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DC Deck-Building Game Dark Nights Metal Review: Metal makes a DC favorite even better

Cryptozoic Makes Dragon Construction Game is one of my favorite games in the genre thanks to your acceptance of the world and DC characters, combined with an easy-to-learn game but tactically deep. Several additions have expanded the game in several ways, and now there is a set that brings the fantastic stories of DC metal to the successful series. Well called DC Deck-Building Game: Dark Nights Metal, this independent expansion offers the addictive game that I love with the inclusion of several intriguing game turns, providing the perfect starting point for newcomers and other excellent delivery of the franchise for the Fans of all life.

For those who are not familiar, DC Deck-Building Game is a competitive experience for 2 to 5 players in which people choose a hero (and their unique ability) and build their deck by buying new cards until they can begin to defeat the Supervillanos Most of the letters come with a certain amount of Victoria Points, and whoever completes the most victory points after the game is finished, wins. That central framework does not change in Dark Nights Metal, and it is as delicious as always, but there are some welcome additions.

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On the one hand, you can now recruit more than one hero, and when you recline another hero, you also get access to your unique ability, adding even more skills to your arsenal. However, you can also lose that hero thanks to another new wrinkle, which adds an element of danger to the letters of weakness. The letters of weakness do not have positive attributes or victory points when you are asked to include them in your deck, which was quite painful. However, in metal, if you have 2 letters of weakness in your hand, your hero is captured by Batman Who Laughs, who already begins the game with Batman in his hands. That leaves you without your ability until you can recruit a new hero the next turn, and to free it you will have to defeat a super villain.

Being able to have more than one hero opens the game even more, but the greatest effect of weakness letters balances it. The letters of weakness were always an obstacle in the original game, but they were not exactly dangerous. Now they feel that they can do some damage, so you re tilted to keep them out of your mallet from the beginning, or if you have achieved it anyway, the additional danger makes it more urgent to buy cards. They allow you to destroy cards and clean your deck.

This is also related to the new progress cards, which replace the old kick cards. These are worth 2 of power just like the Kick Cards, but it is what happens after playing them what makes a difference. Instead of just staying in your deck, after playing Breakthrough Cards, you must decide if you will retain it or return it to your stack. If it returns it, you can destroy a letter of weakness you control. While you will lose that power to use it later, if you have some letters of weakness floating; This is an intelligent way to reduce them and prevent their hero from being captured.

The other important new element in the game comes in the form of metal letters, which still come in varieties of hero, equipment, superpower and villain like any other letter, although they have a bright brilliant finish. The metal is a keyword that can activate additional skills in certain letters and using certain heroes, and can have a great impact depending on how your mallet is built. For a game I used Cyborg as my main hero, which allows you +1 power for each metal letter you control. That is useful in itself, but then add letters as Plectrum (which allows you to put back metal letters in your hand), Cyborg One Million (if you played a metal letter gained +2 power) and brutal chase (replaces a Letter in alignment and win if it is metal) will expand your power and abilities even more.

The game uses the magnificent illustrations of Greg Cocoon in many of the metal letters, although there are excellent comic illustrations on all the letters. As with most franchise releases, metal cards are also compatible with any other game.

Now, I am a particular fan of Rebirth, the launch focused on cooperation on Cryptozoic s DC Deck-Building line, and I would have delighted that there was also an optional cooperative mode here, especially with metal letters and multi-heroes mechanics. That said, I also enjoy a lot of competitive style, so although a cooperative mode would be welcome with open arms, it does not prevent me from enjoying an exclusively competitive experience.

If there was another small detail, certain rules and letters may need a little more clarification, especially in a specific case, the recruitment of additional heroes. The rules make it clear that you can do it, but never really clarify how, at least in a very simple way, and I had to connect to make sure I was applying that mechanics correctly. Once again, a small thing obviously, but still worthy of mention.

DC Deck-Building Game: Dark Nights Metal brings fantastic additions to the already delicious recipe, and as a fan of Dark Nights Metal in comics, this is a pure home run. Those who do not have the same love on the DC metal side will continue to enjoy the new elements and game adjustments, so the fans will have fun with the game anyway.

Rating: 4.5 of 5

Published by: Cryptozoic Entertainment

Play design by: Matt Hera

Board Game Reviews Ep #107: DC DECK-BUILDING GAME: DARK NIGHTS - METAL

Design and development of games By: Matt Dunn, Ben Still and Nathaniel Yamaguchi

Review of the copy provided by Cryptozoic Entertainment

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