Thread: Mario Party War Room |OT| Tubby's Laboratory: Tips, Tricks, Tactics, & Strategies
That one circular area where you can return to Boo as many times as you want (as long as you have a Skeleton Key on hand for the Gate, is a total of 19 spaces. Kind of seems like a well rounded spot too. Not the greatest area of the board I would say, but it has me wondering how a player would do overall if he wished to stay in that loop for as long as possible. There are three VS Spaces there, two of them only being accessible for the player with a Skeleton Key. For any player who has like 200+ coins, it wouldn't be all that bad of an idea imo to stock up on a Mushroom or Mushroom Tickets, some Double Dice and then go in for the Skeleton Key at the Item Shop to really ruffles up some feathers. Probably could steal a couple stars maybe even three if you're lucky. Potential to get the Coin Bonus too with all those VS Spaces. You're also working with two star spaces and can reach the Item Shop roughly every 2-4 turns. If you have Mushroom Tickets it's most likely going to be every 2-3 turns that you'll wrap around the entire 19 spaces loop. Not too bad. It's a highly aggressive approach
 
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Had an extremely intense and even testy game of Mario's Rainbow Castle lol. I wouldn't say too aggressive it was all fun to me but one of us quit due to frustration. Three turns before the end. Felt like that was premature and he had a chance to win had he stayed in it. I never quit in Mario Party with friends, there's never been a single game that I quit before the game is over while playing with friends. And especially now with Random Bonus, anything can happen even when the chips are down and you feel like there's no way you could win. I've had games in Mario Party Superstars where everyone was stunned at the outcome

But this was an interesting game to me. I truly feel like Mario's Rainbow Castle is some next level stuff here the way Nintendo Cube designed it. Last time we played, I didn't notice that the Item Shop switches every time someone purchases an item. I thought it switches every time the Star switches from Toad to Bowser, but no it is with every single purchase. We played 25 Turns and it pretty much came down to one mistake on one players' end and one good decision on the other player's behalf, plus a little bit of luck too I'd say considering Bowser Space Bonus was one of the Bonuses at the end. Usually nobody has the guts to walk onto one mid-game when they probably should, and definitely not late in-game. But Bowser Spaces in the middle of the game can do you some good potentially in Random Bonus, especially if it's Bowser's Revolution and you end up adding some coins to your total

I'll analyze the game tmrw some hopefully. I felt like I could have done a better job in that game. I almost pulled away with the win but didn't get a Bonus star so ended up in third or fourth place. This game sort of showed to me though, how great this board is. 25 Turns is the sweet spot imo, but I would say 30 is even better if you have the time for it
 
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Mario's Rainbow Castle, Traveling Spaces
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(8) spaces to Item Shop
(13) spaces to land on first space of first junction (L or R)
(9) space stretch going from first circle to second circle
(13) spaces to first Event Space
(21) spaces to Boo
(33) spaces to Star going the quickest or shortest route
(42) spaces to Star every time you go Boo and turn left at the second circle's junction
(46) spaces to Star going the longest or furthest route (go Boo and then make a right at second circle)
 
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There's actually a lot of strategy to this board. The first board as seen in the original Mario Party was mostly luck, but in Jamboree you can do a lot on this board to affect your chances of success' increase your likelihood of good outcomes most rolls
 
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I'll definitely look into winning strategies for this board because it's honestly a lot more fun than I had expected it would be. I figured that it would essentially be a Peach's Birthday Cake kind of board but no, this board is way more complex than PBC. Nintendo Cube turned what was once one of the easiest boards to play, into one that can make you ponder your choices on the map for minutes at a time if we had all day to wait that long each player per turn, lol. I found myself looking at the map for like close to a minute sometimes during a turn and wanted to take longer, but we were in a 25 Turn game already
 
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Picked up Jamboree for the princely sum of £37 physical from our good friends at Amazon.co.uk (I don't know how much that is in Freedom Bucks).

Whimsical experience so far.

This is my first MP game since the OG way back in 1998 on the N64, which me and the bros played very consistently. As I am the older bro, I always won. We used to play it while listening to Andrew Lloyd Webber soundtracks which my mum got us for Xmas. Weird combination, but it somehow worked. Sounds gay, and it probably was, but it didn't feel like it at the time.

CPU experience is middling. They are far more retarded than my 8/9 year-old bros of 25+ years ago. Will bump up to hard soon.

Single-player experience is wonderful. I have something to do other than just repeat playing boards. Hoarding my little silver stars. Second board open, contemplating what could be next. Intrigued.

Played a full game. 10 turns. Game told me: expect 90 mins. Lasted 45. Crushed it. Pleased and delighted.

Hoping to jump in online soon.

This is a good experience.

Don't know who the dev is. Feel like it probably isn't Hudson. Seems like a good decision.

Moment of nostalgia when had a 5-way last-man-standing duel on beach balls. Won. Of course.
 
This game was pretty intense. This is the one I played a handful of nights ago with some friends. All of them were highly competitive and great Mario Party players. Mario's Rainbow Castle was relaxing to me back in the day. And in Jamboree, it has become a battlefield haha. It's still relaxing when the Toad's music is playing to me. I love how they transformed this board from the most simple in the entire series possibly, to something that will constantly need your attention to best anticipate and assess the correct moves during each turn. Complete 180 thanks to the systems involved (Items, Item Shops, Jamboree Buddy, Spaces)

 
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Mario's Rainbow Castle, Overall Best Strategy
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With Mario's Rainbow Castle and playing Random Bonus, I'm a bit hesitant to say what might be the best overall strategy, but it might be this: Go big with the items that let you travel high rolls for the Sightseer Bonus. That way, you can reach the Item Shop, buy what you need so that you can get the Shopping Bonus and the Items Bonus, plus you need to travel the board to each section often to get the Red Space Bonus. Traveling the board with the highest rolls possible also ensures you go to Boo often, keeping the game even and within reach. You also need to travel a bunch to reach the two Bowser Spaces for Bowser Space Bonus, which, ideally should be pursued in the beginning and the middle of the game. It takes some guts to choose Bowser after the beginning when you earn a Star or two, but it can pay off big if you're bold. Pursuing the Event Bonus is a matter of limiting the time spent in the beginning portion of the board since it only has one Event Space. Best to avoid the beginning if you can by a Swap Mirror or Warp Block if your intention is to land on the most Event Spaces

I believe this board favors the skilled and those who are bold. If you're good at minigames, wager big if you duel and eliminate the chances of people stealing your stars through Boo. Land on a VS Space or two and try to hoard the coinage all to yourself since there are only two Bowser Spaces and most will be avoiding them after they have a Star or two. Plus you're going to need a lot of coins anyway, considering Bowser steals them with Ztar(s) and Boo is occasionally periodically going to go after you. Not to mention, the one with the most coins at the end is in the best position to win or pull a fast one and win with some luck on the Bonuses
 
Here are some Item Shop pics, I'm not entirely sure of the entire inventory so I'll make another post after this in the future confirming all items and such. It's important to know, because items are a huge part of this game and this board in Mario's Rainbow Castle especially requires that players make the correct choices when considering what to buy, when to use items you have bought or gained, and anticipation is just a critical, critical factor in putting together a winning strategy on this board

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Going to take a stab at an overall gameplan of Rainbow Galleria. Only a first attempt. I have not had success on this map yet. This board to me is the most complex one in the game. Being honest here, I don't know how long it'll take me to 'crack' this one. Usually, I'll have a good sense of how to play a board after some time, but Rainbow Galleria strikes me as one that might be difficult to learn given how much is going on here on the board. The beginning is probably not a place you want to remain in for too long, as all the spaces that will win you Bonus stars at the end are mostly on the 2nd and 3rd floors. I suppose an advantage of being on the first floor for a while would be to stock up on items at first and maybe wait for someone to get the first star so you can hopefully correctly anticipate the star landing on the space that would be worth pursuing. In the Galleria, your best bet is to correctly anticipate where the Jamboree Buddy will be, however. Given how well spaced each star location is, you really should be looking to win and secure a Jamboree Buddy and buy two stars if you can. That's a given on any board, but on Rainbow Galleria it looks even more necessary given the routes you may end up on. Going up the escalator and to the left to reach Boo is a solid route that lead you to plenty of opportunities to reach stars
 
The board seems to be designed to encourage players to travel around the board and get all the four stamps. That gets you the 50 coins from getting all four stamps on your stamp card, that also leads you to the Boo, the majority of star spaces are the 3rd floor with four stars, then on the 2nd floor with three stars, and the 1st floor has only one star space location near the Item Shop. If you have a Custom Dice Block, you can land on the Event Space on the 2nd floor that will allow you to buy a Boo Bell and that gives you the best chance to dominate (Stamps, Stars, Boo, then Boo Bell, all in one go)

The Golden Shop Event Space too, I think that will allow you to buy a Golden Pipe but I'm not sure if it'll allow you to do that early in the game or not... It might be only after a specific turn that the Golden Pipe is available for purchase at the Golden Item Shop, I'll have to pay attention to that next time there's a game
 
Another interesting thing that happened yesterday in a game was, a Hidden Block appeared on a Red Space

To my knowledge, that is a series first. Never have I seen that happen before. This makes Random Bonus mode even more appealing to me now. I think Random Bonus is a lot more fun than Classic Bonus personally, I just wish that it would give three Bonus Stars instead of the standard two at the end of the game. Haven't played 30 Turns yet but my guess is that 30 Turns is the only way to get three Bonus Stars at the end, while anything less will just result in the typical two Bonus Stars after everything is finished and it's time for the results. If Nintendo ever lets us pick and choose our Bonuses at the end as in Custom Bonus, that's when Mario Party is going to get extremely fun, more fun than it already is with Jamboree. The cherry on top would be to be able to select two or three Bonuses of choice, and then have one Bonus at the end be completely random. I think that would make matches a lot crazier and higher stakes at the end. Can't wait until we get the option to select our own Bonus Stars with a Custom Bonus option
 
Jamboree Buddies land on star spaces...
Never noticed that until recently while viewing a map

But I must add that they don't land ONLY on star spaces. Here's a pic from last night's game that I just realized has a Jamboree Buddy in a spot where there is no star spawn. Bowser Jr, one of my favorite allies to have in the game due to his 1/2 Coins Steal Traps set each round. Also, his set of minigames are some of the best among all Jamboree Buddies. Here's a random space that Bowser Jr landed on

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This all makes me wonder which spaces that a Jamboree Buddy can land on?

My guess is that it's Blue/Red/Blue Spaces that were once VS Spaces

Not sure if they can land on Lucky and Unlucky Spaces, temporarily taking them away from players for the duration that the Jamboree Buddy occupies that space. I kind of doubt that Item Spaces would be occupied by a Jamboree Buddy. And I definitely do not think that Event Spaces are going to be used by a Jamboree Buddy at any point, I'm like 99% confident of that
 

This game was nuts. I'll probably not see a game like last night's for a very long time. Thoroughly enjoyed the game too despite the game getting heated and some soar losing going on, but I'm used to that and it's understandable, although not something anyone ever wants to put up with. Mario Party has always lead to competitive games when competitive players get involved. I played a strong board game, had some luck, and didn't necessarily dominate but my decisions allowed me to prevail. It's kind of funny actually, the player in fourth place was talking all this mess and getting agitated over completely valid moves made by another player, talking down on my homie for one move that didn't align with what we thought was going to happen, even had the audacity to speak lower of someone who quit and yet that player who quit and the CPU still pulled ahead of him in the end lol. I'm going to have to analyze that game further this weekend because it was a good one. I just wish that players wouldn't quit. It alters the game. Although, the CPU made a 4D Chess move one turn late in the game that both surprised all three of us and kind of taught us something that I doubt we'd have learned otherwise. All in all, really fun and competitive game as well as an intriguing one to see play out
 
Based off of last night's game on the board Rainbow Galleria, here are some of the things that I did to win

1) Flooded the 1st floor with Star Steal Traps
2) Went around the board from left to right and tried to get to Boo often
3) Steady coin accumulation + won a Duel for 50 coins + 1st in VS minigame
4) Stamps netted me about 90 coins or so
5) Star chasing and picking my battles, anticipating
6) Item optimization, tried to use items with intent to increase odds of success
7) Avoided the top right 3rd floor Event Spaces
 
I think I had about four or five Star Steal Traps set on the 1st floor. Definitely four, maybe five. It netted me two stars, stolen from my opponents. I love that item but it comes with such a huge risk. It has to be placed on a great space with a lot of traffic and even then, nothing is guaranteed. But as long as it's set in the places where players will 100% be going, why not try your hand at them and see what they might bring? That was the difference maker for me, because my board game wasn't as strong as it should have been. I didn't fully commit to a balanced attack or strategy, but I did get aggressive with trying to dominate the first floor near the Item Shop and near the spaces where players traveled after cashing in their stamps for coins
 
Here's another good positioning tip for Rainbow Galleria:

If you aim to get the Event Bonus, your best bet is to reach the third floor starting at the 4th Place Shop and then continuing down to the 2nd floor via escalator and then you want to repeat that method. 3rd floor has a total of (8) Event Spaces out of 26 total spaces. That give any player on the 3rd floor a 30.8% chance to land on an Event Space on any given roll

The 2nd floor has (3) Event Spaces out of 23 total spaces so the chances of landing on one by chance is only 13% in comparison. If you want to dominate the Event Space early so you don't have to worry about it in the latter part of the game, you should get there early and plan to reach the third floor a second time probably by buying a Triple Dice or Payday Triple Dice. Or if you want to, another great way to ensure you can reach it very quickly as well would be to land on the Super Shop (one with Rainbow icon a few spaces from 4th Place Shop) and then purchase a Super Swap Mirror so that you can swap with someone on the 3rd floor or someone right next to it

A very solid strategy would also be to have two Custom Dice Blocks and land on the Gold Shop twice in a row consecutively, then use one on the third turn of that sequence so you avoid the Thrift Store, which in my opinion the Thrift Store is basically useless unless you need the coins or are specifically trying to pursue the Rich Bonus. But even then, I would say that the Rich Bonus goes hand in hand with those dominant in minigames as well as the bold and daring ones who will wager large amounts in a Duel
 
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Here's an interesting way to approach Rainbow Galleria, kind of a gameplan that might be worth considering. Let's say you stay down on the 1st floor for the majority of the game. It takes 10 spaces to reach the first Item Shop and after that, it's going to take 12 spaces to reach it again if you go in a half circle to it every time. If you purchase the Mushroom for one coin at the shop every time, you would need to get a 7 roll to reach the Item Shop every turn so that you can buy an item every turn. Once you've purchased a good ten or so items you can go to the Event Space that allows the Lottery Ball Drawing, which gives you one chance per item that you purchased. It could net you a lot of coins. During those turns, I would probably try to win Red Space Bonus and just land on Item Spaces. Just by being in that 12 space hemi-circle, you can win the Items Bonus, Shopping Bonus, Red Space Bonus, Sightseer Bonus, and perhaps it will lead to the Rich Bonus or a Golden Pipe once you branch out. There are enough Lucky Spaces there and Item Spaces to help possibly make it to where you can gain some Star Steal Traps if you're lucky and further your cause to gaining a star. I also feel like it's a good spot to hang around if you have the discipline to try that area, because a Jamboree Buddy is likely to land there at some point, as well as a star spawn. It's a good place to stock up and hang out near until it's time to strike imo. But you will be sacrificing the Event Space Bonus and the Bowser Space Bonus, as well as the Slowpoke Bonus
 
Blue Spaces might be a detriment in Random Bonus games

Here is the rationale: say you land on 10 Blue Spaces. That's probably about 30-36 coins, give or take. If you're lucky, you can get a Hidden Block which will add another 10-20 coins in most cases or if really lucky, a star. But stars are easily stolen and lost in this game. What you can't steal is a hard earned Bonus star at the end of the game. As great as it can be to get a star or coins via Hidden Block, if you get neither then your Blue Space landings net you roughly 30-42 coins most games. I know it seems counterintuitive, but landing on anything other than a Blue Space or Unlucky Space might be advisable in Random Bonus games. Something to think about, at the very least. Most players do not even consider Blue Spaces being disadvantageous, because they are safe. But in the long run, how much do they really benefit you when you are fighting for 9 different Bonus Stars, in which 2 will be selected; 3 if you're a madman and have time for 30 Turns regularly
 
Another huge strategic gem:

Use a Star Steal Trap on very important Event Spaces so that you hold a monopoly on landing there haha
 
Another huge strategic gem:

Use a Star Steal Trap on very important Event Spaces so that you hold a monopoly on landing there haha

And thinking further on this, it might be advisable to always put a Star Steal Trap on an Event Space (if it is allowed, haven't tried it yet) because I fell like the game is, in a way, kind of slightly set towards having players land on those Event Spaces anyways. Maybe that's all in my head though, I obviously have no way of proving that to be true. But planting the Star Steal Traps on prominent or important Event Spaces is definitely a very strong choice that gives you an upper hand to be reckoned with. Most players use them within a turn or two I'd say, but waiting until the opportune time to plant them on the right spaces gives you a strong advantage. Plant them on spaces that have a ton of traffic as well as Event Spaces if you can manage, that is the best advice. Cutting off Red Spaces might be a good idea too, considering you can win Red Space Bonus that way if lucky enough for it to be chosen at the end of the game
 
I just realized how much damage a player can do with a Triple Dice and a huge roll on Rainbow Galleria. With enough luck, you can maybe purchase three consecutive stars. Imagine if you had a Jamboree Buddy and the coinage to purchase six stars... You could basically set yourself up in just one turn if you win the Jamboree Buddy and make use of a Triple Dice with some tremendous luck going your way with the dice rolls
 
Some questions I'll consider when thinking about and/or playing Random Bonus:

1) What is more important to land on: Lucky Spaces or Item Spaces
2) Are items the biggest catalyst in the game, turn for turn? Or is it spaces?
3) Event Spaces versus Item Shops, is one more important to pursue? (depending on the map)
4) VS Space worth landing on purposely?
5) Should Blue Spaces and Red Spaces be landed on primarily to seek Hidden Blocks?
6) How much emphasis should there be on star chasing?
7) Cursed Block considerations, Super Swap Mirror considerations, item tactics and strategies to consider?
 
Want to make a conscious note here as well, to take more pictures each game played so that I can analyze the boards and plays better
 
Played a game of 20 Turns on Goomba Lagoon today with two new players and one CPU. We tried to get four players but it didn't work out, so Spike on Master difficulty filled in and actually won 😓 but it was still a fun game. Fairly tame match compared to the last few games, but I love this board because it's difficult. Still haven't figured out the best way to play this board but I'll look into it this weekend some and hopefully figure out a better gameplan for next time. Had plenty of bad luck too but I played awful earlier just all around awful. I'm glad the game had me in 4th completely deserved it after such a lousy performance. Tons of mistakes made that I'll try to recall tmrw and call out
 
First thing I did was purchase an item but I forget which one. The else one purchase at the middle shop of Goomba Lagoon was a set of two 1/2 Coin Steal Traps which was a mistake. They don't net enough coins that early in the game and they're going to get stolen from Boo anyway, so why buy an item like that? It's not too impactful, not on this map. Coins circulate well if people are traveling because there are two Boos on Goomba Lagoon. Say you gain like 28-36 coins from a 1/2 Coins Steal Trap, you're probably going to be targeted when players reach Boo for at least one or two times in the first half of the game. In the end, that set of items are just not worth it in my view

This is a board that requires more than anything, the ability to move around and jump around from island to island. It's great to have double dice and triple dice if you can get them so that you can collect all the Golden Goomba coins from the volcano eruption
 
Just by glancing, something tells me that there's a stretch to avoid and the smart players will seek to either speed past such places or avoid them entirely, if possible. I also get the feeling that star chasing and going after Boo is crucial on this board. It may be as simple as star chasing, looking to get to Boo, winning the Jamboree Buddy
 
That circle on the right of the board, just from constantly being there either by choice or being trapped, I can tell you that that is NOT the place to be. Going forward, unless I have some Star Steal Traps to plant, I doubt I'll be trying to remain over there. All the stars are towards the beginning, center, and left portion of the board. There are only 2-3 stars on the right to get to, one at the bottom being the third star. You're better off avoiding the right and bottom of the board for the sake of star chasing with better anticipation of being near the next star up to appear
 

This is the board I had some very poor luck with the Pipe as it only took me a few spaces forward or so in the rightmost circle of the right side of the board, but looking at the star space locations, it might be worth having one on hand to potentially evade having to stay on an island and jump around to spot opposite to where you're located, if you're lucky enough to land in such a place. A Mirror Swap item would be preferable but a Warp Pipe could do the trick as well with some luck
 
It takes 19 Spaces to get to Boo from the start, and then 29 spaces to reach the next Boo from the first Boo location
 
Spike truly dominated us. Just by looking at the results, it's clear to me that the winning strategy is definitely star chasing, being prepared to travel a ton by having a triple dice or some kind of item to increase the amount you travel so as to collect as many Golden Goombas as you can to rack up coins. Warp Pipe or other warping items come in handy to avoid lava which takes away your coins and to avoid being trapped on an island, as well as to increase your odds of more effectively purchasing more stars throughout the game
 
But I must add that they don't land ONLY on star spaces. Here's a pic from last night's game that I just realized has a Jamboree Buddy in a spot where there is no star spawn. Bowser Jr, one of my favorite allies to have in the game due to his 1/2 Coins Steal Traps set each round. Also, his set of minigames are some of the best among all Jamboree Buddies. Here's a random space that Bowser Jr landed on

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Actually I'm pretty sure that is a Star space location. I've seen the star spawn at that space before. Don't know why it doesn't show as a location in Pro mode.
 
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Actually I'm pretty sure that is a Star space location. I've seen the star spawn at that space before. Don't know why it doesn't show as a location in Pro mode.

I wish I knew all the Jamboree Buddy spawn locations for each board. It would make the chase a bit easier to anticipate. Also Shaq-san, do you know when the Item Shops get the new inventory in, like the good stuff such as Golden Pipe and all that? A friend told me it's at the half way mark. So like if it's a 20 Turn game, then on turns 11-20 the high powered items will be available at shops for purchasing
 
I wish I knew all the Jamboree Buddy spawn locations for each board. It would make the chase a bit easier to anticipate. Also Shaq-san, do you know when the Item Shops get the new inventory in, like the good stuff such as Golden Pipe and all that? A friend told me it's at the half way mark. So like if it's a 20 Turn game, then on turns 11-20 the high powered items will be available at shops for purchasing

around halfway yes, My experience with 15 turn games, it's usually at 7 upto 10th turn when inventory gets updated. I think some maps can have 2 inventory updates though, I'm not that sure about it.
 
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around halfway yes, My experience with 15 turn games, it's usually at 7 upto 10th turn when inventory gets updated. I think some maps can have 2 inventory updates though, I'm not that sure about it.

I'll look into it next game I play. Will take some pics of turns 10, and 11 to confirm everything. There's so much to learn in this game about the boards and how to play them
 
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