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Super Mario Party Jamboree

Four friends move around a colorful board, collect coins and spend them on Stars while minigames bring everyone into the action. Choose your route and items carefully, then enjoy the reversals when another player changes your plans.

4 peopleFinish all 10 board turns and the final resultsNintendo Switch with Jamboree, TV and four Switch Pro Controllers
Four adults seated with separate controllers beside a television showing Mega Wiggler’s Tree Party.
In this guide

The quick version

Connect four controllers and choose four local players. Take the balloon to Mario Party, select Mega Wiggler’s Tree Party and Party Rules, then choose 10 turns, Motion Minigames off, Bonus Stars off and no Star handicaps. Follow the opening order roll. On your turn, inspect the map, use an available item if you want, then roll and follow the prompts. Buy Stars when you reach them and can afford them. Everyone plays the minigame after a full board round. Finish all 10 turns; the final standings decide the winner.

Get ready

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Connect everyone before choosing the board

This setup uses the original Nintendo Switch edition of Super Mario Party Jamboree, released October 17, 2024, on a Nintendo Switch or Switch OLED in TV mode. It uses Mario Party board play, not the separate Switch 2 Edition + Jamboree TV modes. Prepare one console, its powered dock and AC adapter, one HDMI cable, one TV, a game card or installed digital copy, and four charged Nintendo Switch Pro Controllers, one per adult. Use four seats with a clear view of the same screen; no phone, second console or online membership is needed for this offline session.

Pair all four controllers through the console’s Controllers menu before opening the game. At the title screen, follow the controller prompt and choose four players on this system. Give each person a character and check which controller moves which character. Guest players can use names; linking separate user accounts is optional. In the plaza, accept the balloon’s Set Off option and select Mario Party.

Choose Mega Wiggler’s Tree Party and Party Rules. Set 10 turns, Motion Minigames off, Bonus Stars off, no Star handicaps, random minigame selection and minigame explanations on. All four slots are human players. Pro Controllers support button play; turning motion minigames on changes the controller requirement to Joy-Con. Keep motion off for this guide. Set TV volume low enough for quiet conversation but still audible, and use the TV’s game mode if it has one.

Read the board introduction together. Mega Wiggler occupies the middle of the forest board; routes can change, so inspect the current map rather than treating a memorized route as fixed. Let the game establish turn order with its opening roll, then check the Star’s location before the first player rolls for movement. Ten turns describes board rounds, not ten minutes: allow an unhurried session for instructions, decisions and Showdown Minigames.

Plan a route, then play the minigame

Make the first move

When your character’s turn begins, open the map using the displayed control. Find the Star and compare the available routes. If the item menu offers an item you hold, read its effect and decide whether to use it before rolling. Choose the Dice Block, stop it with the prompted button, then move the distance the game assigns; select a direction when a junction asks you to.

Resolve the whole trip

Passing a shop, Star or other board encounter can trigger a decision before movement ends. Read the price and effect before confirming. A normal Star purchase on this board costs 20 coins; you need to reach its current location with enough coins, and its location changes after a purchase. Items can help you move, change a route or affect opponents. Spending all your coins in a shop may leave you unable to buy a Star. Landing on a space also triggers its displayed effect: blue generally adds coins, red removes them, and event, item, lucky or Bowser spaces have their own prompts. Let the software resolve each effect; the person rolling does not choose to ignore it.

Bring everyone back into play

After all four characters have taken a board turn, the game selects a minigame. Read its aim and controller diagram, then use the practice screen until everyone understands the controls before starting the scored attempt. Some games are individual, some assign temporary teams, and some collect coins directly. Follow that minigame’s stated victory or collection rule; the game awards its coins and returns everyone to the board. Temporary teammates return to individual Star competition afterward.

Handle a Jamboree Buddy

A Buddy may appear on the board. Reaching one can start a Showdown Minigame for the group; winning it earns the Buddy, not simply arriving first. Read its special ability and displayed remaining turns. A Buddy can allow repeated board interactions, including buying two Stars when you can afford them. Other players can take it by passing its holder, and it eventually leaves. Follow the screen’s ownership, prices and timing; it is not a permanent teammate or an extra human player.

Finish the chosen game

Continue through the last board round and its minigame, including any end-of-game announcements. Bonus Stars are off in this setup. The player with the most Stars ranks first; coins break a tied Star total. If the final screen gives players the same winning rank, accept joint winners. Do not import a dice-roll tiebreak from an older Mario Party game. Coins alone cannot beat someone with more Stars.

Explain the goal before the opening roll

Say: ‘Coins buy opportunities, but Stars decide the game. Three Stars and five coins beats two Stars and a hundred coins.’ Have everyone find the Star on the map before the first real movement roll. This demonstration changes no score or turn.

Keep the same rules through the final screen

Show the selected settings to everyone before starting. Stealing virtual coins, Stars or a Buddy is part of the game when the software offers it; agree to take those reversals in good humor. Help a new player interpret a menu, then let that player choose their own route or target. During minigames, each person controls their own character.

Keep explanations and practice available for unfamiliar minigames. Learning the control diagram together is more useful than expecting someone to know another Mario Party title. If a Pro Controller stops being accepted during setup, check that Motion Minigames is off before starting; a Pro Controller’s motion sensor does not make it compatible with this game’s Joy-Con motion minigames.

For a disputed space, shop price, Star purchase, Buddy transfer or minigame award, use the current screen and the game’s built-in explanation. Do not substitute remembered rules from Super Mario Party, Mario Party Superstars, Pro Rules or Jamboree TV. Once someone confirms a choice and the software applies it, this guide suggests leaving it in place rather than inventing a rollback.

Pause through the game menu if a controller disconnects or someone needs a break, and reconnect or resume before continuing. For an interruption the software cannot recover, this guide’s house suggestion is to restart the same agreed setup; an unfinished score is not a completed win. Tell everyone before play if you want that remedy. A seated button-control format still requires reading the screen and using the controls; check the group’s needs instead of promising universal access.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Super Mario Party Jamboree · See main rules

Official setting · host selection

Bonus-Star surprise

Before starting, change Bonus Stars from off to the standard on option. Keep the same board, four human players, 10 turns, Party Rules, motion off and no handicaps. After the last minigame, let the game award its Bonus Stars for the conditions it selects before reading the final standings. These can overturn the apparent lead. Do not add your own bonus categories or declare a winner before the awards; Star totals, then coins and any shared final rank still govern.

Super Mario Party Jamboree · See main rules

Official setting · host selection

Longer board decisions

Before starting, change the turn count from 10 to 15. Everything else stays as in the main setup, including Bonus Stars off. Play all 15 board rounds and their minigames, following any late-game changes when the software announces them; finish with the game’s final standings. This gives route and item decisions more opportunities, but it also asks the group to commit to a longer session. Do not shorten the agreed game midway and treat the snapshot as an official result.

Super Mario Party Jamboree · See main rules

Official handicap setting · house selection

One-Star newcomer start

With everyone’s agreement before starting, give one identified newcomer a starting handicap of one Star and leave the other three players at zero. Keep the main board, 10 turns, Party Rules, Bonus Stars off and motion off. The extra Star counts normally in the final total and can be lost through the game’s normal effects; it grants no protection or extra turns. Choose the beneficiary once before play, rather than assigning catch-up Stars midway.

About this guide

Nintendo’s original-Switch pages supply mode, controller, turn-loop and Star-purchase boundaries. Firsthand Switch reporting corroborates the specific menu settings and coin tiebreak. This guide selects exactly four adults with four Pro Controllers, one board and ten Party Rules turns; the software supports other player counts and modes, but those are outside the main format. In-game instructions resolve individual item, space and minigame effects. Pause etiquette, practice advice, restart remedy and who receives a handicap are host suggestions. Community timing and tie reports inform caution, not guaranteed session length. No Switch 2 Jamboree TV or online-mode rule is imported.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.