100% Orange Juice Wiki
Field Events.png

Field events are an extra element of randomness in 100% Orange Juice! that are tied to the board the player is playing on. Field events are repeating effects that activate after a predefined number of chapters that affect either the characters or board panels during the course of a match.

Most boards have default field events, but the player can choose to make the field events random or turn them off entirely before a match begins (only in noncampaign play). Field events can change the outcome of a game substantially, as they provide players with opportunities they normally cannot receive, for better or for worse.

Viewing Field Events


The player can view the field events that are active on the board at any time during a match by hovering their cursor over the "Info" button. This button is an orange button that is always located on the right side of the screen in between the player 2 and player 4 HUDs. Doing so will display all the board information in a box in the middle of the screen. This box contains the current chapter number, the current "bonus" stars awarded at the beginning of the chapter, the field events present on the board, and any card duration effects that may be active.

If a field event is lit up in green, then its effect is currently active during the chapter. If it is marked in the normal grey, then it is currently not active and will occur at a later chapter. Unfortunately for the player, there is no way to view how many chapters until the field event triggers, however, the table in the next section provides this information. In the below example, it is chapter 10 and thus Air Raid, Playground!, and Miracle are active as they trigger on every 5th chapter.


Field Event List

Field events occur every set amount of chapters, so an effect that activate on chapter 5 will activate on chapter 10, etc. Most field events only last 1 chapter but not all. Below is a comprehensive list of all the field events that may occur during a match.

Name Chapters Effect
Air Raid
All units will take 1 damage at the beginning of the Chapter.
All units will randomly receive a bonus stat (BoostStat0.png ATK +1, BoostStat1.png DEF +1, BoostStat2.png EVD +1). This effect lasts for 2 Chapters.
All units move in the reverse direction. This effect lasts for the duration of the Chapter.
All  Bonus and  Drop panels will become  Encounter panels. This effect lasts for 3 Chapters.
A visible bomb is placed on a random panel. The bomb will explode within 1 to 4 Chapters, and units within 3 panels in a cross-shaped area of the bomb panel will take 2 damage.
All players will draw 1 card at the beginning of the Chapter.
All player's cards are rearranged and put face-down, making the cards unreadable to both the owner and other players. This effect lasts for the duration of the Chapter.
A fishing minigame activates for all players.
1/3 of the board's panels become  Ice panels. This effect lasts for the duration of the Chapter and does not affect  Home panels.
1/3 of the board's panels become  Goo panels. This effect lasts for the duration of the Chapter and does not affect  Home panels or  Ice panels.
Home Roulette
All  Home panels randomly switch places at the beginning of the Chapter.
A Trap card ( Dangerous Pudding,  Bad Pudding, or  Mimyuu's Hammer) will be set on a randomly determined panel. (These are not affiliated with the Center Deck's contents)
All  Bonus,  Drop,  Encounter,  Draw,  Move,  Warp Move,  Heal, and  Damage panels will become 2x panels. This effect lasts for the duration of the Chapter.
Causes any of the listed field events to occur.
Random  Minigame panels spawn around the board. Landing on one triggers a minigame. This effect lasts for the duration of the Chapter and does not affect  Home panels.
Random Warp
All units will be warped to randomly chosen panels at the beginning of the Chapter.
All units will recover 1 HP at the beginning of the Chapter.
Several mushrooms are placed on random panels. Landing on a panel with a mushroom will give the player a mushroom card.
All units roll double dice for movement. This effect lasts for the duration of the Chapter.
A chest is placed on a random panel (up to board size limit). Landing on the panel with the chest will give the player its contents.

Treasure chest stars.png Gives stars equal to the current number of Chapters, Treasure chest cards.png Gives a random hyper card.

Placeholder Field Events

The following field event options are not field events that occur during the game, but are instead used as special placeholders when setting up a custom or online match. Three field event slots are available, and each slot can contain any placeholder or a non-duplicate field event from the above list.

Name Effect
This placeholder prevents any field events from being selected for its slot. Appears blank when selected manually. Can be chosen by the Random placeholder and appears in the random filter list.
This placeholder causes a map's default field event to be selected for its slot. Can only be used with random map selection.
This placeholder causes a random non-duplicate field event to be selected for its slot. A filter list allows the player to customize the random selection.

Infinite Field Events

Boss Encounter is a field event that is not listed on a board, but takes place automatically. It will occur every match regardless of the settings or conditions- It cannot be removed. Boss Encounter occurs when Norma level 4 is achieved for the first time in a match. Certain card effects can also cause this field event to occur more than once.

Name Effect
Boss Encounter
When Norma level 4 is achieved for the first time by any player, all  Encounter panels on the map will be replaced with  Boss panels. While Boss Encounter is in effect, any player who stops on a Boss panel will battle the Boss unit. This field event will continue until the Boss unit is defeated.

Special Field Event Mechanics

Simultaneous Field Events

When two or more field events are set to activate on the same chapter, they are activated in a consistent order, always applying one given field event before another. This allows some potentially-conflicting combinations to be handled consistently:

  • Air Raid, Regeneration: Air Raid's damage activates before Regeneration's healing. This generally means units at 1 HP will be KO'd while other units are not affected.
  • Freeze, Goo, Playground!: Panels affected by Freeze and Goo (or by Freeze and Playground!) act as  Ice panels. Panels affected by Goo and Playground! act as  Goo panels.


If a Bomber bomb's explosion hits another nearby bomb, that bomb will also explode in a chain reaction. Each bomb deals 2 damage to units that it hits; a unit caught in a chain reaction may take 4 or 6 damage at once, often resulting in a KO. Bomber bombs do not interact in any way with  Invisible Bomb, despite having similar graphics.


If one or more field events are set to activate on the same chapter as Mystery, Mystery's random selection will choose a different field event for that chapter instead. (For example, if the player chooses Minelayer and Mystery as field events for a match, Mystery will not select Minelayer on chapter 15.)

Mystery's random selection takes place before any field events activate. Then each field event (including the randomly-selected field event) is activated in a consistent order as previously mentioned.