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Tomato & Mimyuu

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Sunset is a playable field in 100% Orange Juice!, and is one of the 11 stages available from the start of 100% Orange Juice!’s release on Steam.

It is featured in the campaigns during Twilight of the Pilots.

Unlock Info
  • The board can be purchased in the shop for 3500Stars Icon.png after reaching level 20.
Panel Type # of Panels
 Home 4
 Bonus 16
 Draw 12
 Drop 6
 Encounter 16
 Neutral 2
 Warp 8
Field Events
Every 5 Chapters, all Players will receive 1 Card at the beginning of the Chapter.
Every 3 Chapters, a Trap Card will be set on a randomly determined panel. These Trap Cards are not affiliated with the Center Deck, and will therefore not return to the Center Deck afterwards. The cards include: Dangerous Puddingicon.png Dangerous Pudding, Bad Puddingicon.png Bad Pudding, and Mimyuu's Hammericon.png Mimyuu's Hammer
Every 5 Chapters, all PBonus.png Bonus, PDrop.png Drop, PDraw.png Draw, PEncounter.png Encounter, PMove.png Move, PWarp Move.png Warp Move, PHeal.png Heal panels, and PDamage.png Damage panels will become Doublepanel.gif Double panels accordingly. This effect lasts for the duration of the Chapter.


Sunset is a split map, which is completely identical on both sides. Overall, the board has a big number of both  Bonus panels and  Encounter panels, giving room for freedom to work towards either Norma of the player's choice. The layout and routing of the map also allows players to easily avoid all but one of the  Drop panels on either side of the map.

  • Wins: When looking to rack up wins, the player may want to adapt their strategy as the position of players changes across the map. Obviously, if the player finds themselves on a side of the map alone, they won't be able to directly challenge players until that changes. Fortunately, there is no shortage of encounter panels for this, and the player can choose to take the long route up and down the board to run past as many of these as possible (as this may well be more reliable than trying to use  Warp panels to pursue other players). When other players are present however, the long route has various points where a player may cut across and intercept opponents on the return trip who may have been weakened by encounters along the way. Otherwise, depending on the other players, it may be more valuable to keep circling around the smaller circuit around the home spaces, where opponents will likely end up returning to. This does run the increased risk of hitting one of the two warp panels, which may send the player out of reach of their prey. While preparing a deck, cards like Gentleman's Battle and Assault may especially useful for their ability to trigger fights between players who aren't on the same side of the map.
  • Stars: If the player is collecting stars, the player may want to consider remaining in the circuit around the home spaces as best they can. Compared to venturing further out, the area around the homes is relatively hazardless, featuring just one  Drop panel, and just one  Encounter panel, while also offering three  Bonus panels. Although the player can benefit from moving up and down the long route for the more densely packed bonus panels, its worth noting that the more a player pushes their luck for them, the more risk they put themselves at for their health being whittled down by encounters, or even being picked off by other players before they can safely return. If the player is fortunate enough to have no aggressive opponents on their side however, they should be able to safely gather stars in the initial circle, with the highest risk being the chance of being warped either to the other side, or further up the board. In either case, the player may consider just returning as quickly and safely as they can, and either warping back to their own side of the board, and stopping to heal any damage sustained at home if possible. It may be worth considering that, because of the nature of the map and its distribution of  Warp panels, usually beneficial trap cards such as Piggy Bank may be unreliable if a player finds themselves stuck on the other side from them. However, the opposite may also be true, if the player ends up on a side alone, there will be less chance of another playing sweeping in and taking it unexpectedly.
  • As a result of Sunset's number of [[Board Panels| Draw]] panels, the accessibility of them (with 3 being accessible in the small circuit around the  Home panels), and the default field events including Charity and Miracle, there is a lot of potential for drawing cards. This can help with Hyper focused strategies, and puts more value in deck construction than on some other maps.

Character Synergy[]

Sunset is a board with an abundance of  Encounter panels, totalling 25% of the board overall. While this will help Wins focused characters to consistently build up their Win count, the board is also split down the middle, leaving players heavily at the mercy of the 8 unpredictable  Warp panels. With 4 of these on each side of the board, there is a good chance that hitting a warp panel that will leave the player on the same side of the board, which can make it difficult to chase down specific players, and can also make it hard to reach a  Home panel if the player is unfortunate enough to become stranded on the opposite side.

A number of characters can work around the troublesome warp panel issue, however. Islay is a strong combatant who's passive is somewhat mitigated by the number of encounter panels enabling her to more reliably win battles, and her hyper enables her to fight with players on the other half of the board, allowing her to secure Wins without having to leave her own side of the board. Similarly, though with greater risk, Sherry can attempt a similar move with her own hyper to claim wins from across the board who would otherwise be a great hassle to reach.

Characters like Marc and Marc (Pilot) can also benefit from this map's layout, similarly capable of handling themselves with the large number of encounter panels, can also secure wins from the other side of the board without needing to rely on warp panels to chase, through the use of their own hypers. These are more reliable than initiating combat, and have no risk of drawback, guaranteeing safe wins against otherwise unreachable targets.

In contrast to characters who can claim wins without needing to move from their space, it can be advantageous to do so, as it can allow the player to control the side of the board they're on more easily. Seagull and Marie Poppo, for instance, can use their hypers to jump to another player, which allows them to move themselves to a player in a favourable position, allowing quick return to their own side of the board to get back to their own home space. Perhaps most effective of all though, Mira can use their hyper to mark their own side of the board, allowing them to freely roam the board without worry, knowing they'll be able to more reliably get back to their own side.

On the other hand, however, characters who are dependent on other players may find difficulty in the split nature of the map and the warp panels. Characters like Arthur and Saki, who have trap-based hypers, may find difficulty in catching opponents with their hypers if they unexpectedly warp to the other side of the map. Similarly, characters who may specifically want to battle players, such as Tomato or NoName, may have trouble using their hypers at times as they'll require player encounters. There can also be an issue for Cuties when trying to use their hyper as well, if the player is stuck apart from their opponents. However, in all these cases, the opposite may also be the case, if the player finds themselves on a side of the map with all the other players, so its worth keeping in mind that these characters may still perform well, but it could easily fall down to chance.


  • This field is based on Stage 5 of Flying Red Barrel, and this field's background is based on the background used in that stage.