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.
|Home Panel||(Players start the game on their own home panel. Marked by a home marker with the player's number and color.)
|Neutral Panel||Nothing happens.|
|Bonus Panel||Roll to gain star amount multiplied by your level (up to level 3 in Normal Mode).|
|Drop Panel||Roll to lose star amount multiplied by your level.|
|Draw Panel||Draw a card from the top of the deck.|
|Warp Panel||Teleport to any Warp or Warp Move panel.|
|Warp Move Panel||Teleport to any Warp or Warp Move panel, and then roll and move again.|
|Encounter Panel||Face a random enemy unit in combat (differs depending on game mode).|
|Boss Encounter Panel||Face this board's boss in combat (differs depending on game mode).|
|Move Panel||Roll and move again.|
|Ice Panel||Slide to the next panel without deducting from the move roll.|
|Goo Panel||Deduct 2 points from the move roll instead of 1.|
|Heal Panel||Heal 1 HP (only up to full HP).|
|Damage Panel||Take 1 damage.|
|Minigame Panel||(Appears exclusively through the field event.)
Play a random minigame.
|Boss Home Panel||(Appears exclusively in Co-op Mode on Normal, Extreme, and Hyper difficulties. The co-op boss starts the game on this panel.)
Face the co-op boss in combat.
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 thefield event/mixer.
|Bonus (x2)||Roll twice the dice to gain star amount multiplied by your level (up to level 3 in Normal Mode).|
|Drop (x2)||Roll twice the dice to lose star amount multiplied by your level.|
|Draw (x2)||Draw two cards from the top of the deck.|
|Warp Move (x2)||Teleport to any Warp or Warp Move panel, and then roll twice the dice and move again.|
|Encounter (x2)||Face a random enemy unit in combat (differs depending on game mode). KOing the unit gives twice the wins.|
|Move (x2)||Roll twice the dice and move again.|
|Heal (x2)||Heal 2 HP (only up to full HP).|
|Damage (x2)||Take 2 damage.|
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.
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:
- The field event (or Poppo Frostwalk effect) has turned the panel into an Ice panel.
- The player activated too many consecutive Move or Warp Move panels and thus can't activate the panel.
- The card has turned the panel into one that is not a Warp or Warp Move panel.
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.