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 Draw or Draw (x2) 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.
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.
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.
Purchasing More Cards
Once the player has completed some matches and gained some Stars, 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
Aru, Nico, & Chris
If the player is using 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.
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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.
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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