I wanted to make some adjustments to my tier list, few things I've changed opinions on.
- Movement below the 21 average. Movement has still proven to be king in this game above all else, but I have found that when you want to move quickly around the board, most people just use the regular dice block in most circumstances, only using the special dice block if a unique opportunity arrives. This does make the game a little more stale I found sadly but it is the optimum tactic. If they
- Consistancy with allies. This is a very minor difference, but if a characters dice rolls are closer together, they can make landing on a certain space more likely. Take Daisy and Dry Bones both with 1 ally. Dry Bones is going to land on either 2, 3, 7 or 8 when using his special dice then adding the +1 or +2 from the ally, whilst Daisy will land on either 4, 5 or 6
- Fixed landing, I still feel that sniping a certain spot isn't a super viable path to winning, because you have to be a certain set number of spaces away to being with to even attempt sniping, the one spot that's only worth sniping is the ally spaces (granted early allies are super important in order to win), sniping goes out after the first ally and human players will counter it with Poison Mushrooms.]
There is one notable exception to the list and that's if a characters dice block will eventually land them on a fixed space, namely with them having a dice with 0 and one other number, this effects Wario, Diddy, DK and Shy Guy mainly. Special mention to Wario on the ruins whole can basically garuntee an Ally with his Dice Block since there is an Ally Space 6 spaces on the start, with only multiple bad rolls and a poison mushroom from an opponent being able to stop him.
TL:DR, if a character has movement under 21, they are probably rolling the regular dice instead of their special one in most instances, so the special dice for the 21 and under club now come down to unique spaces they can land on followed by consistancy and variance, with movement only being a tiebreaker for them.
SSS Rank (28 Move Club)
Bowser (-3, -3, 1, 8, 9, 10): 28 Movement Speed, 4 Extra Range, 5 Variance, Most likely 0 move at 2 Variance, -6 Coins
S Rank (24 Move Club)
Boo (-2, -2, 5, 5, 7, 7): 24 Movement Speed, 2 Extra Range, 3 Variance, Equal Split between 0, 5 and 7 move, -4 coins
Wario (-2, -2, 6, 6, 6, 6): 24 Movement Speed, 1 Extra Range, 2 Variance, Most Likely 6 move at 4 Variance, -4 coins
The Rest Rank
Diddy Kong (+2, 0, 0, 7, 7, 7): 21 Movement Speed, 2 Extra Range, 2 Variance, Equal Split between 0 and 7 move
DK (+5, 0, 0, 0, 10, 10): 20 Movement Speed, 2 Extra Range, 2 Variance, Most likely 0 move at 4 Variance, +5 Coins
Pom Pom (0, 3, 3, 3, 3, 8): 20 Movement Speed, 2 Extra Range, 3 Variance, Most Likely 3 move at 4 Variance
Waluigi (-3, 1, 3, 5, 5, 7): 21 Movement Speed, 2 Extra Range, 5 Variance, Most Likely 5 move at 2 Variance -3 coins
Yoshi (0, 1, 3, 3, 5, 7): 19 Movement Speed, 2 Extra Range, 5 Variance, Most Likely 3 move at 2 Variance
Rosalina (+2, +2, 2, 3, 4, 8): 17 Movement Speed, 2 Extra Range, 5 Variance, Most Likely 0 move at 2 Variance, +4 Coins
Shy Guy (0, 4, 4, 4, 4, 4): 20 Movement Speed, 1 Extra Range, 2 Variance, Most Likely 4 move at 5 Variance
Bowser Jr. (1, 1, 1, 4, 4, 9): 20 Movement Speed, 1 Extra Range, 3 Variance, Most Likely 1 move at 3 Variance
Hammer Bro (+3, 1, 1, 5, 5, 5): 17 Movement Speed, 1 Extra Range, 3 Variance, Most Likely 5 move at 3 Variance, +3 Coins
Luigi (1, 1, 1, 5, 6, 7): 21 Movement Speed, 1 Extra Range, 4 Variance, Most Likely 1 move at 3 Variance
Peach (0, 2, 4, 4, 4, 6): 20 Movement Speed, 1 Extra Range, 4 Variance, Most Likely 4 move at 3 Variance
Koopa (1, 1, 2, 3, 3, 10): 20 Movement Speed, 1 Extra Range, 5 Variance. Equally likely to move 1 and 3, with 2 and 10 least likely.
Goomba (+2, +2, 3, 4, 5, 6): 18 Movement Speed, 1 Extra Range, 5 Variance, Most Likely 0 move at 2 Variance, +4 coins
Monty Mole (+1, 2, 3, 4, 5, 6): 20 Movement Speed, 1 Extra Range, 6 Variance, Equal Split between 0, 2, 3, 4, 5 and 6 move, +1 Coin
Daisy (3, 3, 3, 3, 4, 4): 20 Movement Speed, 0 Extra Range, 2 Variance, Most Likely 3 move at 4 Variance
Dry Bones (1, 1, 1, 6, 6, 6): 21 Movement Speed, 0 Extra Range, 2 Variance Equal Split between 1 and 6 move
Mario (1, 3, 3, 3, 5, 6): 21 Movement Speed, 0 Extra Range, 4 Variance, Most Likely 3 move at 3 Variance
Yeah I know it's wild (Rosalina over Shy Guy? You mad man!), but I still value a greater range of spaces you can potentially land on over consistancy in most scenario (Daisy/Dry Bones is like the one exception). Bowser still rules the roost because more movement for more stars, shops for gold pipes and lakitu is by far the simgle most important thing in the game. Allies are a very close second though.
I wonder if this list would differ in 10 turn games where you don't have as long and less allies are going to get involved. I'll let someone else calculate that.
Also, when they do a sequel. Can we bring back Mario Party 2's costumes and let us customise our characters? You have this point system and you can only buy... stickers. Let us dress up our characters in the next one please.