Highway Rollers

**Highway Rollers** is one of the new TV Party mode in Wii Party U, replacing the Board Game Island from Wii Party.

Highway Rollers lasts a total of 45 minutes according to the game, although the game can go lower or higher, depending on the amount of players and skill.

## Gameplay

This game board is a highway that consists of 301 spaces. Each round starts with a 4-player minigame that determines the turn order, and the number of dice the players can roll in that round.

A player that gets 1st place gets to roll 10 dice, 2nd place gets 7, 3rd gets 4, and 4th gets 2. However, if the player rolls matching numbers, they get to roll 5 extra dice and move ahead. In the event of a tie, a roll off will be made to determine the final positions.

After you rolled the dice, the total amount rolled well tell you if it's a good roll or not. If it’s a very good roll, the number turns golden after every number on each dice added up, the Mii will raise their fist in the air with a happy face and the people cheer. If it’s a normal roll, nothing happens to the number; the Mii will have no reaction to it. If it’s a bad (naww) roll, the number trips a little after every number on each dice added up, the Mii will then put their hands on their hip and look sad, and the people groan. Here's how it works:

* 1st place: (Good = 40 + Normal= 30-39, Bad = 29-)
* 2nd place: (Good = 30+, Normal= 20-29, Bad = 19-)
* 3rd place: (Good = 20+, Normal= 15-9, Bad = 14-)
* 4th place: (Good = 10+, Normal= 6-9, Bad = 5-)

Examples:

First example: Kaori getting a gret roll from 5 dice (For 5 dice, anything 24+ is great, 15-23 is normal and anything under 15 is bad)

Kaori getting a Standard roll.

Shinnosuke getting a bad roll (NAWWWW)

However, if the player is lucky to roll a matching pair in addition to the total of the five dice, the number turns golden, regardless of the number.

There are various spaces that may result in the player getting sent forward/backward or other events (1 vs 3 spaces, +10, +20 and +30 spaces, -10 and -20 spaces, Last Place Boost, etc.). At spaces 100, 200, and the last one at 301, there are challenges that must be cleared in order to move on. If you fail them, it's one space back (except the last challenge. That one will make you go back 16 spaces if you fail it), and that roll ends up being wasted.

After the second bridge is completed, from that point on, the last place player may pick on of the three minigames to choose. In the even of the tie, the game will randomly choose who gets to pick.

All three challenges require you to roll dice in order to advance. The first challenge requires you to roll an odd number (1,3,5), the second one requires you to roll a green light using 5 red/green dotted dice, and the last challenge requires you to roll a 40+ (35+ if it has been failed before). Failing the challenges will give the other players time to catch up to you, making you lose the lead you had although this depends on their current spaces.

Once you reach the final bridge, you win the game.

## Spaces

### +10/+20 Space

The player jumps ahead by 10 or 20 spaces.

### -10/-20 Space

The player jumps back by 10 or 20 spaces.

### Blue 5/10 Dice Space

This is a good spot to land on. The player rolls 5 or 10 dice and goes ahead by the rolled number of spaces.

But if matching numbers are rolled, the player gets to roll 5 extra dice and move ahead.

### Red 5/10 Dice Space

This is a bad spot to land on. The player rolls 5 or 10 dice and goes back by the rolled number of spaces.

No extra dice comes when the player rolls matching numbers with negative dice.

### Last-Place Boost

The player(s) in last place either moves ahead by 10, 20 or 30 spaces, or gets warped to the first player by means of a UFO (UFO does not happen if the player behind others gets on such spot)

### UFO Space

A UFO comes and takes the current player to another random player's space, just like in Board Game Island, except there's no swapping places. This may be good or bad, depending on the player's position.

### Rocket Space

The player gets launched ahead to space 190 by a rocket. This is basically equivalent to a 30 space booster.

### 1 vs Rivals Space

In a 3 or 4 player game, all players get into a 1 vs Rivals minigame. If the Player wins, that player gets 5 dice to go ahead, if the Team wins, they get to roll 2 dice each. If a tie occured from Operation: Sandbox, then no-one rolls extra dice to move forward.

The matching number rule still occurs when players roll matching numbers with extra 2 dice.

In a 2 player game, both players will play a 4-player minigame, with the winner rolling 3 dice to move ahead

## Trivia

* This is the first game introduced in Wii Party U.
* There is a chance that the same minigame will appear ar a later point.
* In the spectator sections, there will be some duplicate Miis espeically at the end or near it.
* The shadows begin to disappear the further the Miis are away from the player.
* The Miis that are clapping will stop when you land on a negative space.
* There are two non-final challenges in this game.
* Despite being at least 45 minutes according to the game, it actually depends. 2-player modes are less time consuming than 4-player mode.