It should be fun and all, but these boards and mini-games take it to a different level.
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Peach's Birthday Cake.
Want to get to the star? First, you have to fork over 10 coins to Goomba, and then he mixes up four seeds in a "flower lottery" to determine whether you get to move forward. The bad thing is you have a one-in-four chance of picking a Bowser Seed, which drags you over to Bowser's cake. Here, when you make a full revolution, you have to pay 20 coins to Bowser, and then you're forced to play the flower lottery again. The star never moves from its spot on this board, so if you're down on your luck, you could potentially be visiting Bowser's cake for most of the game, starless and most likely coinless.
Inverted if you are really good at collecting coins and can land on plenty of unused Happening Spaces. You can use these to set up Piranha Plant traps, and when an opposing player stops on it, you automatically steal a star if they have one (only after a successful steal will the trap disappear). Since the star technically costs 30 coins to obtain on this board, most players will very likely find themselves planting Piranha Plants and fighting over one or two stars.
On the other seven boards, Toad will happily give you a star if you approach with 20 coins. On this board, there are seven Koopa Kids who challenge you to a dice block game for 20 coins. As you can only hit an 8-10 while the Koopa Kid can roll as low as a 1, you have an 80% chance of winning. But if the Koopa Kid wins, he will steal a star from you if you have any (this loss on top of the 20 coins you forked out earlier).
If you meet up with Bowser, he will always steal a star from you (unless you have none, in which case he will steal 20 coins), and then send you back to Start.
In addition, there's the Happening Space. Any time a player lands on one, all four players are sent back to Start.
This game is unbelievably infamous for having minigames that required you to rotate the control stick really fast. The worst of these games was Pedal Power, in which you had to use a bike to power up a light bulb to light the room before a Boo grabbed you. Even the computer players couldn't beat it. There are also Tug o' War and Cast Aways, which are also undoubtably hard.
It got worse when you consider that the analog stick on N64 controllers could injure one's hands. Nintendo offered free pairs of gloves to some of those afflicted and stopped using rotating the control stick as a control method in any future minigames. This is also the most likely reason Mario Party 1 has never been released on the Wii's Virtual Console.
Skateboard Scamper is easy to understand. Just press B skate and A to jump over obstacles...except once you clear them all, you'd better mash the hell out of that B button beyond anything human if you want to guarantee a win.
You've also got Piranha's Pursuit. It's pretty hard, at least if you're the lone player. Just watch out for the falling logs. Much tragedy will come out of that.
Slot Car Derby. It's a racing minigame, but instead of turning with the stick, you use it to speed up and slow down. If you go too fast, you spin out when you reach the corners. This minigame wouldn't be so bad, except the computer players play it perfectly (especially when you face Toad at the end of Mini-Game Island) and you, on the other hand, will either be frantically slowing down around every corner (allowing them to gain more ground) or ending up spinning out trying to catch up. It was also made worse in Mario Party 2, where Nintendo added about three to four more corners to the tracks.
Paddle Battle. It's another control stick-rotating mini-game. But it's a 1 vs. 3 mini-game to ramp up the difficulty. If you're playing this on mini-game island, you're always gonna be the solo player, and it's gonna be a hard time trying to literally even beat the mini-game, since the aim is to get 15 coins from your opponents. Basically, you and your opponents are in a boat. Your objective is to rotate the control stick to steer the boat to the right, where a Spear Guy spears the trio and they lose 3 coins. Unfortunately, your opponents are really good at this mini-game.
The coin mini-game Grab Bag. Everyone has bags containing their current amount of coins. To earn coins, you have to grab your opponent from behind. Except it's hard because of course your opponents are trying to grab you, too. Cue the fact that sometimes there's only 1 coin, and sometimes there's a bag of 5 coins.
Face Lift. In this mini-game, you have to stretch out Bowser's face and try to get as close of a match as the picture in the middle. This doesn't look too hard, but the controls are horrible, and it's hard just trying to make Bowser's chubby cheeks the right height (although they are usually generous enough to just stretch them as far as they will go). To make it worse, any player who has 90 points for their closest match wins. It got remade in Mario Party 2, but now there are character faces instead of Bowser faces. Oh, and this time, the player with the highest score wins.
Pipe Maze. Not too bad when on the trio side, but somewhat hard when being the solo. The solo player has to try to get the treasure chest down to themself. It starts at the bottom, and then rises to the top. There are forks in the pipes. Easy trying to follow it, right? Nope, because the screen scrolls up too fast. So good luck.
The 1 vs. 3 minigames Bash 'n' Cash, Crane Game, and Bowl Over: The former if you are the sole player, the latter two if you are one of the other three, as in all three cases you can only lose coins (and at the very best, lose nothing). The latter is even worse if you have the most coins and the sole player is an AI, as you will always be their target (unless you have less than 30 coins, forcing the AI to aim for the 10-coin chest instead).
Bash 'n' Cash can become even worse if you get Bowser's version of it (by landing on a Bowser Space, of course). It's the same objective, only this time every coin stolen from the sole player goes to Bowser inside of the other three. Worse, if the sole player manages to make it through the whole 30 seconds without losing a single coin, Bowser will steal 15 coins from him/her just to be mean.
Shy Guy Says. In a manner similar to the children's game Simon Says, Shy Guy will raise either a white (A) or red (B) flag, and you have to raise the exact same flag. If you don't, you lose the mini-game. What makes this mini-game so bad is that the AI is very good at this mini-game, and when playing with those on Hard difficulty or experience human players, this mini-game can last for minutes on end. As well as this, Shy Guy will try to fake you out sometimes, raising both flags and then pulling away a flag... or putting it back up again. Also, you only have a short amount of time to raise the flag, otherwise it's game over.
Mario Party 2
Pirate Land. The board was three landmasses separated by a series of bridges. Each bridge had three happening spaces on it, and if anyone landed on one, the nearby pirate ship would begin firing its cannon, taking all the players on the bridge back to the start. Then, if that wasn't bad enough, there were Whomps blocking a shortcut that fined one coin or higher for the first player, and if the first player gave them more than one coin, the amount the next player would have to pay would be the same amount the first player paid. If the first player had somehow obtained 30 coins, he or she (or it, as the AI for computer players favored this strategy) could pay the Whomp ten coins and still have 20 left over for the star, putting the amount at 10 coins for the rest of the game. This put the three other players in a world of hurt.
In addition, the transport docks. If the player lands on a space next to a dock with an arrow on it, Sushi the Shark will appear and take them to another dock. It isn't like other such transport spots where the player has a choice - the player is forced to accept and pay 5 coins. While this can be useful occasionally, it is mostly a nuisance due to one such dock being three spaces before a common star location. After managing to get so close to the star, making it past both bridges without being blown back to the start, you get forcefully taken all the way back to the starting island.
Also, by association, Mystery Land. Take Wario's Battle Canyon from the first game, strip it of its cannons, make landing on Happening Spaces the only cheap way to switch from island to island (the others either require use of a Skeleton Key or by gambling and having an alien airlift you to the island on the top left/bottom right, which can also backfire), and add the ability to put a curse on your opponents for cheap which only lets them roll up to 3 on a dice block, and you have the perfect recipe for a low-scoring board.
Mecha Marathon, when playing against the computers. It seems like a pretty simple button-mashing minigame, but here's the catch — the AI is inhumanly fast at this minigame. You'll be struggling to make it past 20 meters while the AI has fun breaking 30 meter records on easy mode. What makes it even worse is the fact that you have to be press not one, but two buttons repeatedly, simultaneously. Have fun beating it on the Minigame Coaster.
However, it is much easier in the Virtual Console version, probably because the Classic Controller has faster registration of button-mashing.
Bowser's Big Blast and Day At The Races, two battle minigames based entirelyon luck.
In Bowser's Big Blast, the player must avoid the plunger which detonates a bomb resembling Bowser's head.
In Day At The Races, you pick which of the four characters you think will win the race (Thwomp, Whomp, Boo, or Bob-omb). However, the player in 4th place gets the first pick, while the player in 1st place is stuck with the only one remaining.
Sneak 'n' Snore. The objective is to slowly walk to the button, push it, and slowly walk back to the door. The catch? There's a sleeping Chain Chomp. And if he wakes up and you're not hiding in your barrel, then you're out. Plus, to make it worse, if you go faster, it takes more time to get into your barrel. Have fun trying to beat this on Mini-Game Coaster.
Mario Party 3
Waluigi's Island. One area of the board, right near the start, is a circle, with several happening spaces (as well as blue spaces) and a counter starting at 5. Every time someone lands on a happening space in this circle, the counter decreases by 1. Once it reaches 0, everyone in the circle loses all their coins and it resets to 5. The worst thing about this is that there is no way to leave this circle or bypass it entirely (unless you have a Warp Block or a Magic Lamp), except for a directional roulette to the north of the circle, which has three different speeds: moderate, fast, and extremely fast, that change each time it's used. Unfortunately, the roulette seems to be rigged for human players, especially at higher speeds; whereas computer players usually get out of the circle, the roulette frequently sends human players back into the circle unless it's at the slowest speed. Aside from that, another part of the board has two passages, one of which contains a trap that sends you back to the start.
The Beat Goes On, as demonstrated by The Runaway Guys. The minigame could last for minutes on end, especially if the players can easily remember the notes to hit. What makes it infuriating is that it not only drags on, but if the game ends in a tie, nobody wins.
They also show similar disdain for Cheep Cheep Chase, which is similar to Skateboard Scamper: Mash A to swim, dive under bombs with Z. However, if one player mashes like mad, it actually slows down the other players, so good luck fighting the AI here. The bombs also have buggy hit detection and can appear out of THIN AIR.
Merry Go Chomp and Stacked Deck are both 100% up to chance in who wins and who loses. And of course since they're Battle Mini-games there's going to be a lot of money going to a single player for no reason as a result.
Game Guy's mini-games are also totally luck-based, and while that is kind of the idea (being gambling games and all) landing on a Game Guy space forces the player to wager every last coin they have on the game. Fortunately the winnings don't count towards one of the bonus stars at the end of a Battle Royale, but losing can be crippling.
Any of the Bowser mini-games. ANY. ONE. OF. THEM. But special mention goes to Darts of Doom, a very hard mini-game involving, you guessed it, darts. You throw darts trying to get the highest score as possible. Actually, that's wrong. After everyone throws their darts, whoever gets the lowest score must pay up. But if someone throws a dart at the bullseye, they automatically lose.
Mario Party 5
Nothing here yet!
Pushy Penguins. You don't know the mini-game? It's just basically about you and your opponents on an iceberg with penguins trying to kick you off. It's like a maze, only you have literally three seconds to even get past it before you're out. That is all.
Get a Rope. It's just luck, you pull a rope and hope the ten ton anvil/weight doesn't come smash down on your character's head. The only controls are selecting a rope to pull, and to make it worse, it's a duel mini game. Yeah, because betting coins or stars on a duel and getting a game with zero skill involved is the fairest thing ever.
Mario Party 6
The Snowflake Lake board takes this game to its finest level. Much like the other boards in this game, it has its own particular gimmick; instead of collecting stars for random prices, you're given a set number of stars at the beginning, and to earn more you have to steal stars from your opponents using Chain-Chomps found at specific areas of the map. It doesn't help that the level has an absurd amount of Duel Spaces, either...
Clockwork Castle. This entire board is unlocked by paying 100 stars at the bank (similar to Eternal Star from the first game). What makes this board frustrating is you can only get stars at daytime: in this particular case, you have to chase DK down and get the star from. But once nighttime arrives, Bowser will appear and chase down the players, and whoever he catches will get a Ztar, which is basically losing a star. And not only that, one particular space on the northern part of the board can actually change the time of day. This means that it's possible to play a 50-turn game without any stars.
Pitifall. It's Get A Rope all over again.
Mario Party Advance
Nothing here yet!
Mario Party 7
Pagoda Peak played in Solo Mode. You only need one star, except that it costs an outrageous 100 FREAKIN' COINS! Good luck trying to get that much, since this board is a one way path up to the star. There's even a happening space at the two moves away from the star that will make a dragon chomp you and spit you out... back to the start!
Pyramid Park. It's pretty much a direct clone of Snowflake Lake, except it has a Bowser Revolution happening space, alongside quicksand pits and numerous Bowser events that can really put a hurting on your final score.
Playing this board in Solo Mode is even worse. You have to track down Bandit and steal the star he stole from the Bowser Sphinx (remember him? He's the Bowser Revolution happening space in Party Mode) using a Chain Chomp, then return it to the Bowser Sphinx. It isn't as easy as it sounds, especially since the path to the Bowser Sphinx is blocked by a Whomp who will only let you pass if you pay 10 coins - if you don't have 10 coins, better rake 'em up fast, otherwise your opponent will likely catch you, and you will be screwed.
Windmillville, for its Scrappy Mechanic of getting stars. The mechanic here is depositing coins into windmills to buy them and their stars. Unfortunately, if one player happens to deposit more coins than the original owner, then they earn the windmill and its stars. Even worse, there are several windmills that have more than 1 star (most windmills have only 1 star), which can really turn the tide on the game.
Let's not forget Bowser Time, in which (other than the memento snapshot taking) he'll either:
Crush a windmill with an owner. When this happens, a new windmill is built in place of the old one, and has no coins deposited in it, thus no owner. It hurts to hear that a windmill has been crushed, especially if it's one you put all your coins in but still haven't been the owner... what a waste of coins.
Bowser's Enchanted Inferno in Solo Mode. At first, the objective may seem similar to that of Grand Canal (buy a star for 20 coins), but when you get the star, you have to go to one of the few green arrow spaces and confront Bowser in a final showdown (the mini-game itself is in it's own section). And not only that, ALL of the Event Spaces can really really hurt you:
The toughest event in the board is the Koopa Kid Wrestling Match. Toadsworth's statement of trying to press the A button as fast as you can is a Blatant Lie - even if you do as Toadsworth recommends you do, about 9.6 times out of 10 Koopa Kid will knock you off the edge. Oh yeah, and if that happens, you lose 10 coins.
The Bowser Cannon 4000, which launches you to a different island, can really change your game if you were really close to the star. What's worse is that there's one on each island.
There are also a few event spaces that trigger a bird to appear and take the star to a different location. If you land on this space and it happens to be right next to the star, then that really hurts.
Bowser's fire-breathing robot. Not only will it make you lose 10 coins, but anyone one space ahead or behind you will suffer the same fate (as Robo-Bowser's flames cover around half a circle).
The Pedestal course. It's entirely luck, focusing on you crossing three pairs of pedestals. If you happen to chose the right pedestal for all three pairs, you win a star - but if you pick the wrong one, you end up in the lava and lose 10 coins. Ouch.
And finally, there's the roller coaster event. It actually gives you a chance to earn coins, yet is suffering to you if a CPU (especially the one in Solo Mode) gets to ride it. It's almost dang near IMPOSSIBLE to get every coin when playing a Battle Royale, but when you play on teams, it becomes slightly possible.
The Party Cruise version made it even worse with Bowser Time, where Bowser would sink the island containing the star. Happened to be on the island? Then you're REALLY unlucky, because not only do you have to make full edge rolls around the board, you'll lose half your coins. In Solo Mode, there are specific spaces that also trigger this event (in place of the bird-stealing-the-star event), though it's probably much less common in that mode (compared to Bowser Time which happens EVERY FIVE TURNS).
How about that freaking 2 vs. 2 mini-game Battery Ram? This mini-game requires you and your partner to carry a battery to the goal. Unfortunately, it doesn't look easy as it sounds. It's pretty much like a perplexing maze, and the thing you and your partner are holding that carries the battery is pretty long, meaning it can only make 135 degree turns (or 90 degrees in one)
Any of the multiplayer Bowser mini-games, with the worst being Funderwall, which is saying something. Basically, you and your opponents are climbing a wall trying to avoid gunshots from Koopa Kids. If you even touch one gunshot, you're out. And to jam up the difficulty, there are spinners that will make you out, too. Your opponents will rarely beat it.
Magmagical Journey is pretty bad, too, because the platforms seem to be a little too spaced out, plus the addition of more gunshots from more Koopa Kids. Unfortunately, this mini-game is the easiest out of the three multiplayer Bowser mini-games.
Funstacle Course, anyone? To summarize, every player must cross an obstacle course set with traps such as spiky steamrollers, Thwomps, vertically-moving platforms, thin paths, and constant fire attacks by three Koopa Kids. And at the end, they start shooting meteors. You might as well consider yourself lucky if you can actually cross that finish line.
Bowser's Lovely Lift. Your objective is to hit the four dice blocks to move up a set number of floors, hopefully reaching the 100th floor. Sounds easy, right? With Bowser involved, the obvious answer is NO. Bowser has several artillery weapons, including darts and meteors. And once you pass the 50th floor (the halfway point), a Koopa Kid joins, and not only can he and Bowser now fire two obstacles at the same time, they now also acquire laser shots, which are VERY hard to dodge by jumping over them, but can be easy to avoid if both laser shots are moving from each end of the platform and you're in the center. But this doesn't make it any easier. In fact, this mini-game is so hard that in Solo Mode your progress was saved, and the next player up (you or the CPU) would start from where you were knocked out. Hopefully you weren't on the 99th floor and the CPU comes up next, as that is an almost guaranteed win. However, if you play this in Free Play Sub, you have to make it to the 100th floor all in one go - which can be REALLY frustrating.
Vine Country, a DK mini-game. Mash the heck out of the A button to beat DK to the top of the vine while moving left and right to dodge obstacles that slow you down. Unfortunately, it's easier said than done, because sometimes who'll be able to avoid every single obstacle, while DK gets hit many times... but DK still beats you to the top! What the heck, Nintendo?!
King Boo's Haunted Hideaway. First off, the board is randomized every time someone gets the star, making more like a complete luck board. Next, the parts of the mansion won't show up on the map until someone goes through the path. Oh, and there are 3 throne rooms, but only one of them holds the star... the other two are just big you-just-screwed-up pits that will send you back to the start. What makes this board worse is that if someone reaches the throne room with the star, but they either don't want the star (CPUs never do this) or can't afford it (the price for a star on this board is 10 coins; players can't afford the star if they have 9 or less coins), then they fall into a random pit and back to the start. But that not's the worst part of that incident. The worst part? The throne room with the star is marked with a star after an incident like this, and if someone looks at the map, they'll know EXACTLY where to go to get the star, and they'll go down the path to the star (at least if they have enough coins to buy it).
Bowser's Warped Orbit. Same deal as Pyramid Park and Snowflake Lake, except you are given special candies that act like the Chain Chomps without having to land on a specific space. It's still infuriating, especially in Duel Mode, since landing on one of the many Happening Spaces reverses the direction of the entire board, but it is one of the coolest-looking boards in the series, being a gigantic space station set above the sun.
Goomba's Booty Boardwalk and Shy Guy's Perplex Express played in solo mode. It follows the exact same rules as Pagoda Peak in solo mode, except the price is toned down to 50 coins instead of 100. Goomba's Booty Boardwalk plays more like Pagoda Peak, though, because it's also a one-way path to the star (worse yet is that there are dolphins which can take you farther to the star, which can be advantageous to AI players; similar to those bottle rockets from Pagoda Peak).
You're the Bob-Omb. It's yet another entirely luck based duel minigame just like Get a Rope. This time, you're supposed to find the detonator that doesn't have a bad fuse, and if you find the right one you win. There is no skill or strategy, just another way to make you feel stupid for betting coins.
Even worse is Cut From the Team. It's also a complete luck mini-game in which players take turns to cut ropes and hope it's one that doesn't send them flying. What makes it worse? It's a Battle Mini Game. You can lose a lot of coins just because the rope you chose was rigged.
Somebody at Nintendo really loved their luck based minigames, as Cardiators will show you. Basically, it's like Stacked Deck from the third game except inside a coliseum, it's a duel minigame (while Stacked Deck was a Battle Minigame, but even then Duel Minigames tend to also have money on the line), and the mechanics are vastly different (again, Stacked Deck had you ground pounding cards and the cards never really directly hurt you...save maybe the Koopa Kid cards, which knocked you out of the game). Sounds cool, right? Well, here's the kicker: everything is dependent on luck. To begin with, one has to pick a card that is higher numbered than their opponent's, the highest number being three. The player who gets the highest number goes first. Then the battle begins and you get to pick from several cards across a table, each one giving you a different Mario enemy that varies in damage, the highest being the Chain Chomp at twelve damage. Both you and your opposition have twenty health points, but expect it all to go down pretty quickly, especially if you roll high damage cards...not that it'll matter, since as said before, the minigame is solely dependent on luck; none of the cards are face up and you just simply have to cross your fingers and hope you'll get high rollers before the AI can. You will come to dread this minigame when it is chosen to be played, and you will potentially lose plenty of coins in the process.
Mario Party DS
Bowser's Pinball Machine, the final board in Story Mode. What makes this one frustrating is that one particular space loads you into the machine and launches you into either the Star Zone or Bowser Zone. Unfortunately, there are quite a few ? spaces in the Bowser Zone, and if you happen to land on one of them, Bowser will unleash his "Zero Flame" on you, costing you all your stars and coins you currently have, which is beyond the normal difficulty. Thanks to this space, this can change the entire game for you if you happen to get the "Zero Flame" on you.
The mini-game Soil Toil, which is a 2 vs. 2 mini-game. You and your partner have to drive a slow-looking vehicle to the finish line, and the opposing team has to do the exact same thing. The problem? The only way you can turn is one partner driving slower than the other, where the vehicle will go his/her direction. Sadists.
Trash Landing. Grab a random rope and try to land on the trash. Sounds easy, right? Nope. It's another mini-game where you gotta be lucky, because the trash come in different sizes, and they appear in different locations each time. What makes it worse is that this is a 4-player mini-game, and anyone who lands on a piece of trash automatically wins the mini-game. This makes this mini-game worse than Get a Rope from Mario Party 5, and it's equivalent mini-game, Pitifall, from Mario Party 6.
Feed and Seed may seem very easy due to it being only the first boss minigame, but be prepared to do A LOT of buttonmashing, especially during the second and third phases of the boss.
Two of the five battle mini-games in the game, Short Fuse and Chips and Dips. The former requires you to blow into the DS mic as little as possible to avoid setting off a bomb, while the latter is basically gambling for chips. What makes them so bad? There luck-based. And of course a lot of coins are going to be given to the first place player with little effort.
Cheep Cheep Chance. It's a fishing minigame where you pick from 8 rods and hope to get a Cheep Cheep and not an empty rope. Obviously, it's luck-based.
Mario Party 9
Bob-omb Factory. It's a real step up from the previous board (Toad Road), and there are many contributing factors to this: the Bob-ombs halfway through the board, the final stretch of the board being really short with lots of Bowser Spaces, and both bosses beingluck-based. It doesn't help that this is the second board in Story Mode, and also the mechanic of the Captain Event of the board.
Magma Mine. It's all fine on the board... up until after the players destroy the mid-boss. The magma will rise, and if it reaches the vehicle high enough, the current captain will lose half of his Mini-Stars. Worse, there are spaces that causes the magma to rise more than it should. You've also got fork paths, as usual. The captain decides which direction they'll go, right? Wrong. Instead, the direction is decided by this thing called the "Which Way Wheel". Everyone has to choose the direction they want to go, and the wheel will spin. Once it lands on a character, the vehicle will go the direction that player wants to go. At least it's all nice and easy at the top, until you consider the wrath of Bowser at the "Almost There!" flag...
Bowser Station played on Story mode. Having two AI opponents and requiring 1st place is steep, but fits the difficulty curve up to that point. Even having the two collaborate is frustrating, but makes narrative sense. Things go a step too far when the AI blatantlycheats, always getting ideal dice rolls for themselves and quite possibly fudging yours too, resulting in mini-star gains that simply cannot be offset by minigame skill. Adding insult to injury, the board's miniboss is completely die roll based (and vulnerable to the same AI cheats), and even the final boss is luck-sensitive. Pretty much the only way to get a victory not based on trying over and over until the AI lets up is exploiting the "Wager half of everyone's stars" Bowser event to put that insurmountable lead right back in your pocket at the last moment, but getting that is - you guessed it - luck-based.
The 1 vs. 3 mini-game Mob Sleds. It is isn't so bad in its normal version, but when played in Perspective Mode, this mini-game is hell. First off, you're ALWAYS the solo player. What makes this challenge dreadful is that camera is zoomed right in to you. And just because of that, you are unable to see your opponents coming through. Also the fact that the ice is slippery, and you're gonna be sliding everywhere. This is basically just pure luck. Good luck.
Bowser Jr. Breakdown, the midboss of Bowser Station. Many people have accused this mini-game of being completelyluck based, as all you do is roll a Dice Block and hope you're lucky (Bombard King Bob-omb, Whomp Stomp, and Bowser's Block Battle are also luck-based, but at least THEY had some element of strategy to them, when playing with human players at the least.
This game has quite a few luck-based mini-games, actually. To name them all:
Pinball Fall. Pick a pinball and hope you reach the bottom of the board first. And of course it had to have obstacles, so there's gonna be lot of stress/frustration trying to win this mini-game.
Goomba Village. While not TOTALLY luck-based, this mini-game features a high but random number of Goombas running into the five houses. Only problem? It's impossible to keep track of all of them. So it's a pick and guess mini-game.
Mecha Choice. Pick one of three doors, and hope it doesn't reach a dead end with Mechakoopas. Only one doors leads to this fate, but you have no advanced warning to where they are, so losing can be crippling.
10 to Win. It's like a game show, but you have to move up 10 spaces to win. BIG PROBLEM HERE. There are five variations of cards: ones that move only you up, ones that move your rivals up, ones that move the 1st-place player up, ones that move the last-place player up, and ones that move everyone up. The cards DO shuffle at the beginning, but it's very hard to keep track of them, even just one.
Pier Pressure. It's a recycled version of Cheep Cheep Chance from DS.
Mario Party: Island Tour
Banzai Bill's Mad Mountain... a board that's based entirely on the element of luck. Just to explain, the board is only 15 spaces long (really?), but the Dice Block has been altered so that the maximum amount of spaces a player can move in one turn is 5 instead of the usual 6. What replaces the 6 on this Dice Block? A Banzai Bill. Still not making much sense? When you roll a number, you move the usual amount of spaces but on the last space you can either safely hide from the risk of getting hit by a Banzai Bill (which is activated by rolling the Banzai Bill. So THAT's what it's there for...). And if the Banzai Bill is activated, then anyone in it's path are sent back to the start (until one player passes the halfway point - at this point the Banzai Bill will only chase them to there). Worse, just before the end of the board, there's an entire space devoted to activating the Banzai Bill and chasing you back. And one wonders why this board was rated 5/5 for luck...