|Sonic The Hedgehog
It can't be a Sonic game without him, and Sonic has many unique skills that can give him the edge in the game.
If Sonic plays the same card in two consecutive turns, his second turn will be twice the normal amount (e.g. on turn 1 Sonic plays a 3. In turn 2 Sonic plays another 3, but this time he moves 6 spaces). This move is handy for catching up when you're behind.
Light Speed Spin Attack
In Battle mode, if Sonic plays a Special card, he uses the Light Speed Spin Attack. This move does 1-7 damage, depending on the number rolled on the roulette.
|Miles "Tails" Prower
Sonic's fox friend is here once again to help him out, bringing his unique brand of flying to the game.
When Tails lands on a special 'Tail space' he is able to move paces no other character can go. It takes him routes that go 'off' the board and can cut corners, so this is handy for nipping to that last precioustone when it seems you're way behind.
Rapid Spin Attack
If Tails draws a special card mid-battle, he is able to use two further cards to lower the enemy's HP. But if an Eggman card crops up, it's over.
|Knuckles The Echidna
Well, if Sonic's about, you can bet Knuckles is there too. He may not be as quick around the board, but you can't beat Knuckles for pure power.
When you land on a special Knuckles space, you can move up steep inclines on the board, cutting out long winding roads.
Maximum Heat Attack
This attack works in the exact same way as Tails' Rapid Spin Attack, except that Knuckles uses his three hit combo from Sonic Adventure.
Though Sonic could probably do without it, Amy's joined him on his new adventure. However, Amy's medley of moves with her old Piko Piko Hammer may just give her an edge on the boards...
When Amy lands on a Hammer space, she can suddenly bounce up onto a completely different path, not only saving you time, but completely baffling your opponents.
Revolving Hammer Attack
I you draw an 'Special' card mid-battle, you do a set damage of 5, lowering the chance of losing a battle to randomness.
|E -102 Gamma
A secret character, the robot with a heart isn't going to let something silly like being blown up stop him from having a good adventure.
If Gamma plays a 4, 5, or 6 card, he'll change modes into his wheeled version, making him immune from those irritating minus ring spaces, useful for hen you're saving up for items in the Sonic room.
If you play the 'Special' card mid-battle, two numbered roulettes will appear. The total of both of these will result in the total damage done in his attack.
No, not Chaos, this really is a Chao. Another secret character, it's pretty hard to guess its motive for being here, but this neutral Chao has a few tricks up its er, arm.
If the Chao plays a Special card in battle, a random card is used. This card does the normal amount of damage, and if the monster is not KO'd, then it won't attack back. While this is the Chao's only attack, it definitely comes in handy.
The third secret character, Big's um, big advantage is his amphibian pal, Froggy. Together, they may just pull off a surprise victory.
If Big rolls a 6, Froggy allows him to move any amount of spaces within that amount. This is incredibly useful for landing exactly where you want.
Using the 'Special' card mid-battle, Big will throw a very large rock on his opponent. A random card will be given, and the attack will be the given number +1.
The last secret character, Super Sonic plays similarly to Sonic, but he's got a few Chaos Emerald induced attacks to round him off, too.
Light-speed Spin Dash
This move works like Sonic's spin dash, but it lets you move twice as many spaces as long as you keep using the same card (e.g. you play a 5 card three times. On the second and third goes, you move 10 spaces). This move can easily get you across the board quickly.
Using the 'Special' card mid-battle, you get a roulette with numbers from 4-6. This ensures a powerful attack.