100% Orange Juice: Beginner-to-Advanced Guide
This guide covers how a round of 100% Orange Juice actually works (stats, battles, Norma, panels, cards), how to unlock characters and cards efficiently, and the habits that separate winning players from dice victims.
Researched September 2026 — current as of version 3.30.0 (Rinse & Suishou Character Pack, 23 September 2026). Live games change; check the linked sources if something differs.
Quick Start
- You win by clearing Norma, not by fighting. Each player picks a goal (a Norma) of either Stars or Wins, completes it, then reaches a Home panel to level up. The first player to clear the final Norma wins the game.
- Always check your Home panel route. Norma is checked at a Home panel, not the moment you hit the number. Plenty of games are lost by a player sitting on enough Stars three panels away from Home.
- Stars Norma is the safe default. Wins Norma can be faster for combat characters, but it depends on dice and on opponents coming to you.
- Know the five stats. Every unit has HP, ATK, DEF, EVD and REC. The first four decide battles, REC decides how fast you come back after a KO.
- Defend when the attacker is strong, Evade when you have a good EVD edge. This one decision is the most common skill test in the game.
- Being KO'd costs you Stars. A KO drops a large share of your stack (commonly given as half), so protect it when you are near a Stars Norma.
- Play the campaigns first. They unlock the starter units and teach the board flow. As of the 7 September 2026 update, the game now points you toward the remaining starter units after your first campaign, and you can buy the starter needed for the next campaign straight from the campaign select screen.
- Use limited-time events to try content you do not own. The dev team periodically runs All Units and All Cards events (the last announced one was in August 2026).
How a Turn Works
Each turn follows the same loop:
- Start of turn: you receive a small Star income that grows as the game goes on (chapters advance every full round), and any "start of turn" effects trigger.
- Card phase: you may play cards from your hand that are usable before moving (typically Boost and Trap cards). Cards cost Stars to play.
- Roll and move: roll the die and move that many panels. At forks you choose a direction. If you pass a player or certain units you may get the option to battle them.
- Panel effect: the panel you stop on triggers.
The Stats
| Stat |
What it does |
| HP |
Damage you can take before being KO'd |
| ATK |
Added to your die roll when attacking |
| DEF |
Added to your die roll when you choose Defend |
| EVD |
Added to your die roll when you choose Evade |
| REC |
Target number you need to roll to revive after a KO |
Stats are written as ATK/DEF/EVD, for example the new character Rinse is listed as +1/+1/-1 with 4 HP and REC 5. Negative stats are common, and they matter: a -1 EVD character is a poor dodger.
Battle Math
Battles alternate attacks. The attacker rolls a die and adds ATK. The defender then chooses:
- Defend: roll plus DEF. You take the difference between the attack and your defense, with a minimum of 1 damage. You will almost always take some damage, but rarely a lot.
- Evade: roll plus EVD. If your total is higher than the attack total, you take no damage. If not, you take the full attack.
Rules of thumb:
- If the attacker has high ATK and you have a low EVD, Defend. A failed Evade against a high roll can KO you outright.
- If you are on 1 HP, Defend and Evade both mean you must avoid all damage. Evade is often the only way to survive because Defend always deals at least 1 damage.
- Characters with strong EVD (and low HP) should Evade most of the time; characters with high HP and DEF should usually Defend.
KOs and Recovery
When your HP hits zero you are KO'd. You lose a big chunk of your Stars (commonly half; in a battle KO the winner collects them), and you are out of action until you revive. At the start of each of your turns you roll against your REC value; if you meet it you revive with full HP. Failed attempts make the next roll easier, so you never stay down forever. Low REC is a big deal for aggressive characters because they get back on the board faster.
These battle and KO rules are the long-standing community-documented rules; the in-game battle preview and tutorial are the final word if a card or character modifies them.
Norma: The Win Condition
You start at Level 1. Reaching a Home panel lets you check Norma: if you have met your chosen goal, you level up and choose the next goal. The values below are the standard community-documented targets for normal rules; custom rules can change them, and the Norma selection screen always shows the exact number you need.
| Level up |
Stars Norma |
Wins Norma |
| Level 1 to 2 |
10 Stars |
not available |
| Level 2 to 3 |
30 Stars |
2 Wins |
| Level 3 to 4 |
70 Stars |
5 Wins |
| Level 4 to 5 |
120 Stars |
9 Wins |
| Level 5 to finish |
200 Stars |
14 Wins |
Notes:
- Wins are points earned by winning battles. KOing another player is worth more than KOing a wild enemy on an Encounter panel (the Battle Master achievement asks for 21 Win points in one game, which gives a sense of scale).
- Level also affects your power. Some character effects scale with your level (Rinse's passive, for example, grants Stars equal to your Lvl), so leveling up is never just a scoreboard change.
- Home is not strictly required every time. The Your Home Is My Home achievement ("Win a Game Without Visiting Your Home Base") shows there are ways around your own Home, but for normal play, route toward Home.
- Switching Norma type is allowed each time you level, so you can go Stars early and switch to Wins late if a combat character is snowballing.
Panels
The board is a loop of colored panels. Names below are the in-game panel types; exact layouts vary by field.
| Panel |
Effect |
| Home |
Your base; stop here (or pass through and choose to stop) to check Norma and recover |
| Bonus |
Roll a die and gain Stars |
| Drop |
Roll a die and lose Stars |
| Draw |
Draw card(s) |
| Encounter |
Fight a random wild unit |
| Move |
Roll again and move |
| Warp |
Teleport to another Warp panel |
| Boss (some fields) |
Fight the field's boss unit |
| Double variants |
Stronger versions of Bonus, Drop, Draw and similar panels |
Some fields add their own special panels (the patch notes mention goo panels, for example) and some field events, like the Air Raid event referenced in the achievements, change the board mid-game.
Positioning tips:
- Treat Drop panels as landmines when you are carrying a big star stack.
- Draw panels are strongest early, when you need cards for your combo.
- Encounter panels are how Wins-Norma players farm without relying on opponents.
Cards
Every player brings a deck of cards. You build decks outside matches from the cards you have unlocked, and each unit has its own Hyper card that can be included.
| Card type |
Timing and role |
| Boost |
Played on your own turn to buff yourself or your movement |
| Trap |
Placed on a panel; triggers on whoever stops there |
| Battle |
Played at the start of a battle to change the fight |
| Event |
Global or instant effects played on your turn |
| Gift |
Effects that trigger when drawn or with special conditions |
| Hyper |
Character-specific signature cards, usually powerful and costly |
Key points:
- Cards cost Stars, so every card you play slows your Stars Norma. Only play a card if it wins more than it costs.
- Hyper cards define a character. For example, Rinse's Hyper, Fierce Young Lady (Lvl 2, cost 5), rewards her for taking battle damage by granting Stars per point of damage. Read your chosen unit's Hyper before the match; the whole character plan revolves around it.
- Read the table's hands. Opponents holding many cards may be sitting on a Battle card; do not start a fight you only win on average.
- Deck building: include cards that support your Norma plan. A Stars-focused character wants cheap card draw and star protection; a fighter wants Battle cards that swing a fight.
Character Choice for Beginners
The four campaign heroes, Kai, Marc, QP and Suguri, are the starter units, and each has a campaign scenario (completing all four on Normal or higher earns Superstar). The roster has grown enormously through years of paid Character Packs, the newest being the Rinse & Suishou Character Pack (September 2026); check the Steam DLC list for the current set.
How to evaluate any unit quickly:
| Profile |
Signs |
Plan |
| Fighter |
Positive ATK, decent HP |
Hunt players and Encounter panels; consider Wins Norma |
| Evader |
High EVD, low HP |
Evade most attacks; avoid bad matchups; Stars Norma |
| Tank |
High HP and DEF |
Defend, trade hits, punish attackers |
| Support or Star economy |
Weak stats but star-generating Hyper |
Avoid fights, maximize Bonus and Draw panels |
Rinse (new in 3.30.0, +1/+1/-1, 4 HP, REC 5) is an interesting example of an economy-plus-bruiser hybrid: at the start of every turn she gains the "Young Lady's Power" Stock Effect, so the next time she takes damage she gains Stars equal to her level. The catch: if it was battle damage, the unit that hit her gains the same amount, so she feeds attackers too. Her Hyper, Fierce Young Lady (Boost, Lvl 2, cost 5), pays (Lvl x 2) Stars per point of battle damage taken (up to 9 damage) and can heal her to full after the battle if she spent at least as much on a Battle card as the effect paid out.
Game Modes
- Campaign: four single-player scenarios (Kai, Marc, QP, Suguri). Clearing each on Normal or higher earns an achievement (Penny Pincher, A Little Aviator, Pudding Chaser, Hyper), and all four earns Superstar. Higher difficulties exist for veterans.
- Free Play / Custom: set up games against CPU or friends with your choice of field and rules.
- Online multiplayer: up to 4 players using Steam lobbies, with a spectator mode.
- Bounty Hunt: an alternate mode built around quests and Bounty monsters (achievements ask you to defeat one of each Bounty monster, or win after 10+ quests); the September 2026 Treasure Tails event uses a modified version of it.
- Events and minigames: seasonal events rotate through, often rerunning older ones. Summer 2026 brought back Master Anglers with an updated Fish-a-Fish minigame.
Current Events (September 2026)
- Version 3.30.0 (23 September 2026) added the Rinse & Suishou Character Pack, new retired events and a reworked title screen.
- Treasure Tails returned on 7 September 2026 for about a month: play a modified Bounty Hunt to unlock cosmetic rewards, even if you completed it before.
- Retired Events now show goal status clearly (upcoming goals in light italics, cleared goals struck through), and are retroactively cleared if you already own every reward.
- Community Card Pack 5 art contest closed on 13 September 2026; the pack is planned as a free release once winners are chosen.
- A new roadmap was published on 13 August 2026 (details linked from the Steam post to the developer Patreon).
Common Mistakes to Avoid
- Forgetting to go Home. Norma progress is useless until you reach a Home panel. Plan routes so you pass Home near the moment you hit the target.
- Fighting at full star stack. A KO costs you a big share of your Stars. When you are close to a Stars Norma, avoid optional battles and Evade-gambles.
- Always choosing Evade. Evade feels good when it works, but for low-EVD units it is a coin flip for full damage. Defend is the default for most mid-stat units.
- Spamming cards. Each card costs Stars. Beginners often end a game with a pile of used cards and a Norma two levels behind.
- Ignoring REC. High-REC units stay KO'd longer; do not play them like a fighter.
- Not reading Hyper cards. Many losses come from not knowing what an opponent's Hyper does. Hover it in the lobby or at the start of the match.
- Skipping campaigns. They are the most reliable early source of unlocks and are now better signposted for new players.
Advanced Tips
- Count expected damage. With a d6, average roll is 3.5. An attacker with +2 ATK averages 5.5; your Defend with +1 DEF averages 4.5, so expect about 1 to 2 damage. Doing this quickly tells you whether to Evade.
- Deny Home panels. Traps near a leader's Home can cost them a turn or a chunk of Stars right when they are trying to level.
- Swap Norma type late. A strong fighter who has farmed Encounter panels can sometimes clear Wins Norma faster than chasing 120 or 200 Stars.
- Watch the chapter count. Star income per turn increases as chapters pass, so late-game Bonus panels and KOs swing more Stars. Tempo early matters more than you think.
- Hold defensive cards when leading. When you are ahead, a card that protects your stars or escapes a fight is worth more than one that pushes further ahead.
- Use events to test decks. All Cards and All Units events are ideal to test a deck idea before unlocking or buying the pieces.
- Spectate good players. The spectator mode is a free lesson in route planning and Defend/Evade choices.
FAQ
What is the win condition in 100% Orange Juice?
Clear the final Norma (200 Stars or 14 Wins at the last level under normal rules) and get it checked at a Home panel.
Should I Defend or Evade?
Defend when the attacker's total is likely to be much higher than your EVD roll could beat, or when you have high DEF/HP. Evade when your EVD is high, or when you are on low HP and any damage would KO you.
How do I unlock more characters and cards?
Play the four campaigns first (they unlock starter units), then use in-game currency to buy card packs and units, and join rotating events for event-exclusive unlocks. The September 2026 update lets you buy a missing starter unit straight from the campaign select screen.
Is the game still getting updates?
Yes. Version 3.30.0 released on 23 September 2026 with the Rinse & Suishou Character Pack, and events and roadmap posts appear regularly on the Steam news page.
Do I need DLC to enjoy it?
No. The base game is fully playable online with the base roster. DLC mainly adds characters and song packs, and All Units events periodically let everyone try them.
Is it playable solo?
Yes. The campaigns and custom games against CPU players are fully offline-friendly. Online supports up to 4 players.
Why do I keep losing to luck?
Dice variance is part of the design, but consistent winners reduce risk: they bank Norma early, avoid unnecessary fights, and choose Defend/Evade based on the numbers rather than feel.
Sources