Fortune Street

Fortune Street (known as Boom Street in Europe and Australia) is a Wii game developed by Square Enix. It is a follow-up to the Nintendo DS game Itadaki Street DS and is the first Itadaki Street title that was released outside of Japan.

This game was able to be played over Nintendo Wi-Fi Connection, however the service was terminated on May 20, 2014; making this game no longer playable online. Also, mainly due to this game's Wi-Fi compatibilities, it is not possible to transfer the save data to an SD Card.

Gameplay
This game can be played with up to four players. When playing multiplayer offline, records aren't saved. Also, when playing multiplayer offline, players can decide if each player should have their own Wii Remote, or that players share one Wii Remote. When using the latter option, players will have to see which button they must press to make a bid during an Auction.

At the start of a game, all players use number machines to determine the turn order, with the highest number going first. The only exceptions are the tutorial, where the human player always goes first; and in Custom Rules, should the Order of play be set to As picked, where it makes P1 goes first, then P2, then P3 then P4.

Four players (excluding the play system in Tutorial mode, where only three characters play) take turns by rolling dice to go around the board and buy shops. Some squares involve special attributes, such as Take-a-break squares (when a character lands there, all of his or her shops will close until the player's next turn) and Venture squares (like a Chance space in Monopoly). Players also have the ability to invest money in their own shops when they land on them (a maximum of 999 per turn). Scattered around the board are four suits (Heart, Club, Diamond, and Spade); if the player collects all of them and returns to the Bank (also the starting space) they get a promotion. When a player gets a promotion, they get money for their salary, a shop bonus which is based off of how much their shops are worth, and how many they own, as well as a promotional bonus (extra money given to the player that increases as they level up). The player's level also goes up when they get a promotion.

The player wins by increasing their net worth to at least the target amount (usually determined by the game, if on Custom though, this can range between 6,000 and 999,000 in increments of 1,000) and returning to the bank first. Net worth is the total combined amount of ready cash and value in stocks and shops, and can be increased by having other players land on their shops and buying multiple shops in an area or investing in stocks and owned shops to increase the stock price. If the player runs out of ready cash at any point, they must sell either stocks or a shop to try and get out of debt; any shops sold for cash are auctioned. Note that the bank only offers 75% of the shop price to a player if they are in debt. If the player's net worth goes below zero, then they go bankrupt; all their assets are sold off if any remain and they are automatically eliminated from the game. The player with the highest net worth automatically wins if the bankruptcy limit is met. In Tour mode, the game ends once one player goes bankrupt, in Custom mode, this can be set to when two players go bankrupt or to have a last-man-standing rule.

There are two different ways to play: the Easy rules and the Standard rules.

Standard Rules
In the Standard rules, the board is divided into several color-coded districts and includes a stock market. If the player has more than one shop in a district, both shops expand, meaning the shop's value, prices, and max capital (the amount of money that can be invested into a shop) will all increase. Owning all the shops in a district results in a monopoly, which greatly expands all the shops in that district.

Stocks can be purchased at the bank or a stockbroker square, but only 99 can be bought in one district at one given time; despite that, stocks can be sold at any time before a player's turn. Stocks can increase or decrease in value at any time. An increase of shop values or a large purchase of stock at one time will increase the stock value in that district. Contrariwise, a decrease of shop values or a large sale of stock at one time will decrease the stock value in that district. Like shops, stocks are assets, and therefore, they will not decrease net worth when purchased. When stocks increase or decrease in value, only the player's net worth will be affected. This is dependent on two factors: how many stocks owned in that district, and by how much the stock value fluctuates. For example, if a district's stock value increases by 5G, a player who owns 200 stocks in that same district will gain a 1000G bonus in net worth.

Exclusive to Standard rules are vacant plots. These spaces allow a player to build upon the land. A vacant plot can be changed, or 'renovated', at any time before the player rolls the dice block. The following buildings can be built on vacant plots:
 * Checkpoint - Any opponent who passes or lands on this space has to pay the indicated toll; afterwards the toll increases by 10G per pass; if the player who owns the checkpoint lands on this space, they can invest in any other shop they own.
 * Circus Tent - Any opponent who lands on this space has to pay the indicated price; if the tent owner lands on this space, they can expand the circus like a shop (Starts with a price of 100G, and after expanding (3 times MAX) it goes to 500G, 1000G and 2000G).
 * Balloonport - Any opponent who lands on this space has to pay the indicated price; if the port owner lands on this space, they can travel to any space at no charge.
 * Tax office - Any opponent who lands on this space has to pay 10% of their net worth; if the office owner lands on this space, they gain a 5% net worth bonus.
 * Home - Any opponent who lands on this space has to pay the indicated price; if the home owner lands on this space, every other player is forced to congregate at that space.
 * Estate Agency - This acts like a 'take a break' space to any opponent who lands on this space; if the agency owner lands on this space, they can buy any unowned shop as long as at least one shop is unpurchased.
 * Three-Star Shop - The player can build a shop with a starting value of 1000G; this acts like any other shop space until it is renovated. If another player lands on this space they must pay for goods; if the owner lands there, they can invest in any shop they own.

Three-Star Shops cost 1000G to build; everything else costs 200G. A surcharge of 150G is imposed to renovate an existing building.

Easy Rules
In Easy rules, there are no stocks, no vacant plots, and no districts, making the game more accessible for new players. To expand shops further, the player will have to buy adjacent shops in a row. The row's maximum potential length depends on its location on the board since suit squares, venture squares, the arcade, and the bank divide certain sections of the board.

Squares

 * Shops - The most common squares, these are the main focus of Fortune Street. A shop can be purchased as long as the player has enough assets (sum of ready cash and stocks) in possession. Purchasing or investing in a shop doesn't decrease net worth, but it costs ready cash to do so.
 * Venture - This square allows a player to choose a card from a random selection of 64 cards. There are 128 cards in total, but 23 of them are exclusive to Standard rules. As such, only 105 cards appear in the Easy rules. A player will also receive gold by lining up 4 or more cards with their color (10 gold per row), if they line up a whole row they gain 200 gold.
 * Suit - These squares hold one of the four suits. If a player lands directly on it, it acts like a Venture square.
 * Changing Suit - This is just like a Suit space, except it cycles through all four suits as players pass it.
 * Backstreet - Either a warp space or a Warp Pipe, these squares take the player to the connecting square of the same colour.
 * Take-a-break - This square makes the player's shops close for one turn.
 * Vacant Plot - Exclusive to Standard rules, these squares allow a player to build upon the land. In Standard rules Free Play, the amount of vacant plots can be set in the custom rules.
 * One-Way Doors - In boards like Robbin' Hood Ruins and Bowser's Castle, these doors take the player to a different part of the board.
 * Boon - Allows the player to receive a 20% commission on all profits made until their next turn.
 * Boom - Allows the player to receive a 50% commission on all profits made until their next turn.
 * Arcade - This square allows the player to play a minigame.
 * Bank - Players who passes the bank can buy stocks in any district. If a player passes by the bank square with all four Suits, they receive a promotion.
 * Cannon - Only appears on some boards; allows the player to be blasted to any other player's location.
 * Roll-on - Allows the player to roll again.
 * Stockbroker - Similar to the bank (except that it must be landed on), allows the player to buy stocks in any district.

Characters
All twenty-five characters from Itadaki Street DS return, with the addition of four new characters for a grand total of twenty-nine. Players can also use and customize their Miis in the game.

Miis are the only playable characters in single-player and online mode; in multiplayer offline, players can also choose between the Mario and Dragon Quest characters as well. Each computer character is ranked from S, A, B, C, D in terms of difficulty (S being the highest, and D being the lowest) which means each computer character has a predetermined difficulty. If the player beats either all the Easy Tour boards or all the Standard Tour boards, they will have the ability to switch the computers' difficulty from S rank to their normal rank.

Other

 * Mii

Non-Playable

 * Heal Slime
 * Dancing Jewels
 * She-Slime
 * Metal Slime
 * Rockbomb
 * Magmalice
 * Mottle Slime
 * Malroth


 * Lakitu
 * 8-bit Goomba
 * 8-bit Koopa
 * 8-bit Buzzy Beetle
 * Toads
 * Yoshis
 * Shy Guy
 * Pianta
 * Noki
 * Boo
 * Bob-omb
 * Bullet Bill
 * Chain Chomp
 * Luma
 * Dry Bones
 * Thwomp

Super Mario Tour

 * Mario Stadium
 * Starship Mario
 * Mario Circuit
 * Yoshi's Island
 * Delfino Plaza
 * Peach's Castle

Dragon Quest Tour

 * Castle Trodain
 * The Observatory
 * Ghost Ship
 * Slimenia
 * Mt Magmageddon
 * The Robbin' Hood Ruins

Special Tour (Unlockable Boards)

 * Alefgard
 * Super Mario Bros.
 * Bowser's Castle
 * Good Egg Galaxy
 * The Colossuss
 * Alltrades Abbey

Minigames

 * Round The Blocks – This is essentially a game of slots. The player can get three 7s in a row and get 500 gold coins (the game's currency, shortened as gold or simply g ) times their level, get three warp pipes or wings (depending on the board, Mario or Dragon Quest) in a row to warp, three stock icons to get a set amount of stocks in one district if playing standard mode, three Suit Yourself Cards (these are like wild cards; they can act as any suit the player does not have. Owning one Suit Yourself Card means the player could only collect three suits and still get promoted) in a row to get one of the afore-mentioned cards, or get 3 mushrooms or Slimes (depending on the board) to get 50g times the players level.
 * Memory Block – The player chooses from a number of boxes to get either a 1-Up mushroom which makes all of their shops increase by 10%, a card with a coin which gives the player 10G multiplied by their level, a Suit Yourself Card, 5 stocks in a district, or a card with Bowser's face on it which makes all of their shops decrease by 5%. Sometimes, all of the blocks will be the same size, so there is a chance that the player may get a Bowser card easily. That happens to first place the most.
 * Dart of Gold – The player throws a dart at a wheel that has different items that can help or hurt players. Once the player throws the dart and hits an item (a treasure chest containing 100G times a player's level, a gold coin worth 10G times a player's level, three gold coins worth 30G times a player's level, stocks, a 1-Up Mushroom that will increase the target's shop values by 5%, Bowser, that will decrease the target's shop values by 5 %, or a Suit Yourself Card), throw another dart at a different wheel that has all the player's faces on it, as well as a space that has everyone's faces on it. If the dart hits one player's space then they get the prize/punishment but if the dart hits the space with all the faces, then everyone gets the prize/punishment.
 * Slurpodrome – Players chose different colored Slimes to see which one will make it to the end first. Along the way, the treasure chest will open and reveal one of many things: a gold coin worth 20G, a Mimic which knocks the Slime out of the race, a Munchie which does nothing to affect the race, or a seed of agility which increases the Slime's speed. Sometimes, Rockbombs will roll onto the track and knock a Slime out of the race. Whoever gets to the end first wins the most money (100G times the level of the starting player plus any coins they collect), however since players collect coins along they way, all players will get some money (depending on the number of chests hit), if they collected at least one coin. Rewards are doubled for easy rules.

Venture Cards
When a player lands on a Venture Space or a Suit Space, the player must pick a Venture Card. When a player picks a card, the following will happen depending on the number (note that text marked in bold are exclusive to Standard Rules):


 * 1) Choose the direction you go on your next turn
 * 2) Roll the dice again
 * 3) Warp to a non-venture/non-suit square
 * 4) Receive 40G x dice roll from 1st place
 * 5) Warp to any shop or vacant plot
 * 6) Warp to a Venture or Suit square
 * 7) All your shops expand by 7%
 * 8) Roll the dice again (All shop prices increase by 30%)
 * 9) Roll the dice again (All shops close)
 * 10) Roll the dice again (All shop prices are reduced by 50%)
 * 11) Receive 11G x dice roll from all other players
 * 12) Capital Venture: Invest in one of your shops (optional)
 * 13) All your shops are reduced by 13% (Note: This is the only card to play a curse tune.)
 * 14) You give everyone 30G each!
 * 15) Receive 50G x dice roll from the Bank
 * 16) Shops expand in 3 random districts
 * 17) You receive half your salary!
 * 18) The bank forcibly buys one shop at 2x value
 * 19) Prices on your shops increase 30% until next turn
 * 20) You can expand any one of your shops by 20%
 * 21) Receive 20 stock from random district
 * 22) You can sell a shop back to the bank for twice its shop value.
 * 23) Expand one shop by 50%
 * 24) Bank forcibly buys one shop for value + 200g
 * 25) Your shop prices halve until your next turn
 * 26) Collect commission (50%) for 1 turn
 * 27) Receive 27g x number of shops you own
 * 28) Cameo adventure! A goodybag appears! (pays the shop price on the space he stops on to the space's owner)
 * 29) Freebie – Take a Heart (100g if you have one already)
 * 30) All rent = 100g and roll again
 * 31) Shops expand by 10% in a random district
 * 32) Shops expand by 20% in a random district
 * 33) Sell a shop back to the bank at 3x value (optional)
 * 34) Roll 1/3/5 and your shops close for the day. Roll 2/4/6 and everyone else's shops close
 * 35) Sell stocks 35% above market value (optional)
 * 36) Pay 100g to invest in your shops (optional)
 * 37) Shops expand by 30% in random district
 * 38) Buy stocks at 10% above market value (optional)
 * 39) Buy a Suit-Yourself Card for 100g (optional)
 * 40) Pay 10% of your Ready Cash to last place
 * 41) Stock price decreases by 10% in a random district
 * 42) Stock price decreases by 20% in a random district
 * 43) Pay 2g x all owned stocks
 * 44) Roll the dice and pay 44 times the number in gold coins to the player in last place!
 * 45) Dicey Venture: Roll 1/3/5 and warp to a Take a Break space. Roll 2/4/6 and warp to the Arcade.
 * 46) Dropped Wallet: Lose 10% of your Ready Cash
 * 47) Roll 2-6 and get all the suits. Roll 1 and lose all your suits
 * 48) All shops reduced by 10% in a random district
 * 49) All shops reduce by 20% in a random district
 * 50) Move same number of spaces again
 * 51) Move forward 1 square more
 * 52) Move forward 2 squares more
 * 53) Warp to the Bank
 * 54) Pay 100g to Warp to the Bank (optional)
 * 55) Roll the dice again and move forward (with an invitation to browse thrown in!)
 * 56) Roll the dice again and move forward (with a half-price special thrown in!)
 * 57) Warp to any square
 * 58) Pay 100g to Warp to any non-venture, non-suit square (optional)
 * 59) Buy stocks at 10% below market value (optional)
 * 60) Stock prices increase by 10% in a district picked at random!
 * 61) You receive a 10% dividend on your stocks!
 * 62) You receive a 20% dividend on your stocks!
 * 63) Stock price increases by 20% in a random district
 * 64) Stock prices increase by 30% in a district picked at random!
 * 65) Force Buyout any shop or vacant lot for 5x value (optional)
 * 66) Receive 10 of the most valuable stock
 * 67) Buy Stock (optional)
 * 68) Play Memory Block
 * 69) Stock Venture. You can sell stocks you own at 20% above market value
 * 70) Sudden Promotion and Salary, lose all suits
 * 71) You can invest up to 200G of the bank's money in your shops
 * 72) Dicey Venture: Roll 1/3/5 and receive 20g x # of shops owned. Roll 2/4/6 and pay the same value.
 * 73) You can buy any unowned shop or vacant lot
 * 74) Forced auction at 2x value
 * 75) Buy any un-owned shop or vacant plot for 2x value
 * 76) You're invited to play Round the Blocks!
 * 77) Receive 5 stocks from every district
 * 78) You can buy any unowned shop or vacant lot for 200G more than its value
 * 79) You can buy a vacant plot or shop for three times its value, whether someone else owns it or not
 * 80) Freebie: Take a Spade (100g if you have one already)
 * 81) All other players move 1 on next turn
 * 82) Freebie: Take a Club (100g if you have one already)
 * 83) Roll 1/3/5 and warp to a random location. Roll 2/4/6 and everyone else warps
 * 84) Receive 10% of 1st place Ready cash
 * 85) Roll the dice and get 85 times the number shown in gold coins from the bank!
 * 86) Receive 100g from all other players
 * 87) Roll again with 8's and 7's dice
 * 88) All other players swap places
 * 89) Freebie: Everyone gets a Suit-Yourself Card
 * 90) Shop prices increases 30% for a turn
 * 91) Cameo adventure! Healslime appears! (any player who passes him can pick up any suit, or a Suit Yourself card if they have all the suits)
 * 92) Cameo adventure! Lakitu appears! (all shops he passes will be closed for one turn)
 * 93) Dicey venture: Roll 1/3/5 your shops expand by 10%. Roll 2/4/6 and everyone else's shops grow by 5%
 * 94) Freebie: Take a Diamond (100g if you have one already)
 * 95) Impromptu Party: All other players warp to you
 * 96) Impromptu Party: All other players warp to one player
 * 97) Increase stock value by 20% in a district of your choice
 * 98) Force Buyout any shop or vacant lot for 4x value (optional)
 * 99) Freebie: What's inside? (all four suits if player does not have complete set, otherwise a Suit-Yourself Card)
 * 100) Freebie: Take a Suit-Yourself Card
 * 101) Special bonus: Your shops all grow by 21%
 * 102) Roll the dice and get 33 times the number shown in gold coins from all other players!
 * 103) The value of all your shops drop by 25%
 * 104) You give everyone 80G each!
 * 105) Roll the dice and get the number shown x your level x 40G from the bank!
 * 106) Roll the dice and get half the number shown of Suit Yourself cards!
 * 107) Revaluation Venture: You can expand one of your shops by 30%
 * 108) You can sell a shop back to the bank for four times it shop value
 * 109) You can expand any one of your shops by 75%
 * 110) You receive 77 times the number of shops you own in gold coins from the bank!
 * 111) You can sell a shop back to the bank for 500G more than its shop value
 * 112) You receive 100 times the number of shops you own in gold coins!
 * 113) Roll the dice and get the number shown x your level x 20G from the bank!
 * 114) Take your level times 40G from all other players!
 * 115) All other players move 7 on next turn
 * 116) Roll the dice and get 60 times the number shown in gold coins from the player in first place!
 * 117) Everyone gets to choose which way to move on their next turn
 * 118) You get a really big commission (75%) until your next turn
 * 119) Misadventure! You give 20% of your ready cash to the player in last place!
 * 120) Drop your wallet and lose 20% of your ready cash
 * 121) You can invest up to 400G of the bank's money in your shops
 * 122) The winning player must pay you 20% of their ready cash!
 * 123) Roll 1/3/5 and your shops expand by 20%. Roll 2/4/6 and everyone else's shops expand by 5%
 * 124) Buy a Suit Yourself card for 50G
 * 125) Roll 1/3/5 and warp to a boon square. Roll 2/4/6 and warp to the arcade.
 * 126) Roll the dice and expand your shops by 2% x that number
 * 127) Play Round The Blocks immediately followed by Memory Block
 * 128) Special bonus! You receive 55 times the number of shops you own in gold coins from the bank!

Results Screen
When a game is finished, the player in first place does a winning animation and the player in 4th place does a losing animation. After that, trophies and prizes will be handed out (only in Single Player mode, except Tutorial), then a details screen shows up, divided into three different screens (on all screens the Target amount appears):

Graph
The first screen shows the players' positions and how many turns the game lasted. To the right is the graph, each player is identified with a colored line. Also, the red dotted line indicates the starting value and the black dotted line indicates the target net worth.

Sales and Payments
The second screen shows the number of times the player made sales including gold values:
 * Number of sales: Number of times rivals landed on the player's property and had to pay.
 * Total: The total gold the player gained from sales.
 * Average: Average amount of gold determined by the total divided by the number of sales.
 * Greatest: The most amount of gold the player gained from one sale.

It also shows the amount of payments including gold values:
 * Number of payments: Number of times the player landed on rivals' properties and had to pay.
 * Total: The total gold the player lost from payments.
 * Average: Average amount of gold determined by the total divided by the number of payments.
 * Greatest: The most amount of gold the player lost from one payment.

In Standard Rules, there is also Stock Return, which is the amount of gold gained or lost from stock prices rising or dropping.

Assets and Salary
The third screen shows each player's net worth, ready cash, property and stock (only in Standard Rules) as follows:
 * Net worth: This is determined by sum of ready cash, property and stock (only in Standard Rules). If a player is bankrupt, this value will be negative, same for Ready cash.
 * Ready cash: The amount of gold the player has in possession.
 * Property: Sum of the shop prices of the property the player owns.
 * Stocks: Only in Standard Rules, the sum of the stock prices on stocks the player invested in.

It will also show the player's level and upcoming salary:
 * Level: Shows the player's level.
 * Upcoming salary: Shows the player's salary for their next promotion.

References to other games

 * Super Mario Bros.: The World 1-1 stage is based off the same level from this game. Additionally, the main theme of this board is a remix of the overworld theme of this game. Also, upon completing a Mario board, a remix of the Castle Clear music plays, followed by a remix of the ending theme.
 * Super Mario Bros. 3: During an auction, a remix of the original Toad's House theme can be heard. A remix of the Pipe Land map theme also plays in the stock menu.
 * Super Mario World: A remix of the final boss theme plays when someone reaches the target amount in a Mario board (this indicates the game is almost over). Remixes of the athletic theme are heard in a variety of the available mini-games. A remix of the bonus stage music is heard in the minigame Round the Blocks if it is played on a Mario board.
 * Super Mario Kart: The Mario Circuit board stage's theme is a remixed version of Mario Circuit.
 * Super Mario World 2: Yoshi's Island: A remix of the title screen music for this game plays as the main theme for the Yoshi's Island board. Also a remix of the athletic theme is heard in the Venture square.
 * Super Mario RPG: Legend of the Seven Stars: The main theme of the Peach's Castle board is a remix of the Mushroom Kingdom theme from this game.
 * Wario Land 3: Wario mentions Rudy when building a tent on the board.
 * Luigi's Mansion: One of Luigi's quotes mentions the Poltergust 3000.
 * Super Mario Sunshine: Delfino Plaza returns as a Mario series board. A remix of its original theme is the main theme of this board.
 * Wario World: Wario mentions the Black Jewel in one of his quotes, who was the main antagonist of that game.
 * Mario Superstar Baseball: The Mario Stadium returns as one of the Mario series boards.
 * New Super Mario Bros.: A remix of the Bowser's Castle theme can be heard at certain boards. Gaining a level with a Mario series character will make a remix of the "Course Clear" theme from New Super Mario Bros. play.
 * Super Mario Galaxy: The Good Egg Galaxy returns as a Mario series board.
 * Mario Party DS: If a player draws venture card #88, all other players swap positions. This is a reference to the Happening Space in Kamek's Library that will occasionally cause Kamek to cast "Kamek Spell No. 88", which has the same effect.
 * Mario Kart Wii: The Mario Circuit board resembles the Mario Circuit from this game.
 * New Super Mario Bros. Wii: The Toad House mini-game features a remix of the Toad House theme from this game.
 * Super Mario Galaxy 2: Starship Mario returns as a Mario series board.
 * Mario Sports Mix: The victory animations for the Mario series characters resemble the animations from this game, however their animations aren't continuous; they revert to their standing animation when they finish their victory animation.