Written by Christian Backe on 28. November 2020.
Page 1 of 2
Arrrrr! Loosen the magnetic clamps and set the sun sails! The membership fee for the pirate guild has been paid and needs to be collected again. Whether planets or ships, no one is immune from the nefarious scourges of space. Let’s experience METAL ADVENTURES!
We bought METAL ADVENTURES ourselves.
This does not affect our rating!
Raise the sail, wretched land rat!
The successful pirate life in METAL ADVENTURES begins at the age of 14. And if between three and six corrupt souls come together for 45 to 60 minutes, the first with nine fame points can call himself the most legendary pirate among the suns.
The various materials were illustrated by the sailors Dimitri Bielak, Camille Durand-Kriegel and Rémi Le Capon. METAL ADVENTURES was conceived by Lionel Borg.
But now enough of the bourgeois trivialities and into the adventure of galactic piracy! Each pirate gets a ship with a special ability, some galactic credits as start-up capital and chooses two of three secret trophy cards and an astropult with the same start-up settings.
A day is the same for every young captain. First, the membership fee must be paid from a loan to the Pirate Brotherhood. Crime also needs to be organized! Since robberies are part of everyday business, it should come as no surprise that this action is mandatory. Each pirate can decide for himself whether a pirate tour takes place first, i.e. a tour in the same and unchangeable order over the four planets of the system, or a proper attack first.
An attack can target one of three random spaceships, a planet, ships on the discard pile or even another player. A captain determines his own strength through his basic strength, equipment cards, his “metal factor” and the attack die. The “metal factor” is a red cube that every player owns and shows the values two, four and six in addition to empty sides. If the dice is rolled before a fight, the pirate adds the value to his strength. In his next attack, however, he receives the value as a penalty.
Planets and normal ships have a fixed strength value. The gray defender die is rolled and added. If the pirate reaches or exceeds this value, the attack is successful. The attacker receives loot and can now stop his daily business or go on the pirate tour. But he has to leave out invaded planets. Other players can use their “metal factor” as defenders. They determine their strength like the attacker.
All pirates are free to trade anything except Fame Points during the game and ask for assistance in battles. Then they add the support strength of their allies to their strength value. However, promises are not binding and an ally can suddenly commit treason and make their strength available to the adversary. The guild punishes these broken words and they reduce their own Fame Points, but the Pirate Code is more of a non-binding guidelines …
If a captain reaches nine fame points, he wins the game. The galaxy trembles when his name sounds.
About astropulten, gold and sailor’s thread
The game material includes six astro consoles for the players, various spaceship cards, a game board and a large amount of galactic credits. At least in this edition of the game, the printer seems to have had a rum too many, as many credits and parts of the astropults are badly centered. The map quality is okay. The battle dice are printed, not embossed.
The instructions for a modern pirate life between the stars are short and do without the usual seaman’s thread. Since the rules of the game are only available in English, that’s a good thing. As is usual with a treasure map, everything seems clear at first. Unfortunately, after the first few steps it becomes clear that the devil is lurking in the details. The short guide does not provide any answers to the questions that arise. The pirates’ negotiating skills are required here.
Tags: betrayal, 3-6 players, 45-60 minutes, negotiate, pirates
– .