When watching people play Jamboree I never really saw anyone use the Turbo Dice, so was wondering where it'd be good to use it.
Would have loved to do some actual in match testing to get a feel, but sadly I don't have Jamboree. :(
Written 25/07/2026.
As a reminder: in a turn of Mario Party (at least the one we're looking at), you roll a d10 to determine how many spaces you are moving. The Double Dice is an item that lets you roll 2 dices in a turn and move their total.
The Triple Dice is a rarer/more expensive item that lets you roll 3 dices. Moving is important because it lets you access the star (and getting more stars is how you win the match), get by the shop to get more items, and so on.
Roll 'em Raceway is one of the boards in Jamboree, which is themed after a race track. It has an exclusive item (today's subject): the Turbo Dice. It lets you roll 4 dices at once but you skip any board event you pass through.
This mean no collecting the star, no purchasing at the shop, and so on (things that you would have been able to do if you used a Triple Dice instead).
So it's a pretty clear high risk high reward item: it gives you the highest mobility boost of any (non-teleporting) item in the game, but you can't use it to snag stars and stuff, only to reposition.
As it has a similar price to the Triple Dice in Jamboree (10 coins for Triple, 12 for Turbo), when is that extra d10 worth the risk of skipping stuff?
Because the Turbo Dice shows up in only one board, we can warrant a detailled analysis of its layout to find the precise spots where a Turbo Dice is useful, and when it'll skip too much to be used.
Roll 'em Raceway is themed after a race track, so the layout is just one big loop. Two areas (top and bottom) split into two parallel tracks, but in both cases they recombine before going to the next section of the board.
Those junctions give us a pretty intuitive way to divice the board into 4 sections. In the order they are visited: bottom, left, top, right (then looping back to bottom).
The star only ever spawns in the top section, alternating between its 2 parallel tracks every time it is collected.
"Static" star location and the board being a big loop means there's no positioning needed, just mobility and try to loop around as much as possible.
Another convenient thing about this section division is that each section has one event you can pass through. They are:
In the bottom section the event depends on whether you take the bottom path (finish line = coins) or the top one (pit stop = lots of items). They both lead to the left section.
Those are all the events that the Turbo Dice will deny us if we cross them while using it, and since the layout is just a big loop, we're forced to go through them in order.
Let's now consider a "best case" scenario for the Turbo Dice: consider for each event the space right after it.
Standing on it, you are as far as possible from the next section's event, thus the least likely to go through it and skip it if you use a Turbo Dice.
Now if we note N the distance between the space we're standing on, and the space right after the next section's event, we can say that from this position:
We will make the assumption that we don't want to skip the star, and thus on the top section will always take the path where the star is.
(The star being present removes a space from its path and I didn't want to branch out the table too much.)
| Right after | Roll to next event | |
|---|---|---|
| Finish line | 9 | |
| Pit Stop | 15 | |
| Shop | 15 (top) | 13 (bottom) |
| Star (top) | 11 | |
| Star (bottom) | 11 | |
| Boo | 15 (finish) | 13 (pit stop) |
What's nice is that we can also add them up if we want to see if we skip 2 at once. For example, if we are the space right after the finish line, roll a 22 (9+13),
and take the bottom path on the top section, we land one space after the star spawn.
As said above this is a best case scenario for the Turbo Dice: we are as far away from the next event as possible, thus we have the lowest chance to skip it.
Using cumulative probabilities we can find the chance for our Turbo Dice to roll less than N (from our previous table) = chance of not skipping the next event.
While I'm at it I'll also include the chance to not skip the event 2 ahead (so for example one the starting line it's the chance to land before the star spawn).
Using anydice.com with output 4d10 (and merging the 2 stars because their distance to Boo is the same) we get the following table:
| Right after | Chance to not skip | Chance to not skip second | ||
|---|---|---|---|---|
| Finish line | 0.70% | 59.95% (top) | 46.65% (bottom) | |
| Pit Stop | 9.97% | 90.03% (top) | 82.40% (bottom) | |
| Shop | 9.97% (top) | 4.95% (bottom) | 72.20% (passing top) | 59.95% (passing bottom) |
| Star | 2.10% | 72.20% (finish) | 59.95% (pit stop) | |
| Boo | 9.97% (finish) | 4.95% (pit stop) | 59.95% (passing finish) | 82.40% (passing pit) |
Keeping in mind that this is a best-case scenario for not skipping events distance-wise (so if you are further after an event, the chance to not skip the next/next 2 will be even lower),
we conclude that by using a Turbo Dice you:
So given those odds, which event is worth skipping to move ahead? That's where I would love to put this into practice but uhh don't have the game. I see the following spots:
That does sound like something to consider... but also all events you pass are either opportunities to get more coins (boo, finish line),
or turn excess coins into win conditions directly (star, boo star steal), or indirectly (getting mobility from shop or pit stop).
So yeah I think I'd probably get a Triple Dice instead. Curious how that would play out on a board with a more standard layout tho.