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Mario Party 6 / Orbs

Mario Party 6 Orbs: green items, traps and ownership

Understand the new distinction between landing traps and passing roadblocks.

Edition covered

Original GameCube edition with three-turn day/night cycles, Orbs and the Star Bank.

Green Orbs are personal tools

Mario reaches a Pink Boo at night while coin and Star totals remain visible.
Mario reaches a Pink Boo at night while coin and Star totals remain visible.

Use movement and protection Orbs before rolling. Their availability varies by board; Flutter is not a universal way to bypass every board’s Star rule.

Selected personal Orbs
OrbFunctionUseful situation
MushroomTwo diceReach a distant service
Super ’ShroomThree diceLong-distance movement
Sluggish ’ShroomSlow dice displayAim for a particular space
Metal MushroomIgnore rival traps during movementCross an exposed route
FlutterFly to the StarOnly on Towering Treetop and E. Gadd’s Garage

Thrown Orbs create owned spaces

Yellow traps trigger when opponents land, while red roadblocks trigger when opponents pass. Orbs can be thrown up to five spaces ahead or behind on eligible spaces.

Orb behavior by type
TypeUseTrigger
GreenUse on yourselfImmediate effect before movement
YellowThrow on an eligible spaceOpponent lands there
RedPlace a roadblockOpponent passes it
BlueSpecial automatic effectsFollow the individual Orb rule
Owned yellow spaceLand on your own iconNormally receive five coins

Your own landing trap pays a bonus

Landing on a space you own normally gives five coins. This is a major difference from Mario Party 5’s shared capsule effects.

Sluggish ’Shroom targets exact landings

The slowed dice display supports deliberate numbers. It is particularly useful when a final space is safer or more valuable than maximum distance.

References
Guide references
ReferenceWebsite
Nintendo game information or original manualwww.gamingalexandria.com
Super Mario Wiki game referencewww.mariowiki.com