the players.
Additionally, Big the Haruo has cards that focus primarily on itself to deal directly with the player. Haruo can periodically heal itself using cards like . It can also deal damage through the use of event cards such as and to punish players nearby. Peck can be particularly effective against players who finished attacking Big the Haruo the previous turn.
Strategy.
The players best bet for defeating Big the Haruo is to make sure the great hen always has very few or no chicken minions. Without minions, Big the Haruo's chicken support cards are useless, its stats are unimpressive, and it will have to rely on direct damage cards to deal any substantial damage to the player. As long as the players brings a strong attack unit to crack its HP and KO its minions, they will slowly be able to chip away at its health and easily defeat Haruo.
| Big the Haruo/Info |
fandom.100orangejuice | # Big the Haruo/Minions
| Big the Haruo/Minions |
fandom.100orangejuice | # Big the Haruo/Poses
| Big the Haruo/Poses |
fandom.100orangejuice | # Big the Haruo/Trivia
| Big the Haruo/Trivia |
fandom.100orangejuice | # Big the Haruo (Hyper difficulty)
| Big the Haruo (Hyper difficulty) |
fandom.100orangejuice | # Big the Haruo Dice
__NOEDITSECTION__
Big the Haruo Dice is a dice cosmetic that was first introduced during the Minions of the Master event with the permanent addition of Co-op mode in 2019. The dice is non-seasonal, meaning it can be unlocked at any time of the year.
| Big the Haruo Dice |
fandom.100orangejuice | # Big the Jonathan
| Big the Jonathan |
fandom.100orangejuice | # Big the Jonathan/Boards
<br>Extreme Difficulty<br>
<br><br>Hyper Difficulty<br>
| Big the Jonathan/Boards |
fandom.100orangejuice | # Big the Jonathan/Cards
Big the Jonathan's Playable Cards.
Level 0 Cards
Level 1 Cards
Level 2 Cards
Level 3 Cards
Hypers
| Big the Jonathan/Cards |
fandom.100orangejuice | # Big the Jonathan/Info
Big the Jonathan is a special super-powered boss only found in Co-op Mode. It was originally introduced during the Beach Party event in 2018, before Co-op as a mode was formally introduced with the Minions of the Master event. It was later added as a permanent Co-op boss in the Beach Party rerun event.
Overview.
Big the Jonathan is infamous for dealing excessive amount of damage since most of its cards either deal damage to the players or challenge them to battle. It also gains additional ATK whenever a player suffers KO, making battles against Big the Jonathan harder to survive if multiple players are KO'd in the same chapter. Big the Jonathan also passively gains more ATK as the game goes on, while the decreased defense makes it more likely to take more damage, it can still take some hits and retaliate with a poweful attack thanks to its high HP.
Strategy.
Due to the the sheer number of damage Big the Jonathan can inflict per chapter (a single can cause up to 12 damage in total), players must do everything they can to survive its attack. is extremely helpful with its non-battle damage reduction (additionally, it fully resists ) if the players can maintain a steady star income. also effectively prevents Big the Jonathan from challenging players to battle, which can potentially prevent a team wipe if Big the Jonathan has high ATK. Healing cards like are also needed for surviving its out-of-battle damage. Defensive battle cards such as , , and should also be packed into the deck if possible.
Because Big the Jonathan gains additonal ATK whenever a player suffers KO, suicidal attacks or other risky actions are heavily discouraged, especially when Big the Jonathan is about to use or as their effects can quickly snowball.
Characters with hypers that can be used to prevent battles or reduce damage taken are all viable choices when facing Big the Jonathan. For example, grants full immunity to Big the Jonathan's out-of-battle damage, cancels battles at the cost of 1 HP, prevents the player from taking any damage, etc. Alternatively, characters with high max HP can be chosen for tanking damage, indirectly preventing Big the Jonathan from reaching high ATK too early.
Despite Big the Jonathan gains more ATK as the game continues, its defense will eventually drop considerably, to a point where at least half of its defense rolls will be 1. In addition to that, Big the Jonathan itself has no reliable ways to recover HP. As such, players should not worry too much about dealing enough damage to it and instead focus on survival.
For the Fighting the Windmills achievement, since you need to deal little damage while surviving extreme amounts of per-turn damage from Big the Jonathan, the Guardian and Supporter roles as well as defensive and healing cards are strongly recommended. A team of 4 Kyokos using the Guardian role can reduce his damage extremely well.
| Big the Jonathan/Info |
fandom.100orangejuice | # Big the Jonathan/Minions
| Big the Jonathan/Minions |
fandom.100orangejuice | # Big the Jonathan/Poses
| Big the Jonathan/Poses |
fandom.100orangejuice | # Big the Jonathan/Trivia
| Big the Jonathan/Trivia |
fandom.100orangejuice | # Big the Jonathan (Hyper difficulty)
| Big the Jonathan (Hyper difficulty) |
fandom.100orangejuice | # Big the Jonathan Dice
__NOEDITSECTION__
Big the Jonathan Dice is a dice cosmetic that was first introduced during the Beach Party rerun event in 2019, which added Big the Jonathan to Co-op mode. The dice is non-seasonal, meaning it can be unlocked at any time of the year.
| Big the Jonathan Dice |
fandom.100orangejuice | # Binding Chains
| Binding Chains |
fandom.100orangejuice | # Binding Chains (Co-op)
| Binding Chains (Co-op) |
fandom.100orangejuice | # Birds
| Birds |
fandom.100orangejuice | # Bit by Bit
Bit by Bit is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 1.
| Bit by Bit |
fandom.100orangejuice | # Black
The Black color is a Unit Color cosmetic that was first introduced in Version 1.6, alongside the , , and . The color is non-seasonal, meaning it can be unlocked at any time of the year.
Update History.
Update history for this color does not include each time Black was added for new characters, as they are added the moment a new character is released.
| Black |
fandom.100orangejuice | # Blazing
Blazing could refer to:
| Blazing |
fandom.100orangejuice | # Blazing!
| Blazing! |
fandom.100orangejuice | # Blazing! (Co-op)
| Blazing! (Co-op) |
fandom.100orangejuice | # Blogger of the Year
| Blogger of the Year |
fandom.100orangejuice | # Bloodlust
Bloodlust is a gift card that drains the holder's HP by 1 at the start of their turn. In addition, all damage that the user deals will heal them equal to the amount dealt. This includes damage from attacking, card effects like , and the passive abilities of . The holder is unable to complete normas while holding this card. Bloodlust is discarded when used or when the holder is KO'd.
Strategic Info.
Bloodlust is a gift for offensive characters that want to be in combat as much as possible. By healing back the damage taken in combat, Bloodlust allows the holder to survive more fights, especially if they rely on blocking for damage mitigation. Balanced fighters like and more fragile ones like are able to keep their health at a much safer level with this card, provided that they can find opponents to fight. is an excellent user of this card due to his high HP pool paired with his monstrous ATK stat. It should be noted, however, that Bloodlust will not trigger from his self-damaging passive when he discards a card. If the player finds themself isolated, it can be better to give up the effect by discarding Bloodlust due to the passive HP drain it inflicts on the holder. Doing so has no penalty other than losing the healing. Sometimes, however, it can be better to take the KO, as the user does not lose any stars and won't give wins to their opponents. can play this card in her deck for this reason, even though she cannot benefit from the healing passive.
Characters who have no business fighting like should discard Bloodlust immediately unless they are trying to KO themselves by the passive damage on purpose. Tanks like are harmed by the passive life drain more than others. Their low ATK makes gaining the health back difficult, especially against evasive characters. Bloodlust tends to be less effective on characters with low max HP, like , as they will succumb to the passive damage much faster than other characters if they are not fighting constantly. Highly evasive characters like will not benefit from this card as much as more balanced attackers, as they tend to avoid most damage that wouldn't KO them outright. is a particularly risky user of Bloodlust. Although the healing can allow her to become effectively immortal thanks to her passive and , she will quickly become vulnerable if not dealing damage constantly.
| Bloodlust |
fandom.100orangejuice | # Blue
The Blue color is a Unit Color cosmetic that was first introduced in Version 1.5, with the introduction of Unit Colors. The color is non-seasonal, meaning it can be unlocked at any time of the year.
Update History.
Update history for this color does not include each time Blue was added for new characters, as they are added the moment a new character is released.
| Blue |
fandom.100orangejuice | # Blue Crow the Second
| Blue Crow the Second |
fandom.100orangejuice | # Blue Dice
__NOEDITSECTION__
Blue Dice is a dice cosmetic that was first introduced in Version 1.17, with the addition of crates. The dice is non-seasonal, meaning it can be unlocked at any time of the year.
| Blue Dice |
fandom.100orangejuice | # Blue Mushroom
<choose uncached></choose>
| Blue Mushroom |
fandom.100orangejuice | # Blue Mushroom Dice
__NOEDITSECTION__
Blue Mushroom Dice is a dice cosmetic that was first introduced during the Shroom Zoom event. The dice is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Blue Mushroom Dice |
fandom.100orangejuice | # Board
| Board |
fandom.100orangejuice | # Board Panels
Panels are colored tiles that the player will navigate their characters onto during a match. Every board in "100% Orange Juice!" is composed of numerous interlocking panels that add an extra layer of difficulty and strategy to the game.
Each panel has its own unique effect, and some have different effects depending on the game mode. A panel's effect will take place when a player lands on it, if they are not KO'd, after any combat and/or trap cards take place. The types of panels available to land on differ depending on the board, but panels can also be transformed through card effects, field events, and mixers.
List of Panels.
Every board in the game features 4 home panels and a varying amount of bonus, drop, draw, and encounter panels. All other panels are only seen on some boards, or are exclusive to a certain game mode or field event.
Double Panels.
Double panels function identically to their standard counterparts, but have twice the effect. For example, where a player would usually roll 1 dice, they will roll 2 instead. Some boards may include a small number of double panels in their layout, but double panels are primarily seen during the field event/mixer.
Special Panel Mechanics.
Consecutive Moves & Warps
There is a limit to how many times a player is allowed to activate Move, Warp Move, Move (x2), and Warp Move (x2) panels in a single chapter. This is usually seen when a player uses a card effect or field event to roll multiple dice during their move roll. If the player ends up in such a situation where they are consecutively landing on these types of panels multiple times in one turn, they are limited to a maximum of 5 extra move rolls. Upon reaching this limit, the player will no longer be able to activate any more of these panels for the rest of their turn, simply stopping on the panel without activating it.
Consecutive Ice Panels
There is a limit to how many ice panels a player can travel across in sequence. Ice panels normally do not deduct from the player's move roll; however, after crossing 10 ice panels in a row, the next panel will automatically deduct from the move roll regardless of the panel's type. This means that, given a long enough sequence of ice panels, the maximum distance that a player can travel is 11 times the player's remaining move roll.
Dead Ends
A number of boards contain dead ends, which are locations on the board where the player cannot continue moving forward and is forced to land on either a Warp or Warp Move panel in order to warp back to the main part of the board. However, the player may sometimes end up stuck in a dead end. This usually occurs in one of 3 ways:
In any of these cases, the player will retrigger the panel effect on their next turn. If the panel is not a Warp or Warp Move panel at the time the player rolls, the player will not move anywhere, and will continue to be unable to do so until the panel turns back into a Warp or Warp Move panel.
| Board Panels |
fandom.100orangejuice | # Board Unlocks
Boards, also known as fields or maps, are the arenas in which games take place in There are currently 36 standard boards in the game.
Having a board unlocked will allow you to select that board for play when playing custom singleplayer, or as the host of an online lobby. All players start with seven boards unlocked automatically, while the rest can be obtained through completing campaign episodes, buying them in the Fields section of the Shop, or as seasonal event rewards.
Co-op Mode (in Normal, Extreme, and Hyper difficulties) uses a separate set of boards from other game modes, using slightly modified "CO" versions of standard boards which are unlocked separately from the standard version of the boards. In Normal difficulty, players may select from any co-op boards they own, while in Extreme and Hyper difficulties, the co-op boards that are available to select are restricted depending on the Boss. Casual difficulty of Co-op Mode uses the standard boards rather than the co-op boards. There are currently 35 Co-op boards in the game.
In the Shop.
The majority of boards are available in the Shop, where certain conditions must be met before becoming available for purchase, depending on the board.
However, most boards can ALSO otherwise be unlocked automatically outside of the Shop upon performing certain unlock conditions. Boards that have multiple possible unlock conditions will be unlocked when any of those conditions are met.
Not in the Shop.
There are a few boards which cannot be purchased, as they either come with the game or have an alternate unlock method. Some of these unlock methods are event-exclusive, with no method of obtaining them outside of the event.
| Board Unlocks |
fandom.100orangejuice | # Board panels
| Board panels |
fandom.100orangejuice | # Boards
| Boards |
fandom.100orangejuice | # Boards List
Boards.
Boards, also known as Fields or Maps, are stages that players participate in depending on either the selected Campaign match or the host's choosing in Multiplayer. Most boards can be unlocked through Campaign or the Shop, although some require completion of a seasonal event. Each board has a unique layout, background animation, route, and default set of field events. Each board also has a boss unit that appears by default (except in Co-op and Bounty Hunt modes).
<tabber>
</tabber>
| Boards List |
fandom.100orangejuice | # Bomb-sniffing Pomeranius
| Bomb-sniffing Pomeranius |
fandom.100orangejuice | # Bomber
Bomber could refer to:
| Bomber |
fandom.100orangejuice | # Bonus Characters
| Bonus Characters |
fandom.100orangejuice | # Booster Pack
Booster Pack is a Steam achievement in "100% Orange Juice". It is one of the five achievements for binder completion and one of the seven binder related achievements.
Other Binder Achievements.
Booster Pack ● Collector ● Card Shark ● Card Sage ● People Watching<br> ● Not Playing with a Full Deck of Cards ● Nice Present
| Booster Pack |
fandom.100orangejuice | # Born Under a Lucky Star
Born Under a Lucky Star is a Steam achievement in It is one of 7 achievements included within DLC 26.
| Born Under a Lucky Star |
fandom.100orangejuice | # Boss
| Boss |
fandom.100orangejuice | # Bound by Destiny
Bound by Destiny is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 24.
| Bound by Destiny |
fandom.100orangejuice | # Bounties
| Bounties |
fandom.100orangejuice | # Bounty Hungers
Overview.
"After recovering from the side effects of the legendary mushroom, Ellie is looking for a way to resume her quest, when something unexpected happens..."
The goal of the event is to collect as many delicacies as possible by visiting the various shops in the new-and-improved permanent Bounty Hunt game mode. In the Bounty Hunt game mode, you must collect Quests and Bounties from home panels and complete them in order to achieve the unique Fame norma. The permanent addition of the mode adds new monsters, shops, items, minions, mechanics, and more!! In addition, the Beginner Town (Winter) board was added and made available for all players to use for the duration of the event.
Rule Changes.
<tabber>
The Bounty Hungers event brings back the special Bounty Hunt game mode originally introduced in Bounty Hunters. In this mode, each player will compete against each other, much like in Normal Mode. However, the norma rules for this event are unique, with only one type of norma named Fame norma. Fame is earned by completing quests, completing bounties, KO'ing the Boss, and KO'ing players with higher Fame than you. A number of changes to game mechanics have also been made.<br>
Unique Fame norma requirements are used.
A number of new mechanics have been introduced alongside the standard mechanics of Normal Mode.
Quests and Bounties.
Quests and Bounties are the main method of earning Fame in Bounty Hunt mode. Upon landing on a panel, the player will be prompted to select one of four Quests or Bounties. Upon choosing one, it enters the player's hand, taking up a card slot, and will be visible to all players. A quest or bounty must remain in the player's hand for it to remain active. If a quest or bounty leaves the player's hand through any means other than turning it in, it can no longer be completed. Using a quest or bounty at the beginning of a player's turn will discard it. Besides that, they are treated as regular cards, so cards like or can either discard them or make them otherwise leave the hand through any other means.
Quests are peaceful objectives which involve going to a location to retrieve a quest item, and then turning that quest item into a shop. If the player is holding a quest, passing the designated location will automatically reward the quest item. Then, it may be taken to the designated shop in order to receive Fame. Multiple quest items that are not the same can be received and turned in at the same time, and players are also allowed to hold more than one of the same quest item, meaning that two duplicate quests can be completed simultaneously. Quests will always give 2 Fame when completed.
Bounties are fighting objectives that require the player to find the listed monster and defeat it. Monsters may be found in locations after passing them once, and a monster may only be fought if the player is holding a bounty associated with it. When a fight with a monster is initiated, it will be fought in a special type of fight called a Bounty Battle. Bounty Battles are similar to standard battles, but always have a -like effect applied to them, which means the battle will not end after one turn. Each monster has its own passives and stats to contend with. Upon defeating the monster, the bounty will be consumed and Fame will be instantly rewarded. Only one bounty may be completed per fight, so duplicate bounties cannot be completed at the same time. Bounties come in three different difficulties, corresponding to each monster, and the amount of Fame given can range from 2-4 depending on the bounty's difficulty.
Locations.
Locations are special areas that can appear on the board. Locations serve two main purposes: retrieving quest items and fighting monsters in Bounty Battles. There are 10 types of locations: Castle, Cave, Field, Ruins, Swamp, Volcano, Mountain, Desert, Misty Forest, and Crimson Forest.
Each location has an associated quest item. After receiving a quest to obtain a quest item, players may collect the item by landing on or passing the location it is associated with.
In addition, wild units can spawn on locations. A monster will spawn on a location the first time a player lands on or passes by it. Any type of monster may spawn in any location. If -- and only if -- the player is holding a bounty for a monster, they may choose to battle that monster in a Bounty Battle when landing on or passing by a location with that monster on it. If the player loses to the monster while fighting it, the monster's HP stays reduced for the next time someone tries to battle it, until the bounty hunt locations are reset. Locations despawn when a bounty is completed on them.
Shops.
Shops are other special areas that can appear on the board. Players may choose to stop on shops when passing by them. Shops serve three main purposes: purchasing items, selling cards, and turning in quest items. There are 4 types of shops: Armory, Bakery, Tavern, and Alchemist.
When choosing to stop on a shop, Stars may be spent to purchase items. These items include cards as well as consumables which provide immediate stock effects upon purchase.
In addition, if the player has a quest and its corresponding quest item, they may land on the associated shop in order to turn in the quest. This will take away both the quest and quest item, and reward Fame. The shop that is needed for each quest is indicated by the NPC who is giving the quest.
As items are bought from and sold to each shop, that type of shop will advance in level. Each type of shop begins at Level 1 and can be leveled to a maximum of 10. As a shop is leveled up, it accrues various bonuses such as cheaper items, higher sell prices, higher chance of selling rare items, granting stars when completing quests, extra item stock, and extra shop spawns.
Boss.
In Bounty Hunt Mode, the board's usual boss will be replaced with Moss Golem, a new boss exclusive to the game mode. It instantly awards 6 Fame and 3 Wins when defeated.
The Harbinger.
After Chapter 15, there is a chance at the start of each chapter for a special unit named The Harbinger to spawn on a random panel. It will be an extra unit that will walk around on the board, taking its turn after Player 4. The Harbinger will only trigger movement-type panels, and will attempt to fight other units on the board. It will remain on the board until it is KO'd, and gives 2 Wins upon defeat. Only one will spawn per game.
Minions.
Special types of units called minions can be purchased from various shops. There are 3 types of minions: , , and . Purchasing a minion will spawn them as an extra unit that will walk around on the board, taking its turn after Player 4. Each minion will have either the , , , or equipped, depending on the player who spawned it. Minions will only trigger movement-type panels, and will take certain actions each turn depending on the type of minion. They will remain on the board until they are KO'd, and give 2 Wins upon defeat. Upon summoning a minion, a HUD element displaying their icon and HP will appear next to the player's HUD (on all resolutions other than 800x600). A player may not have more than one active minion at once. Minions may also hold a number of stars and/or cards that they will use automatically, depending on the type of minion.
When landing on a panel, the player will be given a selection of four random quest and bounties to pick from. Once a selection has been made, it will be added to the hand, and will take up a card slot. Using them will discard them.
Bounties (Hard).
Monsters are special enemies that appear on location panels after they the first time they are landed on or passed. Monsters can only be fought if the player is holding a bounty for that monster. Monsters are fought in special Bounty Battles which have a -like effect that causes the battle to continue until either ten turns pass, a unit is KO'd, or another effect otherwise ends the battle. Each monster has its own unique passives to contend with. They give 1 Win upon defeat. Additionally, will debuff them for 1 ATK.
When landing on a shop, Stars may be used in order to buy items. Most of these items are consumables which can bestow the player with permanent or temporary stock effects. Items are typically used instantly upon being purchased, with only cards and shoes being stored. Each shop carries its own selection of items. Items are shown to everyone upon purchase, and the stock persists until the shops are shuffled.
All items have a base star cost. These can subsequently have a number of modifiers which will affect the final price of an item. Based on the default stat spread of ±0 ATK, ±0 DEF, ±0 EVD, 5 HP, and 5 REC, characters will gain an adjustment to their Shop prices based on how positive or negative each of their stats is. In addition, prices can be affected by the shop's current level, and/or the overheal penalty, if applicable.
Some items are classified as SSR-rarity items, indicated by their gold-colored glow in the shop. These items only have a base 5% chance of appearing in a shop, although this chance is increased at shop levels 5 and 8.
Shop Level.
Shops can gain experience and level up when players perform various tasks. A shop's current experience and level is applied to that type of shop rather than the individual shop. For example, if a Tavern is advanced to Level 2, all taverns will be at Level 2 for all players. Leveling up shops will cause various bonuses to apply to them.
Actions that will give experience toward a shop include:
Table of experience requirements and level bonuses:
Armory.
The Armory, run by the Blacksmith, sells various battle cards and Hyper cards, as well as various equipment that can boost stats or protect from damage. Guardians may also be hired here.
Bakery.
The Bakery, run by and , sells various sweets that can boost stats or give other boosts. The character manning any given Bakery will be random, and has mostly no effect. However, there are some items which can only be sold by certain shopkeepers.
Tavern.
The Tavern, run by the Innkeeper, sells various drinks that can heal HP, as well as give extra overheal HP. Mercenaries may also be hired here.
Alchemist.
The Alchemist, run by the Alchemist, sells various potions and magic items can give boosts or sabotage enemies. Aurora may also be hired here.
Selling.
Cards can be sold to any shop by pressing the "Sell Cards" button at the bottom of any shop menu. Any type of card, except for quests and bounties, can be sold to receive an instant star gain and contribute experience to the shop being sold to. Selling a card counts as discarding it, so it will either be sent to the discard pile or removed from the game upon selling.
Every card its own variety of sell prices. All cards start with a base sell price of 0, but get a number of additive bonuses, depending on a number of factors.
Character Passive and Card Adjustments
To prevent complete character bias, Bounty Hunt Mode makes adjustments to some character passives and card effects. While these changes do make certain characters and cards more or less viable than they usually would be, the changes are generally to make the characters conform with Bounty Hunt Mode.
Note that "players" refers to only the 4 playable characters, and specifically excludes , , , and .
Character Passives With Changed Effects
Cards With Changed Effects
Price Adjustments
Shop prices are affected by a character's base stats. Based on the default stat spread of ±0 ATK, ±0 DEF, ±0 EVD, 5 HP, and 5 REC, characters will gain an adjustment to their Shop prices based on how positive or negative each of their stats is. ATK gives a 25% modifier, while DEF, EVD, HP, and REC give a 10% modifier. Characters with less than 3 REC are counted as having 5 REC for the purposes of price modifier calculation.
Consequently, the stronger the character's stats, the more expensive power-ups will be, and vice versa.
The goal of the Bounty Hungers event is to collect 25 delicacies. When playing in Bounty Hunt mode, food markers may appear on Shops. Stop at a marked Shop to collect a delicacy. Up to 3 delicacies can be collected per match.
As a precaution, pressing the Control or Shift keys to speed up the game in single-player matches will apply a penalty to the amount of food collected in the match.
The player's progression is monitored by the table on the main menu of the game, which lists the total amount of collected food and progress to the next milestone.
</tabber>
Event Rewards.
<tabber>
The event goal is progressed by collecting delicacies in-game. After finishing a game in Bounty Hunt Mode, any delicacies earned will be added to the player's event total. On the way to the event goal, there are numerous milestones that can be achieved, with rewards being earned upon the completion of each milestone.
One additional reward is not specifically unlocked in this event, but requires event progress to count toward its completion.
After completing the event goal, bonus items can be received at random after finishing a game during the event. This event features the below bonus items (shown as x/4 in the event pop-up).
Bonus items will only drop in Bounty Hunt Mode, and will only drop after the player has already collected 25 food and completed the event goal. Bonus items can be earned in both singleplayer or online games.
</tabber>
Trivia.
Board Unlock Glitches.
Multiple reports have emerged across the Discord and Steam community regarding board unlocks related to this event:
Neither of the above behaviors have been reproduced by Wiki staff, and are not known to have been reproduced by Fruitbat Factory staff. The cause of these behaviors remains unknown.
| Bounty Hungers |
fandom.100orangejuice | # Bounty Hungers/Story
[ Return to Top ]
| Bounty Hungers/Story |
fandom.100orangejuice | # Bounty Hunt
| Bounty Hunt |
fandom.100orangejuice | # Bounty Hunt/Alchemist
The Alchemist is run by the Alchemist.
| Bounty Hunt/Alchemist |
fandom.100orangejuice | # Bounty Hunt/Armory
The Armory is run by , the Blacksmith.
[ Return to Top ]
| Bounty Hunt/Armory |
fandom.100orangejuice | # Bounty Hunt/Bakery
The Bakery is run by and .
[ Return to Top ]
| Bounty Hunt/Bakery |
fandom.100orangejuice | # Bounty Hunt/Tavern
The Tavern is run by , the Innkeeper.
| Bounty Hunt/Tavern |
fandom.100orangejuice | # Bounty Hunt Overview
Bounty Hunt Mode is an alternate game mode in . It originally debuted as an early concept on April 18th, 2020 with the Bounty Hunters event, and was later reintroduced to the game as a permanent mode on February 23rd, 2021 with the Bounty Hungers event.
Bounty Hunt Mode is a game mode where, instead of competing for stars and wins, players will be racing to accumulate Fame through the completion of quest and bounty objectives. This is accomplished through the use of contracts, which can be obtained by visiting any panel. Players will need to hold onto these contracts and visit different locations around the board in order to slay monsters and/or collect items that must be returned to a specific Shop building, which will reward the player with the Fame needed to achieve the norma objectives. In addition, players may spend their stars at Shops in order to purchase cards and items to obtain various buffs. Players must gain 20 Fame to achieve the final norma objective and win the game.
Setup.
To switch to Bounty Hunt Mode, the player must toggle the icon located next to the board menu. This can be done in both custom singleplayer games and online games. The player can also join an online Bounty Hunt lobby, by selecting the "Bounty Hunt" tab at the top of the online lobby list.
Important Changes.
Before examining the particulars of the mode, below is a basic list of rule changes the player should be aware of:
Fame Norma Objectives.
Unique Fame norma requirements are used.
Starting Stars.
Players will each start with a certain number of stars at the beginning of the match, starting at a base value of 40 stars. Based on a baseline stat spread of +0 ATK, +0 DEF, +0 EVD, 5 REC, and 5 HP, characters will gain an adjustment to this amount of starting stars based on how positive or negative each of their stats is. ATK points will add/subtract 10 stars, while DEF, EVD, REC, and HP points will add/subtract 4 stars. Characters with less than 3 REC are counted as having 5 REC for the purposes of the modifier calculation. Consequently, the stronger the character's stats, the less stars they will start with, and vice versa.
For reference, each character's starting star amount can be seen in the table below. This formula is also used to determine each character's Shop price modifier.
<onlyinclude>
</onlyinclude>
The HUD.
For the purpose of this mode, the typical player HUD is very slightly modified. While the display remains relatively the same, Wins are no longer listed on the HUD and are replaced with Fame, which will remain illuminated, as it is the only means of Norma completion.
In addition, The Harbinger will have a HUD located at the top of the screen in the center, similar to co-op bosses. This HUD has the same functionality as a player HUD. The HUD displays The Harbinger's current HP and current stacks of Famous Weakling Slayer. Hovering over the HUD will display The Harbinger's unit card, level, current stars, current wins, and active stock effects. This information is always visible to the players, which can enable them to strategize based upon the available info.
Locations.
Locations are special areas that are spawned randomly across the board in Bounty Hunt Mode. These locations allow players to complete quests and bounties, serving as the primary means to gain Fame.
At the beginning of every match, various locations and Shops spawn on random panels all around the board. Every 6 chapters, a new set of locations and Shops will randomly spawn, replacing the existing ones. Because locations and Shops are first spawned on Chapter 1, the refresh occurs on chapters 7, 13, 19, and so on. They will not spawn on , , or panels.
Locations serve two main purposes: acquiring quest items and fighting monsters in Bounty battles.
There are a total of 10 types of locations. At the start of the game, 6 locations will be chosen out of the 10 to appear in that game, and the other 4 not selected will never spawn on the board, nor can their associated Quest contracts be obtained.
Items Inventory.
Bounty Hunt Mode features an additional "Items" button alongside the "Move" and "Cards" buttons that appear during standby. Clicking it will open the player's inventory, where any owned items are stored. Specifically, this inventory is where any obtained equipment, quest items, and special event items can be viewed. This inventory has no limit to the amount of items it can hold.
The Boss.
While Bounty Hunt Mode does not change the enemies found on panels, the board's usual boss will always be replaced with Moss Golem. In addition to the standard rewards, it also awards 6 Fame when defeated.
The Harbinger.
After Chapter 15, there is a chance at the start of each chapter for a special unit named The Harbinger to spawn on a random panel. It will be an extra unit that will walk around on the board, taking its turn after Player 4. The Harbinger will only trigger movement-type panels, and will attempt to fight other units on the board. It will remain on the board until it is KO'd, and gives 2 Wins upon defeat. Only one will spawn per game.
Character Changes & Card Changes.
Bounty Hunt Mode makes adjustments to some characters' stats and passives, both to adapt characters to the mode's unique mechanics, as well as to prevent certain characters from being overpowered in the mode.
Passive Changes
Some characters have had their passives adjusted in Bounty Hunt Mode.
Passive Interactions
Other characters have mostly unchanged passives, but have unique interactions with the various different systems in Bounty Hunt Mode.
Card Changes
Below is a list of all changed cards. Any card not listed has remained unchanged.
| Bounty Hunt Overview |
fandom.100orangejuice | # Bounty Hunter
Bounty Hunter is a Steam achievement in "100% Orange Juice".
Strategy.
Playing bully characters such as , , or can help players KO easier, as is bringing cards like and . This can be rigged rather easily in campaign episodes with weak characters such as Kai Episode 1. Star Breaker Episode 4 is also a good option as QP, Sora, and Aru will not go to their homes very often on Casual difficulty, allowing for easy trap placing and easy bullying.
| Bounty Hunter |
fandom.100orangejuice | # Bounty Hunters
Overview.
"New quests await in our new Bounty Hunt game mode! Help Ellie and Lulu reach Rank B in the Guild to collect enough funds!"
Rule Changes.
<tabber>
The Bounty Hunters event introduces a new mode called Bounty Hunt mode. Each player will compete against each other, much like in Normal Mode. However, the norma rules for this event have been changed completely, with a new norma type called Fame. In Bounty Hunt mode, Fame norma is always selected by default when leveling up, and Stars and Wins norma cannot be used. Fame is earned by completing quests, completing bounties, KO'ing the Boss, and KO'ing players with higher Fame than you. A number of changes to game mechanics have also been made.<br>
A number of new mechanics have been introduced alongside the standard mechanics of Normal Mode.
Quests and Bounties.
Quests and Bounties are the main method of earning Fame in Bounty Hunt mode. Upon landing on a panel, the player will be prompted to select one of four Quests or Bounties. Upon choosing one, it enters the player's hand, taking up a card slot, and will be visible to all players. A quest or bounty must remain in the player's hand for it to remain active. If a quest or bounty leaves the player's hand through any means other than turning it in, it can no longer be completed. Using a quest or bounty at the beginning of a player's turn will discard it. Besides that, they are treated as regular cards, so cards like or can either discard them or make them otherwise leave the hand through any other means.
Quests are peaceful objectives which involve going to a location to retrieve a quest item, and then turning that quest item into a shop. If the player is holding a quest, passing the designated location will automatically reward the quest item. Then, it may be taken to the designated shop in order to receive Fame. Players cannot hold more than one of the same quest item, meaning that two duplicate quests cannot be completed simultaneously. However, multiple quest items that are not the same can be received and turned in at the same time. Quests will always give 2 Fame when completed.
Bounties are fighting objectives that require the player to find the listed monster and defeat it. Monsters may be found in locations after passing them once, and a monster may only be fought if the player is holding a bounty associated with it. When a fight with a monster is initiated, it will be fought in a special type of fight called a Bounty Battle. Bounty Battles are similar to standard battles, but always have a -like effect applied to them, which means the battle will not end after one turn. Each monster has its own passives and stats to contend with. Upon defeating the monster, the bounty will be consumed and Fame will be instantly rewarded. Only one bounty may be completed per fight, so duplicate bounties cannot be completed at the same time. Monsters can give anywhere from 2-4 Fame, depending on the monster.
Locations.
Locations are special areas that can appear on the board. Locations serve two main purposes: retrieving quest items and fighting monsters in Bounty Battles. There are 5 types of locations: Castle, Cave, Field, Ruins, and Swamp.
Each location has an associated quest item. After receiving a quest to obtain a quest item, players may collect the item by landing on or passing the location it is associated with.
In addition, wild units can spawn on locations. A monster will spawn on a location the first time a player lands on or passes by it. Any type of monster may spawn in any location. If -- and only if -- the player is holding a bounty for a monster, they may choose to battle that monster in a Bounty Battle when landing on or passing by a location with that monster on it. If the player loses to the monster while fighting it, the monster's HP stays reduced for the next time someone tries to battle it, until the bounty hunt locations are reset. Locations despawn when a bounty is completed on them.
Shops.
Shops are other special areas that can appear on the board. Players may choose to stop on shops when passing by them. Shops serve two main purposes: purchasing items and turning in quest items. There are 3 types of shops: Armory, Bakery, and Tavern.
When choosing to stop on a shop, Stars may be spent to purchase items. These items include cards as well as consumables which provide immediate stock effects upon purchase.
In addition, if the player has a quest and its corresponding quest item, they may land on the associated shop in order to turn in the quest. This will take away both the quest and quest item, and reward Fame. The shop that is needed for each quest is indicated by the NPC who is giving the quest.
Boss.
In Bounty Hunt Mode, the board's usual boss will be replaced with Moss Golem, a new boss exclusive to the game mode. It instantly awards 6 Fame when defeated.
Mercenaries.
A special type of unit called a mercenary can be purchased from the Tavern. Doing so will spawn a that will walk around on the board, taking its turn after Player 4. The mercenary will have either the , , , or equipped, depending on the player who spawned it. Mercenaries will only trigger movement-type panels, and it will attack any other unit it passes on the board (other than the player who spawned it). They will remain on the board until they are KO'd. Mercenaries have different stats and passives from the Pirate Crew Members that spawn on panels.
When landing on a panel, the player will be given a selection of four random quest and bounties to pick from. Once a selection has been made, it will be added to the hand, and will take up a card slot. Using them will discard them.
Bounties.
Monsters are special enemies that appear on location panels after they the first time they are landed on or passed. Monsters can only be fought if the player is holding a bounty for that monster. Monsters are fought in special Bounty Battles which have a -like effect that causes the battle to continue until either ten turns pass, a unit is KO'd, or another effect otherwise ends the battle. Each monster has its own unique passives to contend with. They give 1 Win upon defeat. Additionally, will debuff them for 1 ATK.
When landing on a shop, Stars may be used in order to buy items. Most of these items are consumables which can bestow the player with permanent or temporary stock effects. All items are used instantly upon being purchased and cannot be stored. Each store carries its own selection of items. Items are shown to everyone upon purchase, and the stock persists until they are shuffled. Cards, however, are hidden to everyone except the buyer.
Shop prices are affected by a character's base stats. Based on the default stat spread of ±0 ATK, ±0 DEF, ±0 EVD, and 5 HP, characters will gain an adjustment to their Shop prices based on how positive or negative each of their stats is. ATK gives a 25% modifier, while DEF, EVD and HP give a 10% modifier.
Armory.
The Armory, run by the Blacksmith, sells various battle cards and Hyper cards, as well as various equipment that can boost stats or protect from damage.
Bakery.
The Bakery, run by and , sells various sweets that can boost stats or give other boosts.
Tavern.
The Tavern, run by the Innkeeper, sells various drinks that can heal HP, as well as give extra overheal HP. Mercenaries may also be hired here.
The goal of the Bounty Hunters event is to reach Rank B by collecting enough Fame. 150% of any Fame that was earned during a game will be added to the point total at the end of the match. However, there will be a penalty if the player pressed shift or control during a singleplayer game. Rank B is needed to complete the event goal, but the player may continue earning Fame afterwards to get more rewards. The highest rank is Rank A.
The player's progression is monitored by the scroll on the main menu of the game, which lists the total amount of earned Fame and progress to the next rank.
</tabber>
Event Rewards.
<tabber>
This event features a ranking system, where the player must earn Fame from Bounty Hunt games in order to climb through the ranks. When leveling up to a new rank, a reward is received. The rewards for Ranks D, C, and A are counted as bonus items (shown as x/3 in the event pop-up).
Bounty Hunters is the first event to have an additional milestone that can be attained after completing the event.
</tabber>
| Bounty Hunters |
fandom.100orangejuice | # Bounty Hunters/Story
[ Return to Top ]
| Bounty Hunters/Story |
fandom.100orangejuice | # Branch Expansion Strategy
| Branch Expansion Strategy |
fandom.100orangejuice | # Broken Promises
| Broken Promises |
fandom.100orangejuice | # Brown Antlers
Brown Antlers are a set of individual character accessories that were first introduced in Version 1.10.1 alongside the accessory. The accessory is non-seasonal, meaning it can be unlocked at any time of the year.
Update History.
Update history for this accessory does not include each time Brown Antlers were added for new characters, as they are added the moment a new character is released.
| Brown Antlers |
fandom.100orangejuice | # Brown Mushroom
| Brown Mushroom |
fandom.100orangejuice | # Brutal Prank
Brutal Prank is a 3-star level trap card with potentially severe consequences for the player unfortunate enough to land on it. Upon stepping on a panel and triggering the card, the player will receive 1 point of HP for each hyper card in their hand, but will also lose 10 stars for each and then discard them.
Strategic Info.
Brutal Prank is best used against opponents with notably powerful hypers. This includes characters such as and who can both make powerful plays using hyper cards that substantially boost their attack abilities. It can also be effective against characters who are hyper reliant or semi-hyper reliant, which covers a range of characters such as and among many others. Likewise, the card can be worth taking in decks for characters that are not hyper reliant. Tank characters, like and , might want to bring the card, as it will prevent opponents from dealing massive damage and will not be much of a loss if the player lands on the trap and loses their hyper card. Additionally, while the norma requirement for the trap is somewhat unappealing, it is actually ideal for its usage, as toward the late game the player may cause an opponent to drop 2-3 cards from their hand. In short, if the player is lucky, Brutal Prank can destroy the opponent's entire late game strategy by removing the most powerful cards from their hand. As a result, it is relatively common for a player to place this trap card on an opponent's panel.
Brutal Prank is far from perfect, as to be expected. The card's key fault is that it is not particularly helpful against low-level hypers that are used early on in the game. It also is ineffective against characters that use their hypers almost instantaneously such as and . Another weakness that plagues the card is the very fact that it is a trap. If the player doesn't draw the card first, it may be used against them or the wrong target may trigger it. Also like most traps, the card features a benefit to the opponent as well by reviving some of their HP. While this isn't much a benefit considering the consequences, it can still pose a problem for the player, under the right circumstances. The most obvious problem, however, is that the trap is completely useless if the opponent who lands on it does not happen to have a single hyper in their hand. Without a hyper, it will deal no damage or pain to the opponent of any kind.
| Brutal Prank |
fandom.100orangejuice | # Bubble Bath
| Bubble Bath |
fandom.100orangejuice | # Bugs/Troubleshooting FAQ
We are very sorry that you encountered problems. We will try to help you so you can enjoy the game.
This page covers the bugfix guide posted by Fruitbat on Steam and additional findings from the Fruitbat Factory discord that are not in the original guide.
Step 1.
Before attempting any fix, be sure to:
1. Restart Steam. (This is enough to fix most problems)
2. Delete config.dat in game's installation folder.
3. Disable anti-virus.
4. Verify the integrity of your files.
5. Restart your PC.
6. Update your drivers. A video card or audio driver has occasionally caused problems.
Make sure you Steam Cloud is disabled when working with backup files!
Known Fixes.
Save File
A: Make sure to backup all .dat and .pak files in your installation folder (Program Files (x86)\Steam\steamapps\common\100 Orange Juice) before attempting to do anything about your save files. Then delete your user.dat file. After that, locate the file called user_FBF_????_backup.pak, where ???? is a number. Select the one with the largest number, and rename it to user.dat. This will restore your save from the time of the latest update.
A: There's a second set of save backups in "My Documents\Fruitbat Factory\100% Orange Juice" folder. You can copy the user.dat (or other relevant backups) from this folder to your installation folder to restore your saves.
A: Same as question 1.
A: If this should happen, your user.bak file in the installation folder should still be correct. Renaming the user.bak file in the installation folder to user.dat should resolve the issue.
Graphics
A: Delete config.dat in game folder.
A: If you have both a dedicated and integrated graphics card, try switching the game to the other graphics card.
Crashes
A: This one is audio related - if you're using headphones but they're not plugged in, plugging them in may fix it.
A: Your save data is corrupted. But no worries, there's a backup of the last working save in your game's installation folder: backup user.dat and user.bak files, then rename user.bak into user.dat. You may need to disable Steam Cloud while you do this. This should load a working save from your last successful session again.
Audio
A: Go to the System Sounds menu and turn on/turn up the voice volume for the character. If it is already on, try flipping it off and on again. Another possibility is that you do not own the appropriate DLCs to hear the characters.
Brand/Device Specific
A: Go to your Nvidia control panel. Turn on/off the dedicated GPU. If integrated use dedicated and vice versa.
A: Check the Logitech GHub for an issue.
All Unsuccessful.
If none of these fixes resolved your problem, please see Fruitbat Factory Discord, and drop a message in the "#support" channel to get help directly from the developers.
| Bugs/Troubleshooting FAQ |
fandom.100orangejuice | # Build-A-Castle Minigame
| Build-A-Castle Minigame |
fandom.100orangejuice | # Bunnizard
| Bunnizard |
fandom.100orangejuice | # Bunnizard/Info
Bunnizard is one of the twelve non-playable monster units featured in Bounty Hunt Mode. It was originally added to the game alongside Bounty Hunt Mode itself during the Bounty Hunters event. It was reintroduced when the mode became a permanent addition to the game during the Bounty Hungers event.
Bunnizard also appears in the Wanderers campaign.
NPC Overview.
Bounty Hunt Mode.
Bunnizard appears in Bounty Hunt Mode as a monster that can be fought in Bounty Battles. Bunnizard is classified as a hard bounty, granting 4 fame upon KO.
Other.
Bunnizard also appears as an opposing enemy unit on the field in Wanderers Episode 3.
It has the same stats and passive as in Bounty Hunt Mode, as well as a REC of 6, and does not possess a Hyper. Due to the absence of Bounty Battles, Bunnizard's passive will only activate when effects that add extra rounds of combat (such as and ) are used.
| Bunnizard/Info |
fandom.100orangejuice | # Bunnizard/Poses
| Bunnizard/Poses |
fandom.100orangejuice | # Bunnizard/Trivia
| Bunnizard/Trivia |
fandom.100orangejuice | # Bunny Ears
Bunny Ears are a set of individual character accessories that were first introduced in Version 3.11.1. The accessory is non-seasonal, meaning it can be unlocked at any time of the year.
Update History.
Update history for this accessory does not include each time Bunny Ears were added for new characters, as they are added the moment a new character is released.
| Bunny Ears |
fandom.100orangejuice | # Buoy Homemark
Buoy Homemark is a homemark cosmetic that was first introduced during the Pool Party event. The homemark is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Buoy Homemark |
fandom.100orangejuice | # Butterfly
| Butterfly |
fandom.100orangejuice | # Cake Dice
| Cake Dice |
fandom.100orangejuice | # Call of the Chicken
| Call of the Chicken |
fandom.100orangejuice | # Campaign
| Campaign |
fandom.100orangejuice | # Campaigns
Campaign (also known as single player) is an offline game mode in that can be accessed from the main menu. Upon reaching the menu, the player will have two options: play a custom game or play one of the eight campaigns available.
Custom.
Custom is the only non-story mode available. (Often when players refer to "single player" they mean custom mode unless they explicitly say "campaign"). This option enables the player to play games with their chosen field events and board against CPUs. The player can also select the opponents they will be facing, but only from the characters the players owns. If the player chooses to not do this, the computer will pick opponents at random from all characters available (including unowned ones). While essentially the same as online play, the main advantage of this mode is that it enables the player to spend as much time as they want to construct a deck as there is no timer on the deck building screen. The player will also be able to tailor matches to see what strategies and decks work and don't work before entering online play. It should be noted that custom games are not calculated toward daily challenges and thus cannot be used to get .
Campaigns.
Campaigns are pre-set scenarios that make up the story mode of the game. Each of the four starting characters (, , , and ) have a 6-episode story for the player to complete including an extra level that is unlocked from completing the story. The player can also unlock 6 additional campaigns by purchasing DLC 7, DLC 13, DLC 19, DLC 25, and DLC 26. However, DLC campaigns can only be played after completing at least one base-game campaign. Each episode of a campaign features its own unique intro cutscene, board, field events, CPU opponents, and ending cutscene. The player must complete the game in first using either wins or star norma to progress to the next level. By completing each level, the player will gain stars which can be used to purchase items in the shop, and can also obtain boards for free, and unlock characters from campaign mode for purchase. There also certain cosmetics and achievements that can only be unlocked by completing all of the campaigns. Similar to custom mode, campaign games are not calculated toward daily challenges and thus cannot be used to get .
Difficulty.
Each campaign features 4 different difficulty settings: Casual, Normal, Original and Extreme. Each difficulty has it is own system and tweaks the game to make it more challenging by rigging the RNG of dice rolls. It should be noted however, that the player's roll is never rigged to be worse and always has the same RNG regardless of the setting. CPU difficulty can only be changed in Campaign Mode.
Special Event Debuffs.
A common question for players when a special event occurs is whether single player will work. The answer to this question is yes in custom, however, there are usually debuffs that apply to single player. As a result, it is generally advised that the player use online mode during events to collect rewards the fastest. These debuffs include:
| Campaigns |
fandom.100orangejuice | # Campaigns/Achievements
Completing the campaigns available in will unlock campaign-specific Steam Achievements for the player. It is important to note that every episode in a campaign must be completed on Normal difficulty or higher to get its achievement. Each campaign has its own achievement, and there are 12 campaign achievements in total.
| Campaigns/Achievements |
fandom.100orangejuice | # Campaigns/Campaign Episodes
Campaign Episodes are story based matches in . After selecting an episode the player can either play with the character to provided or they may change their character to whichever one they would like to use.
Base Game Campaigns.
The five campaigns included with . The story follows each character on their quest to get back the item stole from them (with the exception of Suguri). While the story is more or less the same, their are multiple variations between each character's version of the story, and as a result, different dialogue. Each final episode also features it's own unique completion screen. The completion of the final episode in each campaign will unlock a extra campaign episode (and unlock an achievement if the player is on the proper difficulty).
Breaker Pack.
Alongside Version 1.13, the Breaker Pack was released. If it is purchased, two more DLC campaigns are unlocked, based off of the two characters in the pack, and . These campaigns follow two separate stories: Sweet Breaker's quest to end war and Tomomo's quest to end Star Breaker's obsession with burning things. Completing these campaigns will unlock another extra campaign, Chaos of the Sweet Gods.
Witch Pack.
Alongside the Version 1.20 update, the Witch Pack was released. When purchased, it gives access to the Girl Power campaign featuring and . It is the longest campaign in the game and the only one to not feature an extra episode. The story follows Miusaki and Ceoreparque as they play a board game to raise their Girl Power (GP).
Toy Store Pack.
Alongside the Version 1.30 update, the Toy Store Pack was made available. If it is purchased, it gives access to the Crossed Christmases campaign featuring and . This campaign follows the story of Arthur and Nico doing favors for to help her get ready for Christmas. It is a prelude to the story featured in the Santa Scramble event.
Old Guardian Pack.
Alongside the Version 2.7.1 update, the Old Guardian Pack was made available. If it is purchased, it gives access to the Old Guardians campaign featuring and . The story follows Suguri and Sumika as they play a board game and catch up about their situation. It is a direct sequel to the Girl Power campaign.
Wanderer Pack.
Alongside the Version 2.9.2 update, the Wanderer Pack was made available. If it is purchased, it gives access to the Wanderers campaign featuring and . The story follows the backstory about how Ellie and Lulu met and how they became friends.
Extra Campaign Episodes.
There are a number of standalone extra campaign episodes, each having its own unlock method. In general, these are unlocked after completing certain campaigns, whether they be base game, DLC, or event campaigns.
| Campaigns/Campaign Episodes |
fandom.100orangejuice | # Campaigns/Info
Campaign (also known as single player) is an offline game mode in that can be accessed from the main menu. Upon reaching the menu, the player will have two options: play a custom game or play one of the eight campaigns available.
Custom.
Custom is the only non-story mode available. (Often when players refer to "single player" they mean custom mode unless they explicitly say "campaign"). This option enables the player to play games with their chosen field events and board against CPUs. The player cannot select the opponents they will be facing, however. While essentially the same as online play, the main advantage of this mode is that it enables the player to spend as much time as they want to construct a deck as there is no timer on the deck building screen. The player will also be able to tailor matches to see what strategies and decks work and don't work before entering online play. It should be noted that custom games are not calculated toward daily challenges and thus cannot be used to get .
Campaigns.
Campaigns are pre-set scenarios that make up the story mode of the game. Each of the four starting characters (, , , and ) have a 6-episode story for the player to complete including an extra level that is unlocked from completing the story. The player can also unlock 4 additional campaigns by purchasing DLC 7, DLC 13, DLC 19, and DLC 25. Each level features an intro cutscene, different board, field events, CPU opponents, and an ending cutscene. The player must complete the game in first using either wins or star norma to progress to the next level. By completing each level, the player will gain stars which can be used to purchase items in the shop, and can also obtain boards for free, and unlock characters from campaign mode for purchase. There also certain cosmetics and achievements that can only be unlocked by completing all of the campaigns. Similar to custom mode, campaign games are not calculated toward daily challenges and thus cannot be used to get .
Difficulty.
Each campaign features 4 different difficulty settings: Casual, Normal, Original and Extreme. Each difficulty has it is own system and tweaks the game to make it more challenging by rigging the RNG of dice rolls. It should be noted however, that the player's roll is never rigged to be worse and always has the same RNG regardless of the setting. CPU difficulty can only be changed in Campaign Mode.
Special Event Debuffs.
A common question for players when a special event occurs is whether single player will work. The answer to this question is yes in custom, however, there are usually debuffs that apply to single player. As a result, it is generally advised that the player use online mode during events to collect rewards the fastest. These debuffs include:
| Campaigns/Info |
fandom.100orangejuice | # Campaigns/Rewards
Completing the campaign on various difficulty settings can unlock rewards, and there are a number of campaign cosmetics that are only unlockable through the completion of the campaigns. These rewards cannot be found in the mystery bag and can only be unlocked through the specific methods listed below. If successfully unlocked, the cosmetic will unlock on the campaign selection screen after the match.
| Campaigns/Rewards |
fandom.100orangejuice | # Can't see me, nyahaha!
Can't see me, nyahaha! is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 17.
| Can't see me, nyahaha! |
fandom.100orangejuice | # Can Always Go Faster
Can Always Go Faster is a Steam achievement in
| Can Always Go Faster |
fandom.100orangejuice | # Can Take a Pummeling
Can Take a Pummeling is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 13.
Requirements.
As , survive 10 battles in a row on your first life of the game.
Strategy.
Bringing cards such as , , and can greatly help improve Miusaki's survivability. Playing against more passive opponents such as , , or can also help as they will not target Miusaki too often, allowing her to survive battles with NPCs without the threat of bullying. A good battle card to bring is Tactical Retreat, as someone retreating from the fight will still count towards the streak of surviving fights.
| Can Take a Pummeling |
fandom.100orangejuice | # Candy Cane Homemark
__NOEDITSECTION__
Candy Cane Homemark is a homemark that was first introduced during the Scramble!! for an Xmas Miracle! event in 2017. The homemark is seasonal as it has only been made available during events.
| Candy Cane Homemark |
fandom.100orangejuice | # Candy Canes
| Candy Canes |
fandom.100orangejuice | # Candy Dice
__NOEDITSECTION__
Candy Dice is a dice cosmetic that was first introduced during the Chocolate for the Sweet Gods event. The dice is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Candy Dice |
fandom.100orangejuice | # Card
| Card |
fandom.100orangejuice | # Card Homemark
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Card Homemark is a homemark cosmetic that was first introduced during the School Crashers event. The homemark is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Card Homemark |
fandom.100orangejuice | # Card Mechanics
Cards are important tools the player can use to strategize during the match. Cards come in many different types and effects that can be used to influence different parts of the gameplay. As a result, cards often play a large role in the ultimate outcome of the game.
When the player starts "100% Orange Juice!" for the very first time and selects their starting character, they will receive a deck of 15 cards in order to play and begin their card collection. Not all cards are included with the game and some can only be purchased by owning the appropriate DLC card pack.
The Deck.
At the start of a match, each player will be taken to a deck-building screen where they will select 10 cards from their collection to bring to the game. The amount of each card the player has in their collection is marked with a white number over it (1-9), and only a maximum of 3 of the same card can be taken, unless stated otherwise on the card. If a player attempts to begin with less than 10 cards, they will not be able to proceed to the game until 10 cards have been selected. In single player and private lobbies, there is no time limit for this process; however, in public lobbies, the player will have approximately 85 seconds to select the cards, else they will be chosen at random from their collection. The player can also save up to 5 decks and can click the dice icon to auto-generate a deck at random.
Once each player has selected their deck for a match, all four decks are shuffled with 8 "blank" hyper cards, creating a 48 card "Center Deck". As the name implies, the Center Deck is usually located at the center or next to the board, and has the chapter number listed on its side. All players will draw from the Center Deck during the match, meaning they could receive any of the cards the opponents have packed. If the player draws a hyper card, it will become the unique hyper card corresponding to the player's character.
Basics.
At the beginning of each game, each player will be provided with a single card from the Center Deck. In order to draw more cards from the Center Deck during the match, the player will need to land on or panels. Other factors may enable the player to draw more cards, however. Certain card effects will search the deck and others enable the player to draw when activated. The field event will also cause all players to draw automatically as well.
Before a player moves, they will have the option to play a card if they are holding one. However, if they do not have the norma level or stars necessary to play it, the card will be crossed out when they try to activate it. Most cards can only be activated at the beginning of the player's turn, however, this varies from card type to card type. Generally, the player can hold up to 3 cards at a time, but there are some character-specific exceptions. If the player ends up with 4 or more cards for any reason, they will be forced to discard any amount of cards at the end of their turn, until they have 3 cards. However, if the player happens to begin their turn with 4 cards, they can instead activate a card to reduce the hand back to a size of 3, instead of discarding at the end of the turn.
After a card is either played or discarded, it is moved to a discard pile off-screen. The player cannot see or interact with the discard pile (aside from a character-specific exception). Once the Center Deck is completely drawn, the cards in the discard pile are taken out, shuffled, and set face-down to form a new Center Deck. Only the 48 cards that formed the initial Center Deck are eligible for the discard pile; any other cards that are created through field events, unit passives, or other card effects are instead removed from the game whenever they would be discarded. A card log above the Player 4 HUD shows the most recently "activated" cards, and is not to be confused with the discard pile.
Reading Cards.
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Card Types.
The is a very wide array of cards in "100% Orange Juice" that vary greatly in both effect and nature. Cards can provide the player with many possibilities, whether by aiding the player, sabotaging an opponent, or cause random chaos for all players. However, different card types have different rules for activation. As previously illustrated, the card type is listed on every card but it can also be identified by the color of the card. Below is a brief overview of each card type the player will have to choose from during a match.
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Battle Cards are yellow cards that can only be activated when a battle with an opponent is triggered. If both combatants activate a battle card, both will be triggered before the battle initiates and damage calculation. Most battle cards can be used during any battle, however, some can only be activated when the player is the defender. These cards carry a host of effects such as providing the opportunity to avoid the battle, nullifying stat and damage, increasing the length of a battle, and most commonly raising a character's ATK, DEF, or EVD stat. All battle card effects expire after the conclusion of a battle.
Boost Cards are green cards that can only be activated at the beginning of the turn. These cards are very diverse with a wide variety of effects ranging from dice roll modification, star rewards, card draws, healing, designated targeting, and other unusual effects to aid the player. After being used, some boost effects take place immediately, however, some are stocked and their effect will not trigger until a certain condition is met. Generally boost cards are known for the fact that they designate a target, unlike other cards where the selection is random, but not always.
Event Cards are blue cards that can only be activated at the beginning of the turn. They are very similar to their boost card cousins, however, they are generally much more volatile, targeting players at random, or targeting all players including the player that activated the card. More often than not, event cards are used to cause chaos as their effects include, card theft/trade, card destruction, and random warp effects among numerous others. Overall, event cards usually cause high stakes situations, that can have a sudden dramatic effect on the match.
Gift Cards are pink cards that have a continuous effect as long as the player is holding the card. They are one of the least common card types in the game and each card has a limit of 1 per deck. Unlike any other card type, these cards have unique effects that are always active and only stop once the player activates the card. Generally, a symbol floating around the player indicates they are holding a gift. Most gift cards are discarded when activated or the player is KO'd, however, some are passed among players instead, continuing the effect until the card is discarded through other means. Many also prevent the player from achieving norma until they are discarded. Gift card effects also stack if the player has multiple of the same card, multiplying the effect on the player.
Trap Cards are purple cards that can only be played at the beginning of the turn. Traps are not activated immediately, but are instead set face-down on the same panel as the player. Traps cannot be set on panels or over existing Traps unless otherwise specified. When a unit lands on the panel where the Trap card is set, the Trap card's effect will activate first, followed by the panel's effect (if the unit is not KO'd or warped to a different panel), and the Trap will be discarded unless otherwise specified. All Trap cards cost 0 stars to play and tend to have similar effects such as star, card, stat, or HP loss. However, some Traps can have partially beneficial effects. Generally, Trap cards are known to be strong but hard to target opponents with.
Hyper Cards are red cards that can be of any card type and have effects that represent a character's unique special abilities. Each character has their own specific hyper card that only they can draw, however, they can be stolen by other card effects. While not all are excellent, generally, hyper cards are the strongest cards in the game, with effects unmatched by normal cards. With proper usage, they can win the game. Some characters are more reliant on their hyper cards for success, and characters with strong stats often have weaker hyper cards.
While not an official type, "Dual Cards" are a very rare type of card that can be used as two different card types. Often, these cards are either hyper cards or event-specific cards that are available for a limited time. Only 1 type will be listed on the card but the second is in the description. Generally, they can be used as either a battle or any of the other listed card types and, as a result, they can be activated at 2 different times. While the effects vary greatly among the few dual cards that exist, dual cards are heavily advantageous given that they provide even more options to the player with a single card.
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Advanced Effects.
Some cards feature specific and unique terminology that differs from normal cards. These effects commonly increase the duration of the effect or bypass the normal rules. Generally these terms are listed as the first line of the card, but some cards contain them within the body instead. Below is a brief overview of the unique terminologies the player will see on cards.
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Stock Effect (X) indicates that the card's effect is not activated immediately, but is instead activated in the future when a specific condition is met.
The effect is listed under "Card effects" in the player's info plate, with the number of stacks equal to X. (If there is no number in brackets next to the words "Stock Effect", this counts as 1 stack.) When the specific condition is met, the stock effect will activate and the number of stacks will deplete by 1. The effect expires when stacks are depleted to 0, but can also expire through other means if specified.
Effect Duration: X chapter(s) indicates that the card's effect continues for a number of chapters, rather than only being active for a single turn or battle. (In this context, "chapter" refers to the length of time between the player's turn and their next turn.)
The effect is listed under "Card effects" in the player's info plate, with the duration equal to X. At the start of the player's turn (or, in some cases, at the end of the player's turn), the duration will deplete by 1. The effect expires when the duration is depleted to 0, but can also expire through other means if specified.
Some cards feature the text Effect Duration: Infinite, which means the effect's duration is set to infinity (∞) and does not deplete. In this case, the effect can only expire when a specific condition is met.
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. It can be viewed by hovering over the "Info" tab on the right side of the screen, and will be listed as having a duration of infinity.
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. Most importantly, however, the KO effect is not considered damage. When activated, the character's heath is set to 0, unlike traditional combat damage which is subtracted from the player's health. The player should also be aware that since the KO is not from a battle the player does not receive any wins from it.
Not an actual effect type but an important term, Target/Choose indicate that a card directly targets a particular opponent. These words are generally found on boost cards. When the player activates a card with this wording, they will be given a prompt to select an opponet to have the effect target. In some cases the card also might say Move to a specific target. Cards that target can be used at anytime as long as their criteria is met and the unit the player wants to target isn't KO'd. It is also important to not confuse this wording with card effects that indirectly target like or .
Not an actual effect type but an important term, Reset/Reduce are words that indicate that when the card is activated, the player's HP will be reset to a certain value. Similar to the KO effect, reset/reduce bypasses any stat calculations. As a result, the effect is not considered healing/damage.
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Purchasing More Cards.
Once the player has completed some matches and gained some , they can purchase new cards at the in-game shop. Like many collectible card games, cards are divided into different packs that the player can purchase for varying prices. These packs contain a specific pool of cards, but usually contain at least 1 card of each type. Purchasing a card pack will give the player a single card from the pack's pool to use in their deck. The player can receive up to 9 of each card before the pack is marked "sold out". The player can purchase any of the packs included in the game which are the Base, Expansion, Community 1, Community 2, and Community 3 packs. All other packs can only be purchased 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.
Whenever the player purchases a card (or character), the cards will be added to their Card Binder (located in the "Player Info" section of the game's Main Menu). This is where all the cards the player has purchased/owns will appear for viewing. Cards can be sorted by type, name, and rarity for the player's convenience.
Card Holding/Use Exceptions.
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Aru, Nico, & Chris
If the player is using , or the bonus character , or the DLC 19 character , or the DLC 29 character , they will be able to hold a maximum of 4 cards instead of the usual 3. This will serve as the new cap, meaning the player will not have to start discarding until they have 5 or more cards in their hand.
Suguri (Ver.2)
If the player is using the bonus character , they will only be able to hold a maximum of 2 cards instead of the usual 3. This will serve as the new cap, meaning the player will have to start discarding once they have 3 or more cards in their hand.
Store Manager
If the player is using the character , they will be unable to use cards other than Gift cards. The player will also take 1 damage when discarding a card.
Units With No Hyper
Prior to Version 1.15, the playable NPC characters , , , , , and did not have their own specific Hyper cards. In addition, certain opponents in Campaign episodes have been designed without Hyper cards.
Whenever one of these units draws a blank Hyper card from the deck, it is immediately discarded and replaced with the next available card in the deck. This action is repeated as many times as necessary, and can trigger a deck reshuffle if the bottom card is a blank Hyper. In addition, the DLC 3 card cannot target these units.
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| Card Mechanics |
fandom.100orangejuice | # Card Pack List
| Card Pack List |
fandom.100orangejuice | # Card Packs
The Cards section of the shop sells card packs the player can purchase with stars to acquire new cards.
At its base, comes with 5 card packs that the player can purchase, with 3 optional DLC packs available. Each pack contains a unique series of cards. Cards in each pack are classified as Common, Uncommon, or Rare. The chance for each card to be received from a pack is relative to the card's rarity.
Upon purchasing a card pack, the player receives a single card from the pack. For each type of card, only 9 can be received. After the player has received 9 of a single card, that card will no longer be obtainable from packs, increasing the chance to receive other cards from the pack. A card pack is marked "sold out", once a player acquires 9 of each of the cards in the series.
It should also be noted that each save file receives a specific set of 15 cards upon creation, with the set you get depending on the starting character the player chooses.
| Card Packs |
fandom.100orangejuice | # Card Sage
Booster Pack is a Steam achievement in "100% Orange Juice". It is one of the five achievements for binder completion and one of the seven binder related achievements.
Other Binder Achievements.
Booster Pack ● Collector ● Card Shark ● Card Sage ● People Watching● Not Playing with a Full Deck of Cards ● Nice Present
| Card Sage |
fandom.100orangejuice | # Card Shark
Card Shark is a Steam achievement in "100% Orange Juice". It is one of the five achievements for binder completion and one of the seven binder related achievements.
Other Binder Achievements.
Booster Pack ● Collector ● Card Shark ● Card Sage ● People Watching● Not Playing with a Full Deck of Cards ● Nice Present
| Card Shark |
fandom.100orangejuice | # Card Types
| Card Types |
Subsets and Splits
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