Nintendo has always tried to differentiate each new instalment in the Mario Party franchise. It's great when it works but over the last few years it's fair to say the series has relied on too many gimmicks.
So, as a long-term fan, it's pleasing to see in Super Mario Party the gimmick is good. At its core Mario Party is a boardgame and it feels as though Nintendo has finally gone back to its roots with this one.
The gimmick this time is that each playable character now has a regular dice to roll and also a special one, specific to them, giving them special advantages.
Mario, for example has a dice loaded with 3s, giving him a good chance of augmenting his regular roll with a 3, whereas someone like Donkey Kong has a dice loaded with 0s and a couple of huge 10s. The odds suggest he's going nowhere but if he rolls a 10 he'll surge ahead.
It's an interesting and thematic new addition to the game play, but that's not all. Scattered around the board are ally spaces, where you'll recruit a character to assist you, giving you access to their dice, and help you in some mini games.