Thread: Mario Party War Room |OT| Tubby's Laboratory: Tips, Tricks, Tactics, & Strategies
I wonder if Bowser Phone counts towards the Bowser Space Bonus? It shouldn't, since no player technically lands on a Bowser Space, but I still wonder if the game will register it in the same way as landing on a Bowser Space for the one who sees Bowser... Like it would show up on the results right? But would it count towards the potential Bowser Space Bonus?
 
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That one was fun. I primarily star chased, as that was my gut instinct. I didn't have a plan because this board and Roll 'em Raceway I have the least familiarity with among all seven of the boards. Thankfully, this is a fairly straightforward board to play on. The only thing that threw me off was Mega Wiggler, as I don't know exactly which spaces he leads players to yet. I'll have to look at them and memorize
 
I decided to snap pictures of the first turn, the tenth turn, and the 12th turn of each Item Shop in the game to see what is there in the inventory and when it changes. It changes at the half way point, so on turn eleven. Not turn ten, but turn eleven

So the best thing anyone could do would be to try to anticipate getting to a shop on the eleventh turn because that would give you the best options. I never thought about it, but it would be interesting to have to Shop Hop Boxes on deck after the halfway point so that you can ensure you get a least a couple of the very best items available. Doing that might ensure 2-3 or maybe even 4 purchases in the latter half of the game. On bigger boards with great items, that's something to consider trying out. Even on these smaller boards I would say that it's probably just as beneficial. But I haven't tried out that strategy yet. Maybe I'll put it to the test one day. Most Mario Party players do not consider planning ahead like that so it would definitely be interesting to see how it would all play out
 
It's interesting how Wiggler Bells are gone after half the turns have been played. The get replaced with a Golden Pipe Koopa Troopa Shop) and two Star Steal Traps (Kamek Shop). In this particular game, I bought one. I used it to make sure Yoshi did not steal my star at Boo iirc. Had I not used my Wiggler Bell, I would have tied with Yoshi for the Items Bonus and I would have lost. These games are always very close

The importance of the Wiggler Bell on this board should be studied. Is it a game changing item to have on hand? To determine that, the paths would need to be considered. It is super important in one way though; it can lead someone on the Wiggler away from going to Boo if you need to avoid losing stars and limiting the amount stolen from you, or even another person who you need to stay within a certain amount so that you can have a chance at still coming in first depending on the tally and the Bonus Stars
 
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If you have a ton of coins, it would make sense to anticipate the halfway point when the inventory shifts at the Koopa Troopa Shop. Have a Double Dice or Custom Dice or two on hand, then buy two Golden Pipes. Once you reach the Item Shop, it takes 15 spaces to loop around to it again. One or two turns it'l take you to get there again depending on the roll and the dice items you have. Without any dice items it''ll likely take about three turns on average to reach the shop again
 
Perhaps even that Unlucky Space would be a decent spot to place a Star Steal Trap as well?

Besides those areas, I'm thinking that placing one on Chance Time might be an unorthodox place to set it, but it might land you a star

That stretch near Boo is definitely one of the better spots to place them, but where are the best spaces? My gut tells me the Bowser Space near Boo, Chance Time Space, and those two Event Spaces where that Piranha Plant is near the Boo. Anything past Kamek Shop for sure, but it is a tough pick for which spaces to select...
 
That was a fun one. Very surprising ending too. I did the strat where you loop around to Boo as often as you can. It actually can be a decent strategy if I had played it a bit smarter. Not gonna lie it's a bit boring staying there in that loop but it can put a lot of pressure on players. There was one turn where I should have strayed from it and star chased, but made a mistake and went for one more go at the Gate. What I learned is that there is only like one star to gain in that circle and you're better off trying to put together a a complete game where you star chase and try to get a couple stars in a few turns before you head over to the right side to try that strategy. It helped me win a few Bonus categories and almost four so it's definitely a strong approach. But the trade off is that the star seldom goes there and you're only in position to gain that one star. It's better to try to find some luck and travel left imo on Western Land. Next time, I'm heading West just as the map intends for us to. There's more risk of getting hit, but the amount of stars you can rack up is higher than remaining near the Boo on the East side of the board
 
Yeah, definitely go West. I can't believe I never noticed (or forgot) that the first Item Shop has two Star Steal Traps available literally every single turn in the game... I'm definitely going to always go left now in a game with 25 Turns. That could lead to six maybe even eight Star Steal Traps if you're over there often. Those put in work at the beginning of the game too. First spaces near the start (where there used to be a corral in the original MP2 board)
 
Here's a great strategy for Western Land:

1) Set Star Steal Traps all throughout the beginning spaces. The more the better obviously but three minimum
2) Buy a Triple Cursed Dice when the inventory shift takes place halfway through the game
3) Use the Triple Cursed Dice first thing to start your turn. You have to make sure your victims do not have Dice of any kind to negate your Triple Cursed Dice
4) Use the Steamer to hopefully hit all three of your opponents and send them to the start where you set all the Star Steal Traps and maybe even 1/2 Coins Steal Traps
5) Profit
 
Another perfect spot to place your Star Steal Traps would be near Wiggler's Hootenanny. A lot of people land near there or on the Event Spaces to trigger a Hootenanny. You can dominate a strong stretch of land there, an important stretch of the board. Over there is where you can buy the Steamer Tickets, reach Boo, there are two star spaces that spawn before Boo and one star space that spawns after that Boo as well
 
Another question that popped up in my head is:

What happens if you place your Star Steal or 1/2 Coins Steal Traps on a star space and the star spawns there? Does that mean that your Trap is null there until somebody purchases that star? Because people cannot land on a star space, it is impossible to land on a star space no matter what. Players roll past the space right? Something to consider and watch out for
 
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Knowing how important going left on this board can be, I think it would be fun to place several Star Steal Traps near the leftmost Boo. Fun, but maybe not the best way for players to actually land on them. The most vulnerable spot is definitely near the starting space. If you can gain a monopoly on those first four spaces with traps, you're almost guaranteed to net some goods from your opponents. I think this board is fun for setting traps, there are some strong places to set them but none better than the beginning, near Boo on the West side, and the strip near the Hootenanny and Steamer Ticket Booth and shortly after there. Or another strategy might be setting one near each Boo. Even better would be two near each Boo if you could make that happen
 
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I'll list the lessons learned from last nights brutal loss:

1) Stealing a star early puts a target on your back. 50-50 whether it was the right choice or not
2) Shop Hop Box is crucial to have on Goomba Lagoon for island hopping
3) Hitting the Event Space for the tides late in game or having the Tide Shell is important
4) Bowser Phone calls someone randomly
5) Once again, always fight for the Jamboree Buddy and try to steal them if possible
 

Shop Hop Box is more important than I thought, way more important than previously thought. I'm looking at the map and the Items Shops are in decent proximity to about 7-8 of the stars if the Tide is low. If the Tide is high then the Shop Hop Box can still potentially lead you to 4/10 stars if you get lucky and arrive at the best possible Item Shop to star chase

But it's pretty clear to me now. Shop Hop Box is probably a must-have item to be bought early in the game if you can. It helps you mitigate the lost opportunities when the high Tide disrupts everything and cuts players off from traveling freely
 
How about this, keeping two Shop Hop Boxes or even three so that when it comes time to play the second half of the game, you use them, buy a Golden Pipe each time (if you land at one of the two Koopa Troopa Shops) and then go from there? That's potentially 2-3 Golden Pipes so 2-3 guaranteed stars if you have the coins. You can only buy the Shop Hop Box at the Koopa Troopa Shops, so you would need to loop around the first shop or go around the board and return to the first shop. This board can be chaotic so having those Golden Pipes on hand is going to be a game changer
 
Played that one Saturday pretty sure it was. It was a dominant game; the Shop Hop Box and a timely steal of a Jamboree Buddy gave a commanding push towards being the top player. It was still a very close game by the game's end though. The Shop Hop Box after the half way mark is a very strong item to utilize a couple to a few times if you have that many. 1/3 chance that you get to purchase a Golden Pipe if you land towards the top left Item Shop with the use of a Shop Hop Box