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Mario Party: To The Max
Developer(s) Lone Planet Productions
Publisher(s) Nintendo
Platform(s) Nintendo GameCube 2
Nintendo Switch
Nintendo DSGo
Display C
Genre(s) Party
Series Mario Party
Predecessor Super Mario Party (2018)

Mario Party: To The Max is a video game in the Mario Party series, developed by Lone Planet as a homage to the childhood nostalgia Heronimbus (tbc) has for the series, essentially a love letter to the games as a whole. The game takes inspiration from Super Smash Bros. Ultimate and aims to bring together several minigames, boards, etc. from past games, as well as all playable characters throughout the series.

To The Max follows the path of the previous game, Super Mario Party, and for the most part retains the standard gameplay of the older games in the series, with the Gamecube games in particular (Mario Party 4-7) being a major influence. However, To The Max also introduces some brand-new features for additional layers of strategy so nothing feels too random. A prime example is Cards, which are gathered as you move across the board and can be used to move a specific amount of spaces, skip a player's turn for the current round, reverse the player order, or even completely redo your previous turn.


As always (well... almost always) Mario Party: To The Max is focused around navigating a large board of interconnected spaces in search of valuable items, including the series' famed Stars, to gain the upper hand over the competition.

Each player's goal is to make it to the end of the match with the highest amount of Stars, which can be purchased at a random space for 20 coins on the first five boards, with later boards introducing gimmicks to change things up a bit. Stars may also be won in certain minigames or events depending on the circumstances. At the end of the match, Bonus Stars will also be awarded to players who have accomplished certain feats during their turns.

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  • The Event Star is awarded to the player who triggered the most events via Event Spaces.
  • The Coin Star is given to the player with the highest amount of coins at any point during the match.
  • The Minigame Star is awarded to whoever won the most minigames.
  • The Red Star goes to whoever landed on the most Red Spaces.
  • The Blue Star goes to whoever landed on the most Blue Spaces.
  • The Running Star is given to the player who moved the most spaces altogether.
  • The Card Star goes to the player who used the most cards throughout the match.
  • The Orb Star is awarded to whoever used the most Orbs.

Coins are the game's primary form of currency, which can be earned or lost in several situations in each match, including (but not limited to) Blue or Red Spaces, minigames, and events triggered by Event Spaces or Orbs. Coins are important for gathering Stars, as mentioned earlier, but they can also be used at Orb Shops to purchase an Orb.

Each game consists of a set number of turns, determined when a match is set up. At the beginning of the match, turn order is decided randomly via Dice Block, with the player with the highest number making the first move. Each player is given ten coins to start off with to allow them to purchase Orbs early on.

During a player's turn, they can roll a Dice Block, pull a Card from their deck, or use any Orbs they might have in their inventory. Orbs can be bought from Orb Shops scattered around the board, and then used on the player or placed on the board in the next turn. Players also have the option to view the board map or use the camera to investigate the area more closely.

Cards can be picked up at Card Spaces spread out around the map. Passing a Card Space will not interrupt the character's movement, unlike similar situations in past games; the character will simply move forward as usual as the card is placed into their deck.

  • The common Number Cards can be chosen from your deck to determine a specific amount of spaces to travel if you do not wish to leave it up to luck with a Dice Block.
  • Rewind Cards, when used, will reverse the player order. In this case, the player who rolled the lowest number on the Dice Block just before the match began will now be moving first until another Rewind Card is used.
  • Skip Cards are exactly what it says on the tin; the next player will not be able to move for the current turn.
  • Horostar Cards will grant the player the ability to redo their previous turn altogether, with any items they have used returning to their inventory.

Power Moons, a new collectible to the series, can be gathered across the board as a possible bonus for certain events and minigames. Moons can be used to grant the player invulnerability to all traps set by opposing players for their current turn -- this also includes spaces they land on at the end of a turn, unlike the similar Magic Wand item from Mario Party 7. Alternatively, they can be saved up and exchanged at a Moon Shop for Coins, Cards, Orbs, or even a Star.

Once all players have taken their turns for the round, a minigame session will begin, and the minigame will be randomly chosen from a roulette. Ten coins are awarded to the winner at the end of each minigame. Right before a minigame begins, each player's panels are displayed; the space they stopped on during their turn gives their panel a certain color, which in turn determines what side they take in the round minigame. This will help decide whether the minigame is a Free for All, 1 vs. Rest, or Team minigame.

  • A blue or red panel assigns the player to a specific side.
  • A green panel will randomly assign them to the red or blue team.
  • A purple panel will grant them the ability to choose their color team to decide what type of minigame will best benefit them.
  • A grey panel, only shown when a player's turn has been skipped, will boot them from the minigame.

A major addition to this game is the Game Plan, a menu that can be accessed any time a player is not included in a minigame, either in the case of their turn being skipped or a Solo or Duel Minigame being triggered. In the Game Plan menu, the player can take some time to investigate the board for any nearby events or traps and look over any Cards and Orbs they have before deciding their move for the next turn. During this time, they will also be able to trade Coins or Power Moons for more items to use and bet on which player(s) will win the current minigame, gaining some Coins back if their bet turns out to be correct.


One day, MC Ballyhoo hosts a grand reunion party at Peach's Castle, with all of the playable characters from past parties as guests. They are looking over a photo album as they have their snacks and drinks, reminiscing over all the fun they've had over the years. Suddenly, the ground begins to shake, and a giant spacecraft arrives, with Fawful, Midbus, and Baby Bowser leading an army towards the castle. Fawful explains he's hatched a scheme to host the greatest party of all time -- emphasis on time, as he has created several anomalies in which party locations from their past journeys have been placed. He has pulled Baby Bowser from the past to handle his new timewarp kingdom, and has also hypnotized a new group of familiar faces to assist them. Fawful finally proclaims, "May the best party win!" and sends all his opponents into the first of his anomalies -- DK's Jungle Adventure, the very first board of the very first Mario Party...

Upon waking up, the Mario crew meets up with Brighton and Twila, who have noticed the imbalance of night and day Fawful has been causing with his time shenanigans and offer to help them stop his master plan. Fawful calls out to them from a time hole, and sends a trusted ally, Bowsette, to take care of Mario's group. She is joined by the first hypnotized character, Boom Boom, and the grand party begins.


Just like past Mario Party games, there are a wide variety of extra Modes that add more meat to the game. Many of the modes in the game are similar to past installments, but there are a few new ones that have never been seen before.

Party Mode
The main mode where players individiually trek around the board and collect Stars and Coins, aiming to have the most at the end of the game. At the end of each round, a minigame is played to give extra coins.
Story Mode
Where the Story of the game takes place. Some boards and characters can only be unlocked by playing through the story, although there may be other ways to unlock them by playing a lot of Party Mode. Plays like Party Mode but with at least 2 CPUs.
Minigame Mode
Players can take on all of the minigames that have been played through Party or Story mode. In addition to choosing the games, players can also take part in special matches when minigames are randomly selected and played.

Tower Mode
One player uses a controller with a screen to keep other players away from their tower. This controller can be a Switch in handheld mode, a Wii U Gamepad, a Nintendo 3DS/DSGo system, or a Baron smart device. Plays similarly to Party Mode with spaces on the map.

Super Duel Mode
Each player pilots a special Mech made of parts you can purchase from the Flying Toad House. Some parts can also be unlocked by scanning amiibo.
Bonus Mode
Hosted by Thwomp, Whomp, and Ztar. The player is able to see special goodies, like Story Mode cutscenes, the credits, options, and extra games. Most of the content here has to be unlocked before it can be accessed.
Flying Toad House
Toadsworth acts as the host for his Flying Toad House, where you can spend coins and Stars on additional content.
Battle Mode
Based on the Toad Scramble mode from Mario Party: Star Rush, Battle Mode has players assemble Allies and compete against each other and a Boss for Stars.

Tower Mode

Tower Mode is a new mode that serves as a successor to the Bowser Mode from Mario Party 10, combining elements from tower defense and Mario Party 9-10. One player plays on a screen controller (such as a Switch in handheld mode, a Wii U Gamepad, a 3DS/DSGo system, or a Baron smart device), while the other four players use controllers without screens.

The four players with traditional controllers, a.k.a. the Rebels, form a team and move together in a special car, and their goal is to reach the end of the board and take down the Overlord's tower. The Overlord (the player with the extra screen) must keep the other players from reaching their tower; to do so, they must place down Hex traps that hinder the other players' movements. Each Hex costs a certain amount of Coins that are earned from minigames each round.

Every turn starts with a minigame, which can be either a free-for-all, a team game, or a 1 vs. Rest game. The Rebels are given number cards to use based on how well they performed in each minigame, whereas the Overlord earns more Coins they can use to buy Hexes.

Flying Toad House

Toadsworth's Flying Toad House, returning from Super Mario Realms, serves as the game shop. After saving your progress in any mode, all Coins, Stars, and Moons the human players have collected so far are stored in the Star Bank, and can be spent in the Flying Toad House, allowing players to purchase trophies, sound/music packs, extra minigames, and even additional characters.


Just as in past games, minigames occur often through the game, where players compete against one another or try to reach a goal. By winning these games, the player is given a bonus, which varies depending on the minigame. Some minigames occur at the end of each round after all of the players have moved, while others only happen when landing on specific spaces. New to the game are Finale minigames, which occur after the last turn ends, and rewards the winning player with an extra star, allowing for great comebacks or mightier wins.

The type of minigame played at the end of the round is decided by the color of each players portrait, whether it be blue, red, green, or purple. If everyone has a blue or red portrait, it is a Free For All game. If there are two Blue portraits and two Red portraits, it is a 2v2. Lastly, if it is one blue and three reds to vice versa, it is a 1v3 game. Any players with green portraits have their colors randomly decided between blue and red before the game is selected.

If a player's turn is skipped for the current round, a situation where the three remaining portraits are all red/blue will trigger a 3-Player game, while a 2-to-1 ratio of red and blue initiates a 1v2 game.

In eight-player matches, minigame selection works a bit differently. Usually, the eight players will be split into two groups, with each group of four playing their own minigame for a total of two minigames between rounds. However, if the portrait colors line up right, a larger minigame with all eight players will begin. These minigames are often expanded versions of the more traditional 4P, 1v3, and 2v2 minigames. If all eight portraits are red or blue, an 8-Player minigame will begin. If one portrait is blue and all others are red, or vice versa, it is 1v7. If half are blue and half are red, it is 4v4.

In the case where two players' turns are skipped in an eight-player match, the minigame may wind up being 6-Player, 1v5, or 3v3.

The types of minigames are described below:

Free-for-All Games where all players currently involved compete against each other for 10 coins.
Team Minigames Games where two groups of players battle for 10 coins.
1 vs. Rest Minigames Games where one player battles a larger group for 10 coins.
Battle Minigames Everyone puts money into a pot; the winner gets 70% and second place gets 30%. These minigames are triggered by landing on a Battle Space, and give the player who landed on it a purple portrait.
Coin Minigames In some minigames, the goal of each player/team is to rack up as many coins as possible. There is no "winner" in the traditional sense, as everyone will be able to keep the coins they have gathered.
Duel Minigames Two players square off for a bet amount. Triggered by landing on a Duel Space, which gives the player a purple portrait.
Fawful Minigames All players try to survive Fawful and his minions; the player in last place will receive a penalty for the next turn, decided by Fawful before the minigame begins.
Tumble Minigames Players attempt to gather as many Tumble Tokens as they can, with each Token awarding them one, two, or three coins depending on which number the roulette lands on before the minigame starts. Tumble Minigames may involve the player who landed on the space, or everyone participating in the current turn.
Finale Minigames At the end of a match, all players compete for a final Star in a notably more difficult Finale Minigame.


Orbs (a.k.a. Capsules) return from Mario Party 5-7, and serve a variety of different functions when they are used by a character. In order to get Orbs, they must pass by an Orb Shop and exchange coins for Orbs, or visit an Orb Machine and get a random Orb for free. At the beginning of every turn, characters have a choice of either using an Orb on themselves or placing one on any Blue or Red space.

Every Orb also has a color; blue, red, or green. Blue Orbs help the player who uses them, Red Orbs are used to hinder opponents, and Green Orbs are focused around other Orbs or trigger miscellaneous events. The list of all Orbs is below:

Orb Rarity Effect
Mushroom Common Use two Dice Blocks or cards, and move the sum of their values. If you roll two of the same number with the Dice, you'll earn 20 coins.
Golden Mushroom Uncommon Use three Dice Blocks or cards, and move the sum of their values. If you roll three of the same number with the Dice, you'll earn 30 coins.
Slo-Mo Mushroom Uncommon When rolling a Dice Block, the numbers will slow down, allowing you to more easily get the number you want.
Mega Mushroom Uncommon Makes you larger and allows you to roll two Dice Blocks or use two cards. As you move along, you will stomp on anyone in your path, taking 10 coins from them.
Mini Mushroom Uncommon Makes you smaller and allows you to pass through shortcuts and enter Mini segments on some boards.
Flutter Call Rare Instantly move to the Star Space.
Coin Collector Badge Common Collect 3 Coins for every space you move.
Bob-Omb Bag Uncommon Any opponent passing a space with this Orb loses 10 coins.
Poison Mushroom Uncommon Whoever ends up with the Poison Mushroom will only be able to roll numbers 1-5 on a Dice Block, and cannot use a card higher than 5.
Tweester Cookie Uncommon Any players you pass by during your move have to return to start.
Swooper Lamp Uncommon Steal a random amount of coins from every opponent.
Bullet Bill Rare Move triple the number you roll/draw and steal 20 coins from each opponent you pass.
Chain Chomp Chain Uncommon Steal an Orb from someone.
Klepto Summon Common Move to a random opponent's space.
Snifit Surprise Uncommon Snifit brings 3 random Orbs.
Galoomba Swap Uncommon A Galoomba has the player swap coins with someone else, determined by a roulette.


Twenty-seven (27) characters, all from past games, are avaliable by default when the game is first booted. By going through Story Mode, however, the player can unlock fifteen (15) additional characters. Eight more characters can be purchased from Toadsworth's Flying Toad House, for a total of fifty (50) characters in the base roster.


Summary Events
DK's Jungle Adventure


The very first board of the very first Mario Party game, DK's Jungle Adventure had players gather up Stars to open a mystical chest in the ancient ruins. This board's task is relatively simple, just find the Star placed randomly on the board and pay 20 coins to get it.

  • The four junctions on the board are guarded by Whomps. You must pay them 10 coins to move down the path they are blocking, and they will continue to block that path for other players. Refusing to pay will cause the Whomp to block the other path after they move past it.
  • Encountering a Coin Stone will require the player to pay 20 coins to move past it. Once the fee is paid, the stone will hide and you can decide which path to take. If you do not pay, nothing happens.
    • If you go down Midbus's path, behind a Coin Stone, he will force you to buy a useless gold statue of Fawful for 10 coins.
  • Landing on nine out of eleven Event Spaces on the board will cause a boulder to roll from the northeast, then left, and then down, passing Midbus's path. Players in its path will run away and end up at the start.
  • The other two Event Spaces are in front of two Shy Guy Statues, pulled from Shy Guy's Jungle Jam (Mario Party 4) by Fawful as part of his timewarp plan. Players can make a fun wish or a sad wish to the statue, and there is a chance of it disliking the wish, causing a flood to split the board in half for up to three turns.
  • The Treasure Tree, also pulled from Jungle Jam, is an Orb minigame featuring a tree holding three Orbs. It will sway left to right repeatedly, and the player must jump in time to grab the Orb they want.
Horror Land

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This forest is haunted by lonely spirits and mischievous poltergeists, and its constant shift between night and day turned out suitable for Fawful's plans in the long run. Can you make it out of Horror Land... alive?

  • When you visit the Big Blue Boo at the northeast, you can pay him to steal an Orb or Star from an opponent of your choice. Paying 15 coins will have him steal an Orb, while paying 30 will have him take away a Star.
  • Whomps block junctions again, and will move aside for a fee of 10 coins.
  • Arriving at Mr. I's warp spot will prompt him to ask if you would like to warp to the other side of the board. Doing so will cost 10 coins during the day and five coins at night.
  • The board will shift between night and day every two turns, but landing on an Event Space will also trigger this shift.
  • At nighttime, arriving at a dance floor and paying 20 coins to dance with the Boos, Peepas, and Mr. I's will change the time to day.
  • The Mystery Mansion at the northwest serves a different purpose depending on the time.
    • During the day, you will be greeted by Kammy Koopa, who will light her Darkness Lamp at a cost of 10 coins, changing the time to night.
    • At night, the mansion will serve as a Mini segment for anyone who is tiny as they pass by. This segment is quite similar to King Boo's Haunted Hideaway from MP8, and is split into small rooms where you can only see a few spaces in front of you. There are three sanctums in the mansion, two of which are pitfalls causing you to wake up back in front of the mansion. One sanctum has King Boo inside, and he will give you a free Star and guide you back outside. Either way, the rooms in the mansion will be rearranged.
  • This board's Orb Minigame is Coffin Congestion. Before the game starts, the Orbs will warp between coffins until they stop; then, you will need to Ground Pound the coffin with the Orb you want. If you get Baby Bowser or run out of time, you lose.
Waluigi's Island

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Luigi used to own this island, but it has since been overrun by Waluigi and his Piranha Plant employees, who have transformed it into a sneaky dominion of industry. One thing's for sure -- things on Waluigi's Island will get confusing... and dangerous.

  • The first island players visit is filled with dynamite. The Event Spaces on this island will activate a timer that starts from 5 and goes down every time a player lands on an Event Space there. If it reaches zero (0), the dynamite will explode, causing anyone caught in the explosion to lose all of their coins.
  • Action Time is the main feature of the board, represented by a gear in the center of the board with arrows surrounding it. Players use this gear to move between islands, and it is necessary to escape the dynamite island. The four arrows (up, right, down, left) will flash clockwise at a random speed, and you must jump on the gear to determine the direction you will go.
  • The northwest island has several spaces in the middle. This island has only one type of space each turn (excluding the Orb Shop entrance), and this space will change after each minigame.
    • There are two Event Spaces next to drawbridges leading to the space island. Upon landing on one of them, one drawbridge will open and the other will close, changing how players get on and off said island.
  • Petey Piranha waits for players at the northeast, and meeting up with him will initiate the board's Orb Minigame, Bomb Battle. This game is based on his boss minigame from Mario Party 10, and you must toss Bob-ombs at him to deplete his health and get him to spit out the Orb. To reach him, they must take one of two paths, one of which is a trap and will launch them back to start.
  • The red pipes around the board take you near the start, where you'll launch out of a green pipe.
Goomba's Greedy Gala

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A gambling Goomba used some open space to build a fascinating casino so he could have some good times with his friends. But now, Goomba's Greedy Gala has fallen victim to Fawful's time shifting. At night, it's all fun and games, but when the sun rises...?

  • A roulette wheel at the center determines which portion of the board you'll move into. When you arrive here, a Paragoomba will spin the wheel and toss a marble towards it; the direction on which the marble lands is the direction you will go. Paying coins will give you a better chance of getting where you want to go depending on how much you pay. If the marble lands on a Star icon, you earn 20 coins and get to choose your path.
  • Landing on one of the Event Spaces at the top of the board will allow you to ride a poker chip across a craps table to reach the other side of the board. A Galoomba will slam into you, and you'll need to control your movement to pick up coins on the way to the opposite end.
  • The board's Orb Minigame, Spike Shuffle, features three Spiked Goombas. They will show the Orbs they have, then place their spiky shell helmets over them and shuffle them around as in a shell game. Players will then choose a shell and earn the Orb found under it.
  • A coin game on the board involves a slot machine, and can only be accessed via Gate in Mini form. Players need to Ground Pound to stop each slot, and the coin amounts shown in a row adds up to the total they earn. If no slots match, only one coin is awarded.
  • This boards introduces the Lucky Space. If you land on this space, a Mouser will pull up in a limousine and drive you to a hidden nightclub, where you'll meet Casinoomba, the original owner of the board, and he will grant you a free Star.
  • If Fawful changes the time to day, two Bandits and the Cop Bro. duo (Bad Cop Bro. and Fat Cop Bro.) will show up on the board. You have the option to gamble with the Bandits and risk being "fined" (losing a Star and taken back to start) by the Cop Bros., or help the Bros. catch the Bandits and earn 30 coins as a reward.
Future Dream

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Created with dreams of the future, this board has a classic sci-fi vibe that comes with its own futuristic features. After all, you can't breathe in space in real life... In any case, Future Dream is one small game for man and one giant party for mankind, or so they say.

  • Teleporters guide you between the three space stations on the board, with two Orb Machines on the middle and left stations, and a high-tech Orb Shop on the right station.
  • The three Event Spaces on the middle platform lead to rockets that can be used to reach the other platforms.
  • Landing on the Event Space in front of the rocket merry-go-round on the left station will initiate a game where the player must alter the levitation of their rocket to pick up coins dropped by the UFOs.
  • The two Event Spaces on a robot's arms on the right station will activate the board's Orb Minigame, Galactic Generator. A Gearmo will ask the player to run along the battery wheel in front of the Amp-shaped generator to build up cosmic energy, shown by a gauge next to the Amp face. Running faster by pressing the A Button repeatedly will make the gauge go higher, increasing their chances of earning a rare Orb.
  • The Event Spaces next to the Space Taxis will give you the option to ride one to the opposite platform for a fee of 10 coins. The floating platforms nearby can be used as small shortcuts to the taxis.
  • A Lucky Space can be found in front of the right station's rocket pad. Upon landing here, Captain Toad will greet you and guide you to a floating island similar to Good Egg Galaxy, where Polari will grant you a free Star.
  • The game's first Unlucky Space, next to the left station's broken teleporter, is found on this board. If you land on this space, the teleporter will suck you inside and trap you in a surreal world of shapes and colors, with a path of Red Spaces leading to Midbus, who will promptly give you a Ztar (take away one Star).
  • A Mini event on the center platform can be accessed through a Gate near the board's starting point. Here, you can play a game similar to Space Invaders and Galaga where each enemy will grant you a coin upon defeat.

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