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 Super Party Mode

The Super Party Mode version of Mario Party LIVE places more emphasis on the board itself. The drinking and minigames are a big factor, but the game's winner is decided based on what happens on the board. Super Party Mode requires more bookkeeping than the standard Party Mode including coins and stars which will fluctuate often.

 
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Rules

 

Intro

Mario Party LIVE is a board game version of  the Mario Party video game series. The gameplay of each parallel each other. The game is split into "Turns". Each turn consists of the following actions:

  • Player 1 rolls a die and moves that amount of spaces

  • Player 2 rolls a die and moves that amount of spaces

  • Player 3 rolls a die and moves that amount of spaces

  • Player 4 rolls a die and moves that amount of spaces

  • Play a minigame at random based on where each player lands

Each minigame is a reworked version from an existing Mario Party minigame that is played up and out of your seat as a drinking game. After the minigame is complete, the winner(s) are awarded 10 coins and the next turn begins.

Number of Players

The game of Mario Party LIVE is designed to be played with 4 players. There is an optional Toad Mode to include an 5th player. See more information in 'More Ways to Play'.

Goal

The object of the game is to collect more stars and coins than your opponents. Whichever player collects the most stars wins. If two players or more players has an equal number of stars, whoever has the more coins is ahead.

You can choose to play for 10, 15, or 20 turns.

Setup

Materials

The game in full can be played with a combination of various party game stuff. In order to play all aspects of the game, you will need the following materials.

  • Beer (cans)

  • Hard Liquor

  • Cups

  • Shot Glasses

  • Pong Balls (4)

    (Different colors preferred. Otherwise, mark each ball so they are easily identifiable from each other)

  • Playing Cards (2 sets)

  • Dice (6-sided will do, but if you have a d10 - even better!)

  • Pen/Paper or White Board/Dry Erase Marker for tracking stars, coins, etc.

  • Poker Chips (red/blue/green/black)

The following items are also necessary only for one or so minigames. The full game can still be played without these items, but certain minigames require these. In some cases, the items may also be substituted with whatever is on hand. You can also choose to simply "spin-again" for a new minigame if you do not have all the requirements.

 

Game Board

The game board is constructed using the poker chips. The red and blue poker chips serve as the red and blue spaces. Pre-made boards can be found on the Board Tab of this site or feel free to construct your own. 

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Game Pieces

Really anything can be used as your game pieces, but we recommend using the black poker chips. You can just mark them independently from each other with marker and tape or if you're feeling extra crafty, print out character faces and stick them to the front side of the poker chips.

 
 

Movement

Who Goes First?

Everyone rolls a die. Whoever has the highest goes first. Second highest goes second and so on.

Board Spaces

During a turn, each player will roll a dice to determine how far they move. This is done in the order determined at the beginning of the game. If a player land on a blue space, they give out 3 seconds of drinking to another player and collect 3 coins. If a player lands on a red space, they themselves drink for 3 seconds and lose 3 coins. At the end of the turn, a mini game is played.

Minigames

Winning a minigame awards the winning player(s) 10 coins. Minigames are played at the end of a turn and the type of minigame is determined by where each player lands at the end of the turn.

Types of Minigames

The three types of minigames are 4-player, 1-vs-3, and 2-vs-2.

  • If all players land on the same color, a 4 player minigame is played.

  • If three players land on the same color, but the fourth player lands on a different color, then a 1-vs-3 player minigame is played.

  • If two players land on blue and the other two players land on red, then a 2-vs-2 minigame is played.

How to Choose a Minigame

Which minigame to play is determined randomly. 

Each of the minigame pages on this site has a spinning wheel containing the page’s type of minigame. Spin the wheel and then scroll down to whichever minigame it landed on.

(Example wheel below)

 
 

Follow the links below to see each minigame page.

 
 

Minigame Rules

Each minigame pits players against each other in a unique drinking game. In some, players who do poorly are punished with drinking. In others, players win by drinking the most or the quickest. Gameplay varies. Please drink responsibly.

Refer to the minigame pages for the rules on each minigame.

 
 

Winning a Minigame

Any player who is on the winning side, whether alone or a part of a team, earns a point or "star". This distinction between this version and the Mario Party video game series was done to reduce the amount of manual math required to track coins.

Stars

Where Do Stars Go?

Refer to the Board Page to see that each Super Party Mode board features size spaces that have a number on them 1-6 spread across the board. These are the potential star spaces. At the beginning of a game, roll a 6-sided die to determine which space the star will start on. Whatever number you get is the star starting space.

Place a white poker chip to represent the star. You can add a Star Image with the Print & Play kit if you so choose.

 
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Purchasing a Star

When your piece reaches the star space, you can choose to purchase the star for 20 coins. When passing the star space, do not count the space toward your allowed movement.

New Star on the Board

After a star is purchased, a new star will appear on the board. Roll a 6-sided die again and place the star space over whichever number space aligns with the number rolled. If the number rolled is the same space the star was just on, re-roll.

Winning the Game

Keep track of stars and coins earned for each player using using either Pencil/Paper or a White Board/Dry Erase Marker.

 
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At the end of the 10, 15, or 20 turns, the game is over. Bonus stars are awarded at this time if you chose to play with them. Whichever player collected the most stars is the Super Star! If two players or more players are leading with an equal number of stars, whichever of them has most coins is Super Star.

 

 
 

More Ways to Play

Super Party Mode

Additional Spaces

Any combination of the following spaces can be added to the game for even more fun and possibilities.

 

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HAPPENING SPACE

Player has to guess if the card is red or black. If player guesses correctly, they choose someone to drink for that many second. If player guesses incorrectly, that player must drink for that many seconds. If the card is red, play the minigame as if they landed on red. If black, then play as if blue.

NOTE:
Some board have additional effects for Happening Spaces. Refer to the Boards page for more information.


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CHANCE TIME SPACE

Assign a number value between 1 and 6 to each player, and a number to whatever drink choices are available (chug a beer, take a shot, funnel a beer, etc). Roll first die to determine who drinks. Roll second die to determine what kind of drink. Simply roll again if you get an unassigned number.

Draw card from the deck to determine what color the player is for the minigame (if the card is red, the player is red - if the card is black, the player is blue).

Follow this link for Chance Time Wheel.


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BOO SPACE

Player who passes/lands on Boo can steal coins or stars from an opponent.

  • Stealing coins

    This will cost you 5 coins upfront. The player chooses an opponent they wish to steal coins from. They must then arm wrestle. The victim player must drink for as many seconds as it takes for them to best the initial player. Caps at 23 second. If victim player loses, must drink full 23 seconds. They also hand over an amount of coins equal to the number of seconds they had to drink

  • Stealing a Star

    It will cost you 50 coins and you must take a shot if you wish to steal a star.
    The victim player cannot defend against a star being stolen.

NOTE:
There are two ways you can decide to add a Boo Space to your game.

If you have a complex game board with multiple paths, have it so that simply passing Boo let's you take advantage of it. Also this won't count as a space in terms of your dice roll so you wouldn't ever actually land on it.

The other way to play is to treat it as a space and only let you use Boo if the player lands on it. This works better for simpler game boards that are just a circle like Minigame Stadium. In this scenario, you can treat it as you would a green for deciding minigames.


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BOWSER SPACE

Player draws a card for themselves and a card for Bowser. If the suits match, Bowser runs away and nothing happens. If not, the suit of the Bowser card determines what happens…

♡ Lose 30 coins and drink 10 seconds

♢ Lose 15 coins and drink 5 seconds (Number Card =Player, Face=Everyone)

♤ Take a shot (Number Card=Player, Face=Everyone)

♧ Bowser Minigame (Roll die to determine)

Bowser Minigames include…

Winner is awarded 10 coins. 


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KOOPA BANK SPACE

Place an empty cup near this space at the start of the game. Any time a player passes over this space, have them pour a little bit of their personal drink into the cup, deduct 5 coins, and continue moving forward. Add the 5 coins to the banks total. If a player lands on the space, they must chug whatever is in the cup, but they also are awarded the total amount of coins in the bank.

If the cup reaches capacity, simply add another empty cup to the bank.

Draw card from the deck to determine what color the player is for the minigame (if the card is red, the player is red - if the card is black, the player is blue).


 

Toad Mode

Toad Mode completely changes the parameters of the game, allowing the addition of a fifth player. This fifth player acts as the game-master and has a lot of flexibility in the way they can add to the game.

The game-master will take on the role of Toad to referee when necessary and keep the game moving along. The game-master has the power to manipulate events of the game to keep things interesting such as revealing hidden blocks that contain stars, coins or seconds of drinking to give out - rewarding players. The game-master can change the rules to their liking when 5 turns are remaining.

The game-master can also act as a punisher to players by also taking the role of Bowser - showing up when they please to wreak havoc. The game-master can also sub in for other characters such as Boo. In this case, if someone passes Boo, instead of arm wrestling a player themselves, they would choose an opponent to take on the game-master. 

Toad can also mitigate the setup of some minigames such as BOWSER's Big Blast, being the one to shuffle the shot glasses.

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Bonus Stars

You can also opt to have bonus stars awarded at the end of the game. Bonus stars are a nice way to add some last minute tension to the game, potentially altering who will win. The different bonus stars that can be awarded are listed below.

  • Minigame Star - Awarded to the player who won the most minigames during the game

  • Coin Star - Awarded to the player who record highest amount of coins at any given time during the game

  • Happening Star - Awarded to the player who landed on the most Happening Spaces throughout the game

  • Blood Alcohol Star - Awarded to the player who has the highest blood alcohol content level at the end of the game (requires breathalyzer)

 

The following table can be used for tracking the values for bonus stars as a well as a couple of other important numbers.

 
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  1. The top left box can be used to track the Turns Left. Starting at either 20, 35, or 50 and counting down by 1 with the passing of each turn.

  2. The top right box can be used for tracking the amount of coins in the Koopa Bank. Every time a player passes the Koopa Bank, they add 5 coins to the bank's value. If a player lands on the space, they receive all coins in the Koopa Bank and the bank's value resets to zero.

  3. The first row can be used to track minigame wins. A simple tally system works nicely.

  4. The second row can be used to track highest coin value. Every time a player reaches a new highest value for their coins, fill in the blank with that value.

  5. The third row can be used to track the number of Happening Spaces each player has landed on. A simple tally system works nicely.