Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Dogfight over the early Pacific with aircraft and action cards, then link sorties into six historical air campaigns from Pearl Harbor to Midway.
Core mechanisms
Key systems that shape the decisions players make.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Campaign Card Play
Play cards to command conflicts and carry consequences through a campaign.
Scenario Campaign
Play linked or standalone scenarios with their own setup, objectives, and consequences.
Open Drafting
Select cards or items from a shared face-up display.
Read the full game description
Zero! is the third volume in GMT’s Down in Flames card-game series and shifts its tactical air combat to the opening six months of the Pacific War. Aircraft cards establish speed, performance, firepower, and damage, while maneuver and attack cards let pilots climb, turn, line up shots, and break away. Dogfights can be played on their own or connected through six campaigns covering Pearl Harbor, Malaya, the Philippines, Burma, the Coral Sea, and Midway. Campaign resources, targets, bombers, flak, and pilot experience broaden the decisions beyond a single duel, including a solitaire Pearl Harbor campaign.