You’ve been there. You're sitting on the couch, Joy-Con in hand, staring at the character select screen. Your friends are rushing you. "Just pick Mario," they say. But you know better. Or maybe you don't? Honestly, most people think the characters in this game are just cosmetic skins, but Super Mario Party character dice are the secret sauce that separates a casual Sunday afternoon player from someone who actually wins the Star.
The math is weirdly deep here.
In previous games, everyone hit the same 1-to-10 block. It was pure, chaotic luck. In the Nintendo Switch's Super Mario Party, every single character has a unique "Special Die" they can choose to roll instead of the standard 1-6 block. This changes everything. It’s not just about moving fast; it’s about controlling where you land. If you’re one space away from a Star and you roll a standard die, you have a 1 in 6 chance of hitting it. If you’re playing as Shy Guy? Your odds just skyrocketed.
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The Strategy Behind the Blocks
Let's get real about why people lose. They pick a "high risk" character because they want that 10-roll energy, but then they spend four turns in a row rolling zeros.
Take Bowser. He is the definition of a glass cannon. His die has two faces that literally take away 3 coins and don’t move you at all. That’s brutal. But then he has a 10. If you’re on a map like Whomp’s Domino Ruins where every space counts, Bowser can be a godsend or a total anchor. You've gotta weigh that risk. Is it worth potentially standing still for two turns just for the chance to jump half the board? Usually, the answer is no, but gamers love the gamble.
Then you have the "Reliables." Shy Guy is basically the GOAT of Super Mario Party character dice for competitive play. Why? Because five out of six sides of his die are a 4. That is insane consistency. If you need to hit a specific event space or just keep a steady pace without the RNG gods ruining your life, you pick the guy in the mask. It's boring. It's safe. It wins games.
High Rollers vs. Tactical Movers
Characters like Wario and Boo are fascinating because they don't even have low numbers—they have zeros. Wario’s die is 0, 0, 6, 6, 6, 6. If you need to move exactly six spaces, he’s your man. If you’re stuck behind a toll or a bad event, he’s a nightmare.
Most people don't realize that Super Mario Party character dice are basically a deck-building mechanic. When you pick up Allies during the game, their dice get added to your pool. This is where the complexity spikes. If you’re playing as Mario (who has a very balanced 1, 3, 3, 3, 5, 6 die) and you pick up Donkey Kong as an ally, you suddenly have access to DK's weirdly specific +5 coins/0, 0, 0, 10, 10, 10 block.
It’s about layers.
Breaking Down the "Bad" Dice
Is there actually a "bad" character? Kinda.
Peach and Daisy are often overlooked because their dice are a bit... mid. Peach has 0, 2, 4, 4, 4, 6. It’s fine. It’s not Shy Guy level of consistent, and it doesn't have the "zoom" of Bowser. Daisy has 3, 3, 3, 3, 4, 4. Wait, actually, Daisy is low-key incredible for landing on specific spots. If you are 3 or 4 spaces away from a Star, Daisy is statistically the most likely character in the entire game to get it.
The "bad" dice are usually the ones that try to do too much. Yoshi has a 0, 1, 3, 5, 5, 7. It’s all over the place. You can’t plan a strategy around Yoshi. You’re just vibrating through the board, hoping for the best.
The Hidden Power of the Zero Roll
People hate rolling a zero. It feels like a wasted turn. But in Super Mario Party, staying still is a legitimate strategy.
Imagine you’re right in front of a Bad Luck space. Or maybe the Lakitu is just ahead and you don't have enough coins to steal a star yet. Using a character like Wario or Donkey Kong to "wait" can be a pro gamer move. You let the other players pass the danger, or you wait for the board state to shift.
- Donkey Kong: Three faces are 0 (but give you 5 coins).
- Wario: Two faces are 0.
- Bowser: Two faces are -3 coins (and 0 movement).
Donkey Kong is actually a gold-farming machine. If you’re playing on a map where items are expensive, DK can sit still and get rich while everyone else is running into traps. It's a slow burn, but it works.
Mario and Luigi: The Baseline
Mario is the "standard" for a reason. His die (1, 3, 3, 3, 5, 6) has no zeros and no negatives. You are guaranteed to move. He’s the best pick for beginners because you’ll never feel the frustration of a stalled turn.
Luigi is a bit more skewed: 1, 1, 1, 5, 6, 7. He’s got more "speed" but he also has a 50% chance of basically going nowhere. It’s a subtle difference, but over a 15-turn game, those extra 1s add up to a lot of lost ground. Honestly, if you're choosing between the brothers, Mario's 3-heavy die is much better for navigating the tricky mid-sections of the board.
The Ally Meta
You cannot talk about Super Mario Party character dice without talking about Allies. When you land on an Ally Space, you call in a buddy. This buddy adds 1, 1, or 2 to every roll you make.
This completely breaks the math of certain characters.
If you’re Bowser and you have two allies, your "0" roll becomes a "2" or a "3." Suddenly, the biggest downside of the heavy hitters is gone. The game becomes a race to collect allies. If you see someone playing as Rosalina (who has a die of +2 coins, 2, 3, 4, 8, 8) and they get two allies, they are effectively moving at light speed.
Probability is the Real Winner
Gaming experts like those at Nintendo Life or the dedicated analysts on the Mario Party subreddits have crunched the averages.
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- Bowser: Average movement of 4.67.
- Wario: Average movement of 4.0.
- Boo: Average movement of 4.0.
Compare that to the standard 1-6 die, which has an average of 3.5. By simply picking Bowser and using his special die every time, you are statistically moving further than anyone else over the course of the game. That’s why he’s top tier, despite the coin penalty.
How to Actually Win With This Info
Don't just pick your favorite color. That's how you end up in last place with zero stars and a salty attitude.
First, look at the map. If it’s a small, circular map, consistency is king. Pick Shy Guy or Daisy. You need to be able to predict where you’ll land so you can hit the shops and avoid the traps.
If it’s a massive map with huge distances between Stars, you need the heavy hitters. Pick Bowser, Donkey Kong, or Wario. Yes, you might get stuck for a turn, but when you move, you move in chunks.
Lastly, watch your opponents. If someone picks a "zero-heavy" character, they are going to be hunting for allies to offset their risk. Your job is to beat them to those Ally Spaces.
Actionable Strategy Steps
- Evaluate the Star distance: If the Star is less than 5 spaces away, check if your character has a "high probability" number (like Shy Guy’s 4s). If yes, use the special die. If not, use the standard 1-6.
- Farm coins with DK: If you're playing as Donkey Kong and you're near a shop but short on cash, don't be afraid to use your special die. Landing on a 0 for +5 coins is often better than moving into a space that costs you money.
- The Ally Pivot: If you manage to get 2+ allies, stop using high-risk dice (like Wario's 0s) unless you absolutely need a 6. The +2 or +3 bonus from allies makes the standard 1-6 die much more powerful and less likely to leave you stranded.
- Check the "Average" table: Always remember that Bowser, Wario, and Boo have the highest average movement. If you just want to go fast, these are your picks.
Success in Super Mario Party isn't just about the minigames. It's about the movement. Understanding the nuances of Super Mario Party character dice turns a game of luck into a game of calculated risks. Stop leaving your wins to chance and start playing the odds.