Mario Party 5 Capsules: self-use prices and board-space effects
Compare movement capsules, coin effects and defensive exceptions.
Edition covered
Original GameCube edition with Capsules and Super Duel Mode. Later Orb systems and remake boards are excluded.
Capsule machines provide random free pickups

Players may throw capsules up to ten spaces ahead or pay to activate eligible capsules on themselves. Thrown spaces can affect their original owner as well as opponents.
| Capsule | Self-use fee | Effect |
|---|---|---|
| Mushroom | 5 coins | Roll two dice |
| Super Mushroom | 10 coins | Roll three dice |
| Cursed Mushroom | 5 coins | Limit the roll to 1–5 |
| Warp Pipe | 10 coins | Swap with a roulette-selected opponent |
| Coin Block | 5 coins | Receive 10 coins |
| Tweester | 15 coins | Move the Star location |
Self-use is a separate expense
Mushroom costs five coins to use on yourself and Super Mushroom costs ten. Plan that cost alongside the 20-coin Star rather than treating the free pickup as free activation.
| Capsule | Main effect | Important detail |
|---|---|---|
| Bone | Blocks a Chain Chomp attack | Passive; cannot be thrown |
| Bob-omb | Explosion costs 20 coins | Thrown space counts three passes/landings |
| Koopa Bank | Collects passing deposits | Landing claims the stored pot |
| Bowser | Adds a Bowser space | Acts when received |
| Miracle | Three trigger a Star transfer | First-place Stars go to last place |
Bone waits for a Chain Chomp attack
Bone Capsule is passive protection. It cannot be thrown or used like a Mushroom; retaining it sacrifices an inventory slot for protection.
Three Miracle Capsules trigger automatically
Collecting all three activates their special Star-transfer effect. They cannot be thrown as ordinary spaces, and keeping partial sets limits other capsule choices.
References
| Reference | Website |
|---|---|
| Nintendo game information or original manual | www.nintendo.com |
| Super Mario Wiki game reference | www.mariowiki.com |
