The Z-B13 virus has infected the continent and threatens to spread across the oceans. Millions have slowly transformed into what survivors will only call the Afflicted, trapped in a feral state of non-living. As survivors band together in raiding parties for their own safety, and as the virus continues to mutate, your group fights for answers: Who - or WHAT - let this virus loose? Can they be stopped and can a cure be discovered? Or has humanity's final hour arrived?
Zero Hour is a cooperative dice-placement adventure game for 1-4 players. To win, the survivors must first gather enough Intel (by searching cities and researching the virus) to discover the identity and location of the Mastermind behind the Z-B13 outbreak. Then, in a do-or-die Final Showdown, they must successfully stop the Mastermind in their tracks and resolve any existing virus mutations. The team of survivors will need to cooperate with their unique skill sets, use their limited resources wisely, and balance the risk of attracting unwanted attention with the reward of coming one step closer to stopping the Doomsday clock.
Download a copy of the rulebook from our website HERE.
"I've played Zero Hour and I love this game. I said so last year and I'll say it again: You have a Day One backer out of me because this is a really fun game. This tickles all the parts that I want out of a co-op. It's accessible, it's easy (to understand), I like chucking a million dice, I like having a cool story evolve from a game, I like a little bit of mystery... It pushes all of my buttons in a way that I find really fascinating... I'm really looking forward to having this box on my shelf."-- Bill Corey, Jr., The Cubist podcast
"We like co-ops here when we get the chance to play them, especially co-ops that are really cooperative and not just an excuse for one player to try to control the narrative of the other players, and Zero Hour manages this. There will be discussion and there may or may not be better places to place dice or things to do, but ultimately, you have to work together with each other survivor putting forth their best effort or it just won’t get done." - Brandon Kempf, Punchboard Media
"I had the fortune to play Zero Hour late 2016 and it really stood out to me as a novel twist on the co-op formula. The dice mechanism is fast and fresh, and there's really nice progression and variance as you chase down the villain. This is a strong, thematic co-op for folks looking for a change from Pandemic." -- Grant Rodiek, designer of Cry Havoc
"It is not an understatement to say that I hate zombies games in general. Considered that I not only loved Zero Hour but actively campaigned to play it more is a testament to its great design and storytelling. This game feels like a movie, and win or lose, you will walk away satisfied and itching for another round." -- Beth Heile, playtester
Jay Little is an award-winning game designer and passionate game enthusiast with decades of hobby gaming experience. With more than 50 titles under his belt, Jay has designed a broad range of both tabletop and roleplaying games. His work spans many popular licenses, including Star Wars, Star Trek, Warhammer, and Major League Baseball. Jay shares his zeal for gaming by teaching video game design, board game production, and design thinking at UW-Stout in Menomonie, Wisconsin.
Split Second Games is a small-press board game company based in Skokie, IL. Our goal is to create imaginative, high-quality board and card games that stand the test of time. Our previous titles include Quicksilver and Paradox.
Matias Tapia is a freelance illustrator and concept artist from Santiago, Chile, best known for his work with the Borderlands videogame franchise. Other works include The Elder Scrolls, Battleborn, and Pathfinder.
Risks and challenges
The biggest challenge for Zero Hour, as for all boardgames, is logistics -- if a delay hits the delivery chain, it can have a rippling effect across all other teams as handoffs slip. We'll be running into the CNY more likely than not, so we're padding our delivery dates with a lot of contingency timing. There's no fear that the work won't get complete. But communicating status at any given time is essential. We've developed a communications plan from launch until delivery for status updates above and beyond posts, and we have added team resources that give us the bandwidth needed to properly execute that plan.
We learned a lot about clarity and communication from our last campaign, and we've worked to make this campaign as crisp and clear as possible regarding stretch goals and what can be expected.
Finally, our last campaign was our first attempt at (relatively) large scale international shipping and we made some poor decisions which cost us time to repair. We've developed deeper relationships with our overseas distributing partners this past year and we do not foresee the same issues occurring this time.
We've spent the past two years making sure Zero Hour is the best possible experience, and we're really excited to see Zero Hour coming to life. Thanks!Learn about accountability on Kickstarter
- (30 days)