Mario Party Deluxe (MPDX) - Sign-Ups - Spring Quarry

Welcome to Mario Party Deluxe! Where 4 players duke it out in one chaotic round of Mario Party.

The board you will be playing on this time is:
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Spring Quarry

Rules:
1. You must be active. Very active. As you must be on at the same time as others for the majority of mini-games and such.
2. I will send you your dice roll, and you will tell me any choices that you will pass, such as buying an item or choosing a path to take.
3. Don't give up.
4. Follow the rules of the mini-games.
5. Don't edit your posts.
6. Don't cheat.
7. If you have any questions, feel free to ask.
8. Standard Mario Party rules apply.

Options:
Game Style:
- Battle Royale
- Team Battle
- Duel

Turn Amount:
- 10
- 15
- 20
- 25
- 30
- 35
- 40
- 45
- 50

Mini-game Type:
- All
- Only Short
- No Animated

Bonus Stars:
- All
- Only 3
- None


Playable Characters:
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Note: This section regards RPG aspects of certain mini-games and overworld events. When battling overworld, your HP is your Coins.
Statistics:
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Movesets:
Mario:
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Luigi:
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Wario:
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Waluigi:
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Peach:
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Daisy:
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Yoshi:
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Birdo:
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Toad:
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Toadette:
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Boo:
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Dry Bones:
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Koopa Troopa:
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Spikey:
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Ninji:
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Shy Guy:
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Attributes:
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None -
      POW: No added effect.
      DEF: No added effect.
      SPD: No added effect.
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Fire -
      POW: Doubles damage against enemies with a weakness. Halves damages against enemies with resistance.
      DEF: Damages opponent with same attributes as POW only when targeted.
      SPD: None available.
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Thunder -
      POW: Doubles damage against enemies with a weakness. Halves damages against enemies with resistance.
      DEF: Damages opponent with same attributes as POW only when targeted.
      SPD: None available.
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Counter -
      POW: None available.
      DEF: Damages opponent with same damage as taken.
      SPD: None available.
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Double -
      POW: Doubles attack on the second consecutive use. Stays at that doubled attack if continued consecutively.
      DEF: Doubles DEF. Two turns later, DEF will be halved.
      SPD: Doubles SPD.
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Daze -
      POW: May cause target to become Dazed. Dazed status lasts two turns and prevents the use of POW.
      DEF: Causes opponent to become Dazed when targeted.
      SPD: Causes opponent to become Dazed when targeted.
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Poison -
      POW: May cause target to become Poisoned. Poison status lasts four turns and does 3 damage each turn.
      DEF: May cause opponent to become Poisoned when targeted.
      SPD: Causes opponent to become Poisoned when targeted.
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Freeze -
      POW: May cause target to become Frozen. Frozen status lasts two turns and prevents ANY action.
      DEF: May cause opponent to become Frozen when targeted.
      SPD: Causes opponent to become Frozen when targeted.
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Fear -
      POW: None available.
      DEF: Causes opponent to become Afraid when targeted. Afraid status will cause Daze status when damaged.
      SPD: Causes opponent to become Afraid when targeted.
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Hidden -
      POW: None available.
      DEF: Become Hidden. Prevents any moves from targeting the player. Usually has a limit of two uses.
      SPD: Same as DEF.

System and Formula:
POW determines the amount of damage you will do.
DEF determines how much less damage you will take.
SPD determines the order of each attack. Counters and Hidden status ignore the SPD stat and are used when necessary.
HP is equivalent to your amount of Coins. Your HP drops depending on the damage you take. If your HP drops to 0, you will get knocked out.
Game HP is a set amount of HP used in certain mini-games.
If you win a match in-game, you will recover your Coins lost.
If DEF manages to be stronger than POW, they will only take 1 damage.
You can choose to Run Away on an in-game match. This may fail and you will not recover the Coins you lost.
If you have Beserk Status in-game, your POW and SPD will double, but you can't choose which action to use.

Note: The rest refers to overworld gameplay.
List of spaces:
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Start Space: This is where you begin.
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Blue Space: You gain 3 Coins when you land on it.
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Red Space: You lose 3 Coins when you land on it.
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Happening Space: Effect varies on which one you land on.
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Event Space: This does a random event that affects the entire board.
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Duel Space: This initiates a Duel mini-game with another player. The person who landed on it decides how many coins to bet or to bet for a star, either choosing one star or betting 40 Coins.
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Shopping Space: This space accesses the shop when you pass it (items change depending on the shopkeeper) and when you land on it, you initiate an Item mini-game.
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Bank Space: When you pass this, you must pay 5 coins. When landed on, all coins that were payed on a bank space will then go to the player who landed on the space.
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Bowser Space: Initiates a Bowser event when landed on. Various events can occur.
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Item Space: This gives you a random Capsule when you pass it. Does not count towards your dice roll.
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Locked Space: This requires a Skeleton Key Capsule to be in the player inventory to be able to pass. When you do, the capsule will then be used. Does not count towards your dice roll.
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Star Space: This is where the star is located. When you pass it, you have the option to get a star (depends on the board what pay is required). Does not count towards your dice roll.

List of Capsules with regarding spaces:
Note: Capsules can be placed 10 spaces ahead or behind your character. You can only hold up to 3 capsules.
Green Capsules (movement based):
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Mushroom Capsule: When used on yourself, gives you an extra dice block to roll during your turn.
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When placed, gives the user the effect of the mushroom their next turn.
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Golden Mushroom Capsule: When used on yourself, gives you two extra dice blocks to roll during your turn.
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When placed, gives the user the effect of the golden mushroom their next turn.
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Poison Mushroom Capsule: When used, you choose what player can take the effect (including yourself). The effect causing the player to have their dice roll be decreased from 1-10 to 1-3.
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When placed, causes the player to gain the effect of the Poison Mushroom the next turn.
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Reverse Mushroom Capsule: When used, you choose what player can take the effect (including yourself). The effect causing the player to move backwards instead, in which you must choose which direction to go when you reach an intersection (with pink paths) and can choose either the direction of entering an arrow intersection (where you can choose any direction other than the one that you entered it from).
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When placed, causes the player to immediately roll the dice again, but instead go in the backwards direction.
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Spring Mushroom Capsule: When used, you get to choose a player and warp to the space they are on.
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When placed, causes the player to immediately go to another player's space (it is done at random).
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Nuts Capsule: When used, you and a player of your choice will gain the effects of a Mushroom (having one extra dice block).
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When placed, causes the player to gain the effect of a Mushroom while having to chose another player to gain the effects of the Mushroom, in addition to this, both players will get 5 coins.
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Warp Pipe Capsule: When used, you swap places with a random player.
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When placed, causes the player to swap with a random player.
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Mega Mushroom Capsule: When used, gives you an extra dice block as well as gives you the Mega effect. Such an effect causes you to steal 20 Coins from each player you pass.
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When placed, causes the player to gain the effects of a Mega Mushroom during the next turn.
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Mini Mushroom Capsule: When used, restricts your dice block to be from 1-5.
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When placed, causes the player to gain the effects of a Mini Mushroom during the next turn.
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Magnet Capsule: When used, allows you to choose whatever number you want for your dice roll (a number between 1 and 10).
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When placed, causes all players to land on the space prior to this space (only if they can roll a number to be able to reach that space). Reverse ignores this effect.

Yellow Capsules (coin based):
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Coin Block Capsule: When used on yourself, provides you a random value of coins (being either 10, 15, 20, 25, or 30).
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When placed, it causes a player who passes the space to gain coins based on the dice number remaining upon entering this space. The coins gained are a value of 5 times the remaining dice roll numbers (but includes when you land on it, meaning if you land on it, you get +5 coins).
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Piranha Plant Capsule: When used on yourself, you just lose half your coins, but, if anyone else is on the same space as you, they lose half their coins as well.
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When placed, causes the player to lose half their coins, ignores if anyone else is on the space prior to having the event occur.
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Amp Capsule: When used on yourself, gives you an electrified aura that causes every player that you pass to lose 5 coins times the amount of the remaining number on the dice roll (meaning if you land on the same space as them, they will lose 5 coins).
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When placed, it causes a player who passes the space to lose coins based on the dice number remaining upon entering this space. The coins lost are a value of 5 times the remaining dice roll numbers (but includes when you land on it, meaning if you land on it, you get -5 coins).
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Bob-omb Capsule: When used on yourself, causes you and all the players on the space to lose 60 coins.
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When placed, it counts down depending on how many players pass it (or land on it). As soon as 3 players pass it, the 4th player to pass the space will then get have the Bob-omb explode on them (and any other players on the space) causing them to lose 40 coins.
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Coin Bank Capsule: When used on yourself, gives you all the coins that are currently stored in the Coin Bank.
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When placed, has the same effects as a Bank space.
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Shop Capsule: When used on yourself, allows you to access any shopkeeper to buy from their shop.
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When placed, has the same effects as a Shopping space.
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Blitty Capsule: When used on yourself, causes you to swap your coins with a random player.
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When placed, causes the person who lands on it to swap coins with a random player.
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POW Block Capsule: When used on yourself, causes you to force every other player to lose coins (being a value of either 5, 10, 15, 20, 25, or 30).
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When placed, causes anyone who lands on it to make everyone else lose 10 coins. But when it is landed on a second time, it causes everyone else to lose 20 coins. Landing on it a third time will cause the space to disappear but make everyone else lose 40 coins.
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Tap-Tap Capsule: When used, you choose a player who will lose 30 coins. If other players are on the same space as the target, they will be effected as well.
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When placed, is causes those who land on it to lose 30 coins. The space can't be overridden by players placing capsules.

Red Capsules (capsule/item based):
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Spiny Cheep-Cheep Capsule: When used, the player chooses any player to have one of their capsules be lost (the capsule is random).
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When placed, causes the player who landed on it to lose ALL of their capsules.
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Shroob 'Shroom Capsule: When used, the player chooses any player (including yourself) to have them be unable to use any capsules during their turn. Also prevents them from performing any board interactions.
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When placed, causes the player who landed on it to gain the effects of the Shroob 'Shroom during their next turn.
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Kamek Capsule: When used, causes everyone to have ALL their capsules be shuffled randomly and distributed evenly between all the players (still random).
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When placed, does the same effect as when used on yourself.
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Boo Man Bluff Capsule: When used, summons a Boo Man Bluff who can steal a capsule from another player (chosen by the user).
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When placed, anyone who passes it can chose a player to steal a capsule from, however when doing so, there is a 15 coin fee.
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Tweester Capsule: When used, causes all your remaining capsules to be placed randomly across the board, but it also affects anyone else standing on the same space as you when it is used.
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When placed, anyone who passes it will have one of their capsules be taken away and placed randomly across the board. Does the effect even when landed on.
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Toady Capsule: When used, causes you to swap all your capsules with a player of your choice.
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When placed, causes you to swap all your capsules with a random player.
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Green Shell Capsule: When used, prevents you from taking any capsules events during your turn (until your next turn initiates).
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When placed, causes you to gain the effects of the Green Shell Capsule during the next turn.
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Blooper Capsule: When used, inks all the other players, which causes them to place capsules randomly if they attempt to place a capsule. Effect lasts 2 turns.
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When placed, causes the person who passes by it to get inked for the next turn.


Blue Capsules (unable to be placed):
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Skeleton Key Capsule: Can't be used, if you attempt to use it, you will just throw it away. The capsule uses itself when you try to go past a Locked Space (you can choose whether or not to do so).
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When on the board through various other means (preset, by an event, or by certain capsule effects) it provides you a Skeleton Key Capsule if there is room available.
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Red Boo Capsule: When used, summons the Red Boo, who can steal coins or stars from other players for a certain fee. It costs 5 coins to steal coins and 50 coins to steal stars.
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When on the board through various other means (preset, by an event, or by certain capsule effects) it allows any player who passes it (or lands on it) to access the Red Boo and be able to steal coins/stars. The same fees apply.
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Flashlight Capsule: Can't be used, if you attempt to use it, you will just throw it away. The capsule uses itself when someone summons a Red Boo or Boo Man Bluff to steal something from you. It will prevent them from doing so.
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When on the board through various other means (preset, by an event, or by certain capsule effects) it provides you a Flashlight Capsule if there is room available.
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Duel Capsule: When used, you can choose any player to duel with. The rules for a duel still apply for what is to be a risk.
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When on the board through various other means (preset, by an event, or by certain capsule effects) it acts like a regular Duel Space.
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Reversal Capsule: When used, causes EVERYONE to gain the effects of a Reversed Mushroom.
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When on the board through various other means (preset, by an event, or by certain capsule effects) it does the same effect as when used on yourself.
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Countdown Capsule: When used, causes the next turn to be the Last 5 Turns, regardless of what the next turn would have been.
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When placed on the board through various other means (preset, by an event, or by certain capsule effects) it counts down from 5 for each player who passes it. When a player passes it on 1, the next turn would then become the Last 5 Turns and the counter would be reset to 5.
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Lightning Capsule: When used, causes all other players to become mini during their turn. Also causes all other players to lose 5 coins.
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When placed, causes players who pass it to become mini during the next turn.

Gray Capsules (space-less):
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Blank Capsule: Can't be used, when used, it is just thrown away.
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When placed, it changes the space to a gray space. This space does not count towards the dice roll, and can't have any capsules be placed on it. It basically gets rid of a space for the duration of the game.
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Item Capsule: Can't be used, when used, it is just thrown away.
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When placed, changes the space to become an Item Space.
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Star Capsule: Can't be used unless you pay a fee of 20 coins to open it. When used, it will give you a star.
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When placed, it will create a Star Space, and depending on the map, it might get rid of the previously available one.
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Bowser Capsule: You don't own this capsule. As soon as you get it, Bowser comes down and places it on one of the Red Spaces.
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When Bowser places it, the Red Space them becomes a Bowser Space.
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Item Bag Capsule: You don't own this capsule. As soon as you get it, it opens up and gives you as many capsules as you can carry. The capsules are all random.
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Event Capsule: You don't own this capsule. As soon as you get it, it opens up and causes the effects of the Event Space to occur to the player.

List of Statuses:
Note: These appear next to your player on the turn results screen. Most other statuses will override that of what is present, even if the status wouldn't appear during the end of the turn.
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(From left to right, 1-15)
1. Plus - Get an extra dice block during the next turn. (Mushroom Capsule, Nuts Capsule).
2. Super Plus - Get two extra dice blocks during the next turn. (Golden Mushroom Capsule).
3. Numb - Be unable to use capsules or perform certain board events during the next turn. Enhances negative effects. (Shroob 'Shroom Capsule).
4. Poison - Restrict dice roll to 1-3 during the next turn. Enhances negative effects. (Poison Mushroom Capsule).
5. Mega - Gain an extra dice block while stealing 20 coins from all players you pass during the next turn. (Mega Mushroom Capsule).
6. Mini - Restrict dice roll to 1-5 during the next turn. (Mini Mushroom Capsule, Lightning Capsule).
7. Very Inked - When attempting to place capsules during the next turn, will instead be placed in a random location of where it can be thrown. During the end of the turn, becomes Inked status. (Blooper Capsule).
8. Inked - When attempting to place capsules during the next turn, will instead be placed in a random location of where it can be thrown. (Blooper Capsule).
9. Reverse - Dice roll causes you to move in the opposite direction during the next turn. When at a junction, they will have to go to whichever point is not an arrow. (Reverse Mushroom Capsule, Reversal Capsule).
10. Shell - Protects you from capsule effects during the next turn. (Green Shell Capsule).
11. Berserk - Lasts for the entire game, unless different effect occurs. Causes most deciding points to be done at random. The player can still use Capsules however. (Certain events).
12. Deep Breath* - At the end of their next turn, becomes Fine Air. (Certain underwater sections).
13. Fine Air* - At the end of their next turn, becomes Thin Air. (If still underwater).
14. Thin Air* - At the end of their next turn, becomes Last Breath. (If still underwater).
15. Last Breath* - At the end of their next turn, loses half their coins, all their capsules, and gets sent back to start. (If still underwater).

*Displayed separate to other statuses, therefore not treated as such.

At the end of each turn, you will all play a mini-game. The mini-game is based one the color you get from landing on spaces (Red/Blue). The games can be 4-player, Battle, 2-vs-2, or 1-vs-3. Duel, Item, and Battle mini-game will occur if you land on their respected spaces (Item corresponds to Shopping Space however). Each mini-game will state its rules.

I will send you your dice roll when you have an action to take (being to buy something, choosing a path at a junction, using an item, etc.). Please note, if you have an item, you must tell me if you want to use it before I send you the Dice Roll. If you have nothing to control during the turn, then I will just post your turn thus saving time.

I will state any gimmicks that might occur, and so on. If you need anything to be clarified, feel free to ask.

The settings will be determined once we get 4 (ACTIVE) members to join.

List of Members:
1. Microphone_Kirby (Shy Guy)
2. Dark Boo (Dry Bones)
3. Luigi Party! (Luigi)
4. SpiderStaryu (Peach)

Final Note: My timezone is PST (well, I guess if you account for Daylights Savings Time...). And I am usually available at 3:00 PM to 9:00 PM (sometime around that range, I usually have something to do however...). So I think it is best if there is a time where we can all be online for quite a while, due to a requirement for the majority of mini-games.
 
Alright, game will start in a new topic.
Here.

And regarding the statistics, I tried giving characters certain movesets in order to make it more balanced and more varied. Considering some of the enemies' weaknesses and resistances, some people can be at a huge disadvantage or a major advantage, but characters still have around the same chance, just different strategies that they could use.


Considering the first turn, you guys won't have much to do, unless you get a roll greater than or equal to 7. :U

I will post anything that happens up until those numbers come.
 
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