Wii Sports Wiki
Highway Rollers
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Wii Party U


4 player


"Throw your dice in the air and make a run down the highway in Highway Rollers! In this board game, your place in a minigame determines the number of dice you get to roll."

Overview of the entire board.

Not to be confused with Bobsled Highway.

Highway Rollers is a TV Party mode in Wii Party U.


The game board is a highway that consists of 301 spaces. Each round starts with an All-Play Minigame that determines the turn order, and the number of dice the players can roll in that round.

1st place gets 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. If two players get the same score in Minigames, a tie-breaker will be made to determine the final positions.

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After the player(s) roll the dice, the game will tell them if it's a good roll or not. If it’s a good roll, the number turns golden after every number on each dice added up, the Miis will raise their fist in the air with a happy face and the people cheer. If it’s a decent roll, nothing happens to the number; the Miis will have no reaction to it. If it’s a bad roll, the number trips a little after every number on each dice added up, the Miis will then put their hands on their hip and look sad, and a groaning sound is heard. Here’s a tally mark:

  • 1st place: (Good = 40 or above, Decent = 30 to 39, Bad = 29 or below)
  • 2nd place: (Good = 30 or above, Decent = 20 to 29, Bad = 19 or below)
  • 3rd place: (Good = 20 or above, Decent = 15 to 19, Bad = 14 or below)
  • 4th place: (Good = 10 or above, Decent = 6 to 9, Bad = 5 or below)




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

There are various spaces (see below) that can 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, 301, there are challenges that must be cleared in order to move on. If they fail them, it's one space back (except the last challenge. That one will make you go back 16 spaces when you fail it), and your roll ends up being wasted.

After the second challenge is completed, the game will have the player in last pick the minigame. If there is a tie for last, then the game will randomly decide who picks it.

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All three challenges require the player(s) to roll dice in order to advance. The first challenge requires you to roll an odd number, the second one requires them to roll a green light, and the last challenge requires them to roll a 40+ (35+ if it has been failed before). Failing the challenges will give the other players time to catch up to them, making them lose.

Once they reach the final challenge and roll a 40+ (or 35+ if it has been failed before), they win the game.

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

Nothing happens when the player rolls matching numbers.

Last-Place Boost

The player(s) in last place move ahead by 10, 20 or 30 spaces, or get warped to the current player by means of a UFO.

UFO Space

A UFO comes and takes the current player to another random player's space, just like in Board Game Island, except 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.

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 the minigame played is Operation: Sandbox and there is a tie, then no-one rolls dice to move forward.

The matching number rule occurs when players roll matching numbers.

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


Cross the Bridge (space 100)

The player is given 1 die and has to roll an odd number to clear the bridge.

Failing: Getting an even number is ignored.

  • Odds of completing: 50%
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Red or Green Light (space 200)

The player is given 5 dice with green and red dots, and has to roll at least 1 green in order to open the gate.

Failing: Getting 5 red lights is ignored.

  • Odds of completing: 59.8%
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Final Challenge (space 301)

In order to complete the final challenge and win the game, the player has to roll at least 35 (or 40 in the first attempt) with 10 dice.

Failing: If the player gets a number less than 35 (or 40 in the first attempt), he/she must go back 16 spaces.

  • Odds of completing:
    • 20.5% when goal is 40
    • 53.6% when goal is 35
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List of spaces in order

Spaces 3, 5, 7, 9: +20 spaces

Spaces 4, 6, 8, 10: +10 spaces

Spaces 11-20: +5 dice spaces

Spaces 31-40: +20 spaces

Spaces 51, 53, 55, 57, 59: 1 vs 3 spaces

Spaces 52, 54, 56, 58, 60: -10 spaces

Spaces 71-80: +20 spaces

Spaces 81-90: Last place boost

Spaces 91, 93, 95: -10 spaces

Spaces 97, 99: UFO spaces

Cross the bridge challenge

Spaces 101, 103, 105, 107, 109: +10 spaces

Spaces 102, 104, 106, 108, 110: 1 vs 3 spaces

Spaces 121, 123, 125, 127, 129: +20 spaces

Spaces 122, 124, 126, 128, 130: Last place boost

Spaces 141-145: +5 dice spaces

Spaces 146-150: Last place boost

Spaces 151-155: 1 vs 3 spaces

Spaces 156-160: Rocket spaces

Spaces 171-175: +5 dice spaces

Spaces 176-180: -5 dice spaces

Spaces 181-185: Last place boost

Spaces 186-189: 1 vs 3 spaces

Spaces 191, 193: -5 dice spaces

Spaces 195, 197, 199: UFO spaces

Red or green light challenge

Spaces 211, 213, 215, 217, 219: -10 spaces

Spaces 212, 214, 216, 218, 220: +5 dice spaces

Spaces 221, 223, 225, 227, 229: -10 dice spaces

Spaces 222, 224, 226, 228, 230: +10 dice spaces

Spaces 241, 243, 245, 247, 249: +20 spaces

Spaces 242, 244, 246, 248, 250: -10 spaces

Spaces 251, 253, 255, 257, 259: 1 vs 3 spaces

Spaces 252, 254, 256, 258, 260: Last place boost

Spaces 271-275: 1 vs 3 spaces

Spaces 276-280: -20 spaces

Spaces 281-290: Last place boost

Spaces 291, 293, 295, 297, 299: UFO spaces


All other spaces are blank.


  • Like in some Minigames in Wii Party U, some Miis will appear more than once as spectators.

    There's an Ian right next to Pit, but there's also another Ian in the back.

  • Dolphins will sometimes swim past the highway.
  • The shadows begin to disappear the farther the Miis are from the player.

    Notice how Xue-Ren and Susie have a shadow, but Susie's shadow is barely visible. Continuing onward after Susie, it appears that the others don't have a shadow.

  • The Miis that are clapping will stop when you land on a negative space.
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Modes in Wii Party U
TV Party: Highway Rollers - GamePad Island - Mii Fashion Plaza - The Balldozer - Teammate Madness

House Party: Button Smashers - Name That Face - Lost-and-Found Square - Sketchy Situation - Do U Know Mii? - Water Runners - Feed Mii! - Dance with Mii

GamePad Party: Tabletop Foosball - Tabletop Baseball - Mii-in-a-Row - Tabletop Gauntlet - Tabletop Minigames - Animal Matchup - Puzzle Blockade

Minigames: Minigame Collection - Freeplay Challenge - Bridge Burners - Dojo Domination - Battle of the Minigames - Tabletop Tournament - Spot the Sneak

Others: Suggestions - Archives