Minor Game Modes
Minor game modes are those which alter only a small part of the gameplay, but otherwise remain similar or almost identical to Normal Mode. These modes are reserved for events, and event progress can only be made by playing in that game mode. Player stats, such as number of wins and number of games played, are unaffected when playing in these modes.
Before the Master Anglers event, these minor event-exclusive game modes would simply replace Normal Mode for the duration of the event, with no option to switch between modes. This change applied to both singleplayer and online games, but not campaign episodes. Since then, players have been given the choice to play the event mode by using the game mode switcher implemented permanently in Version 2.0, with the event's game mode being listed as an option alongside the permanent game modes for the duration of the event.
- 1 Game Modes
- 2 Other Seasonal Changes
Game Modes[edit | edit source]
These game modes are identical to Normal Mode, save for a small amount of additions or mechanics. In-depth details about each game mode can be found on the respective event pages.
Fish-a-Fish Mode[edit | edit source]
- In the Master Anglers event, the event game mode Fish-a-Fish Mode was temporarily added. In this game mode, a fishing minigame would activate for all players every 5 chapters, which would award stars and wins depending on each player's performance. In Version 2.9.8 (Hotfix 4), this was changed to happen every 7 chapters instead. This change would later be added to the main game in Version 3.0, in the form of the field event.
Shroom Zoom Mode[edit | edit source]
- In the Shroom Zoom event, the event game mode Shroom Zoom Mode was temporarily added. In this game mode, the field event was enabled by default, and was slightly changed to spawn a mushroom every 2 chapters rather than every 3 chapters.
Trick and Treat Mode[edit | edit source]
- In the Trick and Treat (2020 Rerun) event, the event game mode Trick and Treat Mode was temporarily added. This game mode is identical to how it worked in the original event, except that it is now its own game mode rather than being automatically applied to Normal Mode.
Other Seasonal Changes[edit | edit source]
There are a number of times that the mechanics of Normal Mode have been changed for the duration of an event. While the major game modes Co-op Mode, Xmas Mode, and Bounty Hunt Mode have always been separated from Normal Mode during their events, it wasn't until the Master Anglers event that all event game modes started consistently getting their own dedicated modes, regardless of the scale of the changes which the game modes made. Unless otherwise specified, these changes would apply to all custom Normal Mode games in both singleplayer and online, and would not apply to campaign episodes.
Some of these minor game modes would later be incorporated into the base game as optional Field Events.
Poppo Event[edit | edit source]
- In the Poppo Event (2014), Poppo Event (2015), and Poppo Event (2016), all CPU players use , rather than using a random character.
- In the Poppo Event (2017), another change was made in addition to the previous change, in which all units found on and panels now wear a Poppo Mask.
- In the Poppo Event (2019), the previous changes were present for a part of the event, and now also applied to Co-op Mode. This was changed in Version 2.4.1 (Hotfix 3), which made CPU players play as random characters with Poppo Masks equipped, rather than always playing as Marie Poppo.
Summer Event (2017)[edit | edit source]
- In the Summer Event (2017), a golden treasure chest (similar to the field event's red and blue chests) would spawn after a certain amount of time (Chapter 10 in singleplayer games, Chapter 5 in online games). Landing on the panel with the golden chest had no effect in-game, but would contribute to the event goal and allow players to unlock event cosmetics after the match.
Scramble!! for an Xmas Miracle![edit | edit source]
- In Scramble!! for an Xmas Miracle! and Scramble!! for an Xmas Miracle! - Returns, a "Gift" option could appear alongside the standard "Move", "Card", and "Info" options during a player's turn. This option could be selected to distribute a present to every player in the game (including the player themself), after which the player could take their turn as normal. This option would only appear if the player has presents to distribute, and could only be used once per player per match. Distributing presents had no effect in-game, but would contribute to the event goal and allow players to unlock event cosmetics after the match. This change happened in all game modes, including Campaign episodes.
- In Scramble!! for an Xmas Miracle! - Returns (2020 Rerun), this change was present once again, and now also applied to Co-op Mode. In Co-op, the "Gift" option would also distribute presents to the Co-op boss and minions; this effect was purely visual and did not affect mechanics in any way.
Chocolate for the Sweet Gods[edit | edit source]
- In Chocolate for the Sweet Gods and Chocolate for the Sweet Gods (2019 Rerun), a number of major changes were made, adding a large number of unique mechanics to Normal Mode.
- The new Chocolate resource was added, able to be collected by players in several ways during the game. The player HUD was expanded to show the amounts of each player's held and stored chocolate. Chocolate had no effect in-game, but collecting it would contribute to the event goal.
- Chocolate would spawn on random panels every chapter, stacking with any existing chocolate on the panel. Players could collect a panel's chocolate by standing on or moving through the panel.
- Units found on Chocolate color, and would give chocolate when defeated (in addition to stars and Wins). and panels wore the
- Players would give half of their held chocolate when defeated in battle (in addition to stars and Wins). Character passives and card effects that affected the amount of stars given would also affect the amount of chocolate given.
- When a player landed on a Chocolate, the player would store that chocolate, protecting it from being lost in battle. panel with at least 500
- Six copies of the unique seasonal event card were added to the Center Deck in addition to the usual 48 cards.
- In Chocolate for the Sweet Gods (2021 Rerun), these changes were present once again, and now also applied to Co-op, Bounty Hunt, and Campaign Modes. In Bounty Hunt, bounties also wore the Chocolate color.
School Crashers[edit | edit source]
- In the School Crashers event, several panels on the board would transform into panels every 3 chapters. These panels activate a minigame when landed on, and award a prize or effect depending on the player's performance. This change would later be added to the main game in Version 1.28, in the form of the field event.
- In School Crashers (2020 Rerun), the field event was slightly changed for the duration of the event, activating every 3 chapters instead of every 5, and now having NoName parts as a possible reward. This is identical to how it worked in the original event, except that it became tied to the optional Playground field event rather than being enabled by default.
Trick and Treat[edit | edit source]
- In the Trick and Treat event, a number of major changes were made, adding a large number of unique mechanics to Normal Mode.
- The new Candy resource was added (not to be confused with the Halloween Candy currency), able to be collected by players in several ways during the game. The player HUD was expanded to show each player's candy silhouette and held candy. Each player could hold up to 4 pieces, with the first candy being discarded upon collecting a fifth candy. There were 4 different types of candy pieces that could be collected, with each player being assigned a candy type, indicated by the player's candy silhouettes on the expanded HUD.
- Each player would start the game with one piece of candy, and gain a new piece of candy every 3 chapters. For every held candy, each player would gain 1 star at the start of their turn. When landing on a panel, held candy matching the player's silhouette were deposited, granting the player 10 stars and 1 Win for each.
- Players were able to trick-or-treat with opponents when passing them during a movement turn, which would occur before the standard battle prompt. Any time an opponent was passed, the trick-or-treat prompt would automatically appear, prompting the player to request one of the opponent's candies. The opponent then had the choice to accept or deny this request. If accepted, the player would receive the candy and continue their turn as normal. If denied, the opponent will suffer a punishment and the player would continue their turn as normal. If a player who was denied candy KOd the opponent in battle on the same turn, they would steal the requested candy from the opponent.
Beware Pigformation[edit | edit source]
- In the Beware Pigformation event, the new Pig Heart resource was added, able to be collected by players during the game. Players would gain a Pig Heart when defeating an opponent in battle for the first time (in addition to stealing the opponent's stars and Wins). Character passives and card effects that affected the amount of stars given would also affect whether or not a Pig Heart was gained. Pig Hearts were also gained at the end of the match; one was gained automatically, plus one additional Pig Heart for each opponent ranked lower than the player. Players could only gain one Pig Heart per opponent per game (whether through KO or ranking), and earned Pig Hearts were shown on the player HUD, with each one colored differently to correspond to the player it was gained through. Pig Hearts had no effect in-game, but collecting them would contribute to the event goal. In addition to these changes, all characters (except ) had the Pigformation accessory automatically equipped, and the player was not allowed to equip other accessories until unlocking that character's Pigformation accessory. Also, all CPU players (except ) and all units found on and panels now wear a Pigformation accessory.
Operation Halloween[edit | edit source]
- In the Operation Halloween event, 2-3 non-playable pumpkin units would appear on the field. Following player 4's turn on each chapter, pumpkins would roll for movement and roam the field. Pumpkins could only activate , , and panels, and could not challenge (or be challenged by) other units. When a player landed on the same panel as a pumpkin, the pumpkin would disappear and a new pumpkin would immediately spawn on a random panel. An expanded player HUD showed each player's number of caught pumpkins. Pumpkins caught by the player had no effect in-game, but contributed to the event goal and awarded 15 bonus Halloween Candy at the end of the match. These changes also affected Co-op Mode, with the pumpkins' turns followed the turns of the Co-op Boss and minions.
Master Anglers[edit | edit source]
- In the Master Anglers event, a special Pufferfish fish could appear as a possible fish spawn in the Fish-a-Fish minigame. The Pufferfish was worth 16 points and could never be selected for the grill.
Shroom Zoom[edit | edit source]
- In the Shroom Zoom event, the field event and mixer were slightly changed so that the legendary mushrooms and would have a chance to spawn upon any player reaching Norma 4. Despite the inclusion of a Shroom Zoom Mode during this event, this change happened in all game modes.
Bounty Hungers[edit | edit source]
- In the Bounty Hungers event, food markers would randomly appear on some shops in Bounty Hunt Mode. Players could collect a delicacy by stopping at a marked shop, which had no effect in-game, but would contribute to the event goal. During the match, collected delicacies would appear in the "Items" menu, and a maximum of 3 delicacies could be collected per player per match.