Kamek's Carpet Ride: Difference between revisions
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== Spaces == | |||
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green space: a normal space that sets off no event. | |||
Kamek space: sets off an event that changes place order. | |||
Move space: a space that lets you move farther or move backwards. | |||
lock space: a space that opens a door (board exclusive.) | |||
File:Example.jpg|Caption2 | |||
</gallery> | |||
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Revision as of 10:33, July 9, 2014
This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.
Template:Board-infobox Kamek's Carpet Ride is one of the seven boards in Mario Party: Island Tour. The objective is to reach the Just-Right Spaces on the board by using numbered cards. The first part, a nighttime garden, has two Just-Right Spaces as its goals. The first Just-Right space opens the gate for a red library mansion. The second one opens the gate for a green mansion with giant cogs. Each of the mansions has a Just-Right Space as the final space, which the players must stop on in order to win the game.
If a player exceeds the number of spaces, they move the number of spaces left back instead. There are some Kamek Spaces on the board that cause the players to change the space they are on. This is similar to the Crazy Kamek and the Chaos Kamek items in Perilous Palace Path.
When a turn starts, the players play a minigame to earn a card. After the minigame is over, four cards are shown. Each player picks any card they want in the order of the minigame's results. The player last-place player gets the remaining card.
Description
- NTSC: Play your cards right to be the first player to reach the goal!
- PAL: Use cards to move around Kamek's mansion. Be sure to land exactly on the goal!
Summary
Summary
the game starts out with everyone rolling the dice to determine turn order. Once done, each player will get three magic cards chosen at random which would determine how many spaces one player will move. After each player uses up all of their magic cards, a minigame will start. After the minigame ends, the player in first place gets to pick one magic card of their choice. Then second place, and so on. At the end of the board are two houses. If a player has a card that will land in front of one of the two houses, They will get a warning. When a player lands exactly in front of one of the houses, the player will ground pound a switch that opens one of the doors. Then, ALL the players go into the said house. When all the players go into the house, a whole new board is shown. The player who opened the door to the house will get a number two precision card, which makes the other players go backwards and the user forward. This board repeats the start of the game like it just started. Gameplay ends once someone reaches the end of the board, where they congratulated and awarded party points
Cards
Precision
1 | Move 1 space. |
2 | Move 2 spaces. |
3 | Move 3 spaces. |
4 | Move 4 spaces. |
5 | Move 5 spaces. |
6 | Move 6 spaces. |
Power Precision
1 | Move 1 space, others move backward 1 space. |
2 | Move 2 spaces, others move backward 2 spaces. |
Random
1-6 | Move from 1 to 6 spaces. |
1-3 | Move from 1 to 3 spaces. |
4-6 | Move from 4 to 6 spaces. |
Minigame Results
Names in other languages
Template:Foreignname spaces
Spaces
- Green space: a normal space that sets off no event.
- Kamek space: sets off an event that changes place order.
- Move space: a space that lets you move farther or move backwards.
- Lock space: a space that opens a door (board exclusive.)
- Example.jpg
Caption2