Mario Party: To The Max
Developer(s) Lone Planet Productions
Publisher(s) Nintendo
Platform(s) Nintendo Switch
Nintendo DSGo
The V²
Genre(s) Party
Series Mario Party
Predecessor Super Mario Party (2018)

Mario Party: To The Max is a party and mini game compilation video game developed by Lone Planet Productions in conjunction with Nintendo for the Nintendo Switch, Nintendo DSGo, Pharo, GhostDrive, The V², and Steam. It is the sixteenth main series installment in the Mario Party franchise, and the first multiplatform game in the series. 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 style of each player moving on their own around spaces on a board, competing to get the most stars and coins. Unlike the other games, players are now able to choose what amount of spaces they can move using Cards; however, they might not always be able to do this, in which case the standard Dice Blocks are used. This adds a new layer of stategy never before seen in a Mario Party game, as does other new features like the Ultra Meter which charges up and allows each character to use their signature Ultra Move.

The Switch and Pharo versions of To The Max support controllers from multiple generations, a first for the series; players can synchronize Wii/Wii U controllers, systems in the Nintendo 3DS and Nintendo DSGo families, and Baron smart devices with the consoles, and also connect Nintendo 64 and Nintendo GameCube controllers via adapters. However, this feature is not available on the V2 version or the DSGo version alone, so as to promote the "pure gaming experience" intended for said consoles.


During the main mode, gameplay takes place on one of many large boards. Each board is composed of numerous different spaces linked together, and as players move around, they follow and land on these spaces. Unlike previous games in the series, players can go either direction around the board, but can only change direction at a junction. Otherwise, they must continue moving through the row of spaces they are currently on in the same direction. When a character finished moving, they "land" on a space and recieve a specific effect, such losing or gaining coins or getting an additional card for their deck. Additionally, some spaces give an effect as a player passes by, which is usually different from the effect that a player gets from landing on said space.

The main objective of each game is to acquire the most stars. At the end of the match, the player with the most stars will be declared the victor; if two players have the same amount of stars, then the one with the most coins will instead be the winner. If both are the same, there is a draw. The main way of collecting stars is usually through passing by the Star Space and paying 20 coins in exchange for a star; other events, however, also give a star, like landing on Hidden Blocks or getting a rare Item Game. In addition to collecting stars on the board, three bonus stars are given out at the end of the game; there are actually 8 different possible bonus stars that can be chosen from, but 3 are randomly selected to be distributed to the qualifying characters. If all 4 characters qualify, no one gets a star, as it would not affect the rankings. Here are the bonus stars:

Happening Star
  • 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, either by Dice Block or cards.
  • 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.

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 upon randomly, or it can be chosen by the match leader. At the beginning of each turn, each player pulls a card from their current deck in the order decided upon at the beginning of the match. After this, the player who ended up with the lowest number will move first, followed by the next lowest number. This gives players that chose smaller numbers the advantage, as they can go before their opponents and avoid certain tactics. Players can also chose larger numbers to move after the others, allowing them to avoid events that would've happened otherwise.

After the lineup cards have been pulled, each player proceeds to make their decisions; they can roll a Dice Block or draw a card to move, or use any Orbs they 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.

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. Coins are awarded after each minigame, and the winner gets the most coins. 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 option to drop out of a minigame at the cost of not receiving any coins afterwards. If they decide to stay in, they can choose their color team to decide what type of minigame will best benefit them.


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 and Stars 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.

Purple portraits give the player an option to choose their team to gain an advantage, or drop out of the minigame and sacrifice the chance to win coins to determine a future strategy. If a player with a purple portrait drops out, 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.

The types of minigames are described below:

Free-for-All Games where all players currently involved compete against each other for 10 coins. These come in 3-Player, 4-Player, and 8-Player varieties.
Team Minigames Games where two groups of players battle for 10 coins. Come in 2v2 and 4v4 varieties.
1 vs. Rest Minigames Games where one player battles a larger group for 10 coins. Come in 1v2, 1v3, and 1v7 varieties.
Battle Minigames Everyone puts money into a pot; winner gets 70% and second place gets 30%. These are triggered by landing on a Battle Space, and give the player who landed on it a purple portrait.
Orb Minigames Triggered by landing on an Orb Game Space. The player who stopped on the space will attempt to win an Orb through a minigame. In some cases they may earn a rare extra Orb or even a Star.
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; loser is deducted coins.
Tumble Minigames All players team up to gather coins with Tumble.
Finale Minigames All players compete for a final star.


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.

Ultra Moves (W.I.P.)

This table lists all of the Ultra Moves that the characters can perform.

Character Effect
MarioIconMPNX Mario Mario unleashes a fireball that causes all opponents up to 15 spaces in front of him to lose 25% of their coins and half of their cards.
LuigiIconMPNX Luigi Luigi unleashes a fireball that causes all opponents up to 7 spaces in front of him to lose 50% of their coins and all of their cards.
PeachIconMPNX Peach Peach uses her flower power to draw 6 random Uncommon cards.
ToadIconMPNX Toad Toad is able to chose any of the 15 spaces in front of him to instantly land on, avoiding any negative obstacles in the way.
DonkeyKongIconMPNX DK Donkey Kong plays a short rhythm mini game to put all opponents within a 10 space radius to sleep.
YoshiIconMPNX Yoshi Yoshi lays 2 Eggs, each with a Rare card in them.
WarioIconMPNX Wario Wario spins a wheel to either gain 20 coins, lose 5 coins, or double his coin amount. Afterwards he can do double or nothing.
WaluigiIconMPNX Waluigi Waluigi chooses a single opponent within 10 spaces to hit with a bomb, destroying all of their cards and 25% of their coins.
DaisyIconMPNX Daisy Daisy uses her Flower Power to fill her card deck with Common or Uncommon cards.
RosalinaIconMPNX Rosalina Rosalina sends Lumas to pester all of her opponents. The next turn, they can only draw a card, and the card can only be between one and five.
DiddyKongIconMPNX Diddy Diddy Kong places a banana peel which slips any opponent which passes by the space, stopping their progression and causing them to drop a card.
EGaddIconMPNX E. Gadd E. Gadd uses the Poltergust 5k to draw all opponents to the same space as him. Does not activate a Duel if occupying the same space would otherwise cause one.
ToadetteIconMPNX Toadette Toadette chooses a space within the next 10 to go to, hitting all opponents on the way and stealing one of their cards.
BirdoIconMPNX Birdo Birdo shoots the next closest person, or a random opponent if there is none nearby. This steals half of their coins.
LubbaIconMPNX Lubba Lubba dances and finds 10 coins.
PiantaIconMPNX Pianta Pianta finds a random fruit which contains either a card or a certain amount of coins, depending on the fruit. See here for details.


AkikiIconMPNX Ukiki¹ Ukiki pulls out a hat relating to a random character and uses their Ultra ability.
ShyGuyIconMPNX Shy Guy Automatically activates if a Battle game is triggered. making it so that Shy Guy does not have to pay into the pot.
DryBonesIconMPNX Dry Bones Automatically activates if Dry Bones is attacked, preventing him from being affected by any attacking events.
KamekIconMPNX Kamek Kamek casts a spell on an opponent, with a 75% chance of reducing their next move by half and a 25% chance of doubling it.
BowserJrIconMPNX Bowser Jr. Bowser Jr. gets in his Koopa Clown Car and is able to use three cards on his turn.
BowserIconMPNX Bowser Bowser chomps a Mega Mushroom to grow extra large and move forward with two card draws. Any opponents in the way lose 30 coins.

¹Ukiki is referred to as Grinder in PAL versions of the game


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

HorrorLand MP2

HorrorLandNight MP2

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

WaluigisIsland MP3

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

GoombasGreedyGala MP4

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 "arrested" (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

FutureDream MP5

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.


This game only supports the Super Mario series line; however, corresponding amiibo from other series work as well.

amiibo Description
MarAmiibo Mario
Creates a ring of fire around the user that causes fire damage to opponents.
MarAmiibo Luigi
Shoots a ball of electricity at the opponent, stunning them and dealing electric damage.
MarAmiibo Peach
Heals an ally greatly.
MarAmiibo Bowser
The user breathes fire at an opponent, stunning them and dealing fire damage.
MarAmiibo Toad
Hurts enemy.


Mario Party: To The Max X Super Mario Excursion

On October 17, 2018, Krexxal (tbc)'s birthday, Lone Planet announced the game's first DLC pack, inspired by the Ghostrealm Studios game Super Mario Excursion. Three new playable characters and a new board are featured in the pack.

Summary Events
Goomba Mountain
Goomba Mountain is arguably the largest mountain in Mushroom World, with a maze of caverns and pipes guiding visitors all around it. On this board, the Star initially costs five coins, but this price goes up by an additional five each turn, so you'll need to be quick navigating the maze.
  • While the board doesn't have many unique events, there are more Event Spaces here than on any other board, and they each take you through a Warp Pipe to the opposite side.
  • At the top of the board, you can play an Orb Minigame where you'll fight Goomboss. You need to bounce off of the glowing orange rocks to get above him, then Ground Pound in midair to deal damage. You must do this three times to win the Orb you choose, but if he manages to flatten you, he'll give you a Mushroom Orb as a participation prize.

Online Features


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