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Mario Party 9 / Dice and Mini Stars

Mario Party 9 Dice and Mini Stars: control the captain’s turn

Use restricted dice ranges to avoid expensive landings.

Edition covered

Original Wii edition. Everyone shares a vehicle; character choice does not supply a unique Dice Block.

The captain owns the movement result

Boo pursues the shared vehicle around Boo’s Horror Castle.
Boo pursues the shared vehicle around Boo’s Horror Castle.

Players ride together, but the active captain receives the stars, losses and spaces generated by that roll.

Dice choices
DicePossible outcomeGood use
Normal1–6No valuable special die needed
1–2–31; 2; 3Avoid a distant hazard
4–5–64; 5; 6Clear a nearby danger zone
0–10 or 1Keep movement very short
Slow Dice BlockTimed face selectionTarget a particular space

Special Dice Blocks narrow the range

A 1–2–3 block and a 4–5–6 block solve different problems. Count every possible landing before spending one.

Before rolling
CheckWhy it mattersPractical response
Mini Stars on routeCaptain collects the passing rewardCount stars before spaces
Mini ZtarsThey subtract starsChoose another range if possible
Forced-stop eventUnused movement does not bypass itPlan for the event itself
Next captainYour landing sets their starting pointLook one turn ahead

Slow Dice Blocks reward timing

The slowly changing face offers more control, although the selected number still has to match a useful destination.

Save stars through the endgame

Mini Ztars reduce your total. A safe short roll can outperform a long move that crosses a loss or dangerous event.

References
Guide references
ReferenceWebsite
Nintendo original game informationwww.nintendo.com
Edition-specific mechanics referencewww.mariowiki.com