Mario Party 7 Boards – Tips, List, and Unlockables

Our Mario Party 7 boards page features complete images of all boards along with tips and strategies for every board and any unlockables.

Each of the six Mario Party 7 boards are listed below. If you have tips for any of these Mario Party 7 boards, whether it be a lesser known fact or a good strategy, feel free to share your idea in the submission form at the bottom of this page. For minigame tips, click here.

Grand Canal
  • Make sure you have Orbs to roll high (Gold, Magic, Triple Shrooms), a Flutter or a Sluggish if you approach the northern section (either toward Blooper, or north of the metal bridge). There is a VERY long gap without Orbs, so you’ll be stuck moving out of a long path without Orbs, unless you hit the Gondola Happening! If in doubt of the next Star, always go for more Orbs and head south toward the metal bridge, then right to the Orb Shop.  ~ Timmy
  • I wouldn’t recommend putting traps on the three spaces long bridges as their spaces get overridden by the Bowser bridges when this event occurs. Same thing for the star spots if you remember them.  ~ Spongyoshi
Pagoda Peak
  • Try to cross any bridge nearby before Bowser Time in case Bowser breaks the bridges.  ~ Spongyoshi
  • Use the Cannon Orb only if there are many roadblocks in sight. Otherwise, use a Golden Mushroom as this one counts toward the running star.  ~ Spongyoshi
Pyramid Park
  • Whatever you roll while riding a Chain Chomp does not count towards Running Star. Be careful using Mushrooms and Golden Mushrooms when you are relatively close to Chomp Houses. If you roll very high, it may be in your best interest to skip the Chomp and take the movement to stay ahead on Running Star.  ~ P-Merks
Neon Heights
  • When coming up on junctions, always consider how many chests are left. If you aren’t near any chests and you come to the first junction near the start, you should go right to get an Orb and put yourself on track for multiple possible chest spawns. You can use this same reasoning at the junction at the first elevator, which you should always go up if there are currently no chests in the other direction. Also after the second elevator where you should always go right if there are no chests near you. These directions will just put you in a good position for the next spawn locations as well as allowing you to stock up on some orbs while you wait.  ~ P-Merks
Windmillville
  • Don’t be too hasty to use Orbs on Windmill for the Orb Star. Orbs are far, so it’s rare to hold onto multiple Orbs in successive turns. You only lose boosts to Orb Star if you don’t regain Orbs, and you keep holding more than one Orb!  ~ Timmy
  • If you’re at a windmill and see that you’re landing on a Duel after the windmill, just invest into the windmill. You can ONLY steal coins here, so you get to play a risk-free Duel for yourself! Similarly, don’t take the risk with a Koopa Kid space after a windmill; he might swap or equalize your coins and you’ll lose money!  ~ Timmy
Bowser’s Enchanted Inferno!
  • The Bowser Time on this board will ALWAYS sink the island that has the star on it. Watch the meter and plan ahead if it’s close to filling up. Decide whether it’s worth it to go for the star or get off of the island at all costs before it sinks. Anyone stuck on the island that gets sunk will be sent back to start and lose half of their coins.  ~ HWD

Got advice of your own for a Mario Party 7 board? Submit your tip in the form below and we’ll include it our list if it fits!