Windmillville

Windmillville is a Netherlands-themed board in Mario Party 7. Here, Koopa Shepherdesses are in charge of the Orb Shops, windmills and attractions. The goal of this board is to obtain as many Stars as possible through the purchase of windmills. The owner of each windmill earns a certain number of Stars (these are taken away if the windmill changes owner). Each of the four red windmills are worth one Star, the green windmills located at both corners of the stage are worth two Stars each, and the big yellow windmill located in the center of the board is worth three. To take control of a windmill, a player must have the greatest number of coins invested in it. Players are given the option to deposit coins into a windmill whenever they pass by it on the board, and a windmill--along with the Stars inside it-- is owned by whoever has deposited the most coins in that windmill. A variation of this mechanic was later reused in a Mario Party 8 board, named Koopa's Tycoon Town.

The stage itself is full of interchangeable paths that shift every time a character passes through paths of special tulips. A character can also choose to ride a floating flower for ten coins. This will transport the character to one of several random spaces on the board.

In Solo Mode, the players must defeat their opponent by being the first to repair three windmills. The red ones cost 20 coins to repair, the green ones costs 30, and the big yellow one costs 50.

Events

 * Landing on the Green Space next to the sheep pen lets players play a game for coins, where players must herd as many sheep as possible back into a barn before time runs out.
 * Landing on the Green Space at the top of the board lets players play a different game, where they must Ground Pound on a trampoline leaf in order to spring up and collect coins. If the player manages to collect all 20 coins, the Koopa Shepherdess will give the player 50 coins.

On this board, players cannot steal Stars from others through Duel Mini-games. Also, Bowser can only steal coins if players lose on his mini-games. Similarly, Donkey Kong can only reward the winners of his mini-games with coins.

When Bowser Time comes along, Bowser can do one of three things:
 * Take a souvenir photograph of all the players, making them pay 10 or 20 coins each for it (and then leave without giving anyone the photo).
 * Destroy one of the windmills, along with all of the coins invested in it. A new unowned windmill is then reconstructed in its place.
 * Send Koopa Kid to rob coins from one of the windmills (possibly changing the owner). Humorously, a Koopa Shepherdess sometimes walks by, causing him to briefly disguise himself behind a bush. There is a small chance however, that Koopa Kid will not steal any coins.