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All or nothing. This project will only be funded if it reaches its goal by .

$59,104
pledged of $29,875 goal
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Back this project
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All or nothing. This project will only be funded if it reaches its goal by .

About this project

 Disclaimer: all real-life material photographed/filmed relates to a hand-made prototype and does not represent the quality level of the final product!

Some of the content of the core box of Zero Gravity:

Zero Gravity is a capture the flag game for 2-4 players, featuring more than 80 magnetic miniatures (40mm) and a 3D arena. Each player controls a team of 14 miniatures that aims at scoring the target amount of Cheers (points) and win the game. Zero Gravity redefines the concept of strategy with a fresh and incredible 3D environment!

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

 

 Recent campaign highlights: 

From oldest to most recent (see the "Stretch Goals" Section fo further details):

  • Unlocked stretch goal: all the core teams include a Runner
  • Unlocked stretch goal: you will get 10x Replicator, an additional beast
  • Unlocked stretch goal: the Irish Sharks team will include a Sniper
  • Unlocked stretch goal: the Milwaukee Eagles team will include a Sniper
  • Unlocked stretch goal: the Moscow Jackals team will include a Sniper

Gameplay video:

Few answers to the questions that you may have after the video: FAQ.

Zero Gravity is a magnetic board game unique in its kind!

Magnetic awesomeness!
Magnetic awesomeness!

How does it work? Each miniature has a metal strip in the base and the board contains a hidden magnetic layer: you can imagine what happens next! Each game component can be positioned upside down in the battlefield, for unique battle strategies. This innovation is applied to ALL MINIATURES and PLASTIC COMPONENTS included in Zero Gravity.

Develop new tactics in a 3D arena!
Develop new tactics in a 3D arena!

 

There are four teams fighting in the arena: the mighty Irish Sharks, the proud Milwaukee Eagles, the fearless Moscow Jackals and the fearsome Tokyo Demons. (Even more teams can be unlocked!)

Each team comes with 14 miniatures (40mm): 1x Commander, 3x Harriers and 10x Troopers. With the Stretched Goals you can unlock 1x Sniper and 1x Runner miniatures per team, which will replace 2 Harriers. 

Here below the Commander (1x), Harrier (3x) and Trooper (10x) that you will find in the Core Game (remember that 2 Harriers can be replaced by a Sniper and a Runner miniature with the Stretched Goals):

 

Proud and solitary, the Irish Sharks team is a balanced mix of strength and precision. You can clearly spot the shark tiles on their back and the mix of human and fish traits resulting from genetic improvements.

 

Here below the Commander (1x), Harrier (3x) and Trooper (10x) that you will find in the Core Game (remember that 2 Harriers can be replaced by a Sniper and a Runner miniature with the Stretched Goals):

 

Fear is meaningless to the Moscow Jackals team. If you are looking for heavy firepower this is the right team for you.

 

Here below the Commander (1x), Harrier (3x) and Trooper (10x) that you will find in the Core Game (remember that 2 Harriers can be replaced by a Sniper and a Runner miniature with the Stretched Goals):

 

Robotics meet Japanese culture: a match made in heaven! Elegant and lethal, the Tokyo Demons team includes fascinating cyborgs and ninjas trained to leverage on the opportunities provided by hyper-local gravity. 

 

Here below the Commander (1x), Harrier (3x) and Trooper (10x) that you will find in the Core Game (remember that 2 Harriers can be replaced by a Sniper and a Runner miniature with the Stretched Goals):

 

Modern Valkyries, the Milwaukee Eagles team shows sculpted bodies and passion for melee attacks and heavy rifles. Don’t tease them – you could find yourself hanging from the top of the arena in a split of a second.

 

Background 

We are in 2130 and the most disruptive technology of the third millennium is finally out: the hyper-local gravity engines, capable of governing the gravity force and tackling overpopulation by enabling vertical cultivations and holding skyscrapers upside-down. 

This technology was invented by Newton Corporation, which quickly became the most powerful corporation in the world. 

On top of substantial improvements for human life, the entertainment industry was disrupted too, with the creation of the Zero Gravity Tournament - a spectacular and cruel annual event organised by Newton Corporation to amuse and entertain the crowds!

How does it work? Elite warriors fight each other to obtain Cheers (points) from the crowd, in capture-the-flag matches held inside a cubic arena with hyper-local gravity engines allowing for any kind of movement. 

Game components

And now, let's get into details about what you will find in your Zero Gravity game:

  

 

 

How to win a game

You win a game of Zero Gravity by collecting Cheers (points) from the crowd, earned with spectacular actions and by massacring every opponent in the arena. Before you start the game, agree on the amount of Cheers needed to win: 15 Cheers for a quick game, 30 Cheers for a standard length, 50 Cheers for an epic match!  

A player scores Cheers whenever he completes one of the following actions:

A match lasts a variable number of Turns until a Team scores the amount of Cheers required to win. Each Turn is divided into 4 Phases to be played in the listed order:

  • Restock Phase  
  • Troopers' Phase  
  • Heroes' Phase
  • Scenario Phase  

Full gameplay video:

Phase 1: Restock Phase 

Each player draws a Sponsor Card from the deck (there is no limit to how many may be kept in hand) and then gets some Energy from the supply: 

  • 2 (fixed amount) 
  • +1 per Spawning Point (of his colour), excluding the first one placed during setup
  • +1 per Crate eliminated during the previous turn 

Example: Luke has two Spawning Points in play and managed to eliminate 3 Crates during his previous turn; he therefore gets 6 Energy tokens: 2 + 1 (the second Spawning Point) + 3 (the Crates). Then he puts the 3 Crates back into the supply. 

 Phase 2: Troopers' Phase 

Each player, following turn order: 

  • places a new Trooper on each of his empty Spawning Points;
  • activates each of his Troopers in play (once), one after the other, in the order he prefers. 

Troopers are not very tough (the teams use them as cannon fodder); they only have a single Energy token. It is not necessary to spend Energy to put them into play, nor to put them on the section of the Team Sheet dedicated to them. 

 Phase 3: Heroes' Phase 

 Each player, following turn order, performs one of these actions: 

  • Activate a Spawning Point 
  • Activate a Hero 
  • Play a Sponsor Card 
  • Pass 

After the last player, the first player chooses again and so on, until all players have chosen to Pass.

 

 Attack Sequence

Only Units and Beasts may attack, while Units, Beasts and Crates may be attacked. Usually during an Attack Sequence there is a single Attacker and a single Target, but some Sponsor Cards or special skills of the Unit could allow multiple Targets.  

First decide whether the Attacker is performing a Melee, Medium Range or Long Range attack:  

  • Melee attacks may be delivered if the Target is adjacent to the Attacker  
  • Medium Range attacks may be delivered if the Target is not adjacent to the Attacker, but at most 15 cm (6 in) away. This may be verified with the Medium Range Attack ruler  
  • Long Range attacks may be delivered if the Target is not adjacent to the Attacker, but at most 30 cm (1 ft) away. This may be verified with the Long Range Attack ruler  

Determine the amount and type of the dice that will form the dice pool of the Attacker (as described on the Team Sheet or Beast Card). Each player may now play Fast Sponsor Cards to alter this pool. The Attacker rolls the dice in his pool. Each "Hit" is a success. Each player may now play Fast Sponsor Cards to alter this result (reroll some dice, etc.). 

Determine the amount and type of the dice that will form the dice pool of the Target (as described on the Team Sheet or Beast Card). Crates usually do not have dice to roll. Each player may now play Fast Sponsor Cards to alter this pool. The Target rolls the dice in his pool. If the Target is a Beast or Crate, an opponent of the Attacker will roll for it. Each "Hit" cancels a success of the Attacker. Each player may now play Fast Sponsor Cards to alter this result (reroll some dice, etc.). For each uncancelled success of the Attacker, the Target loses 1 Energy. 

If the Target has no Energy left, it is eliminated. Heroes have their Energy held on the Team Sheet, while Troopers, Beasts and Crates usually have only 1 Energy. Eliminated Crates are kept by the Attacker on his Team Sheet and they will be converted in extra Energy in the next Restock Phase. Eliminated Units and Beasts grant Cheers to the Attacker and are given back to their player (Units) or put back into the general supply (Beasts).

 

 Line of Sight: how does it work in a 3D arena?

As we said above, when you declare an attack a selected Hero under your control (the Attacker) can target an opponent (the Target) if it falls within the distance covered by the type of attack declared: Melee, Medium Range or Long Range.

That been said, you have to check if there is an interference with a miniature placed between the Attacker and the Target:

  • if the Attacker and the Target are on the same wall of the arena, you can only target an opponent with a medium or long range attack if you can touch with the ruler the bases of both the miniatures at the same time without interfering with any other miniature put in between; 
  • if the Attacker and the Target are on different walls of the arena, you can always target such opponent with a medium or long range attack (provided that they fall within the appropriate distance), even if other miniatures are placed in between.

We are sure you are already beginning to see a lot of ways to leverage on the 3D arena to get rid of your opponents in the most spectacular way possible, and gain Cheers!

 Sponsor Cards: a few examples

Sponsor Cards allow heroes to perform stronger attacks or special actions, increasing the opportunity for your team to score Cheers and win the game. Sponsor Cards include:  

  • special weapons or attacks, providing additional dice during an attack within a precise target area or special abilities to be used during an attack;  

 

  • special actions, providing additional resources as Energy, moves, troopers, cards and much more;

Phase 4: Scenario Phase

The player with the least amount of Cheers (if it is a tie, roll the dice to choose just one player) must: 

  • generate Beasts and Crates, just like during the setup (see the rule sheet);
  • if he generated at least one Beast this way, he may activate all the same types of Beasts in play only once, one after the other, in the order he prefers.  

Activate a Beast - When activated, a Beast can do one of the following:

  • "Move and Attack" (just like a Unit);
  • "Run" (just like a Unit);
  • "Move and Special Skill" (after moving, as described in the Movement section of the rule sheet, the Beast uses its Special Skill)

Special Skills:

 

Beasts included into the Core Game (30x Minotaur)
Beasts included into the Core Game (30x Minotaur)

 

You can take a look at a Work In Progress version of the Rule sheet in the link below. Rules may still be amended before the game is released. We are preparing all the content for the printout version (layout, pictures), thus there will be differences in its final version.

 

   

  Social Quest: Referral program (started on Sept. 19th and ended on Sept. 21st - no longer possible to join the program)

Track your performances from this dashboard, updated daily 

These are the personal achievements that you can get, depending on the number of new backers that you bring to the Zero Gravity campaign (and that will stay with us until the end):

 

If you're interested in purchasing any of these optional buys, please just click the "Manage Your Pledge" button on the Zero Gravity Kickstarter page and add the amount of the items you'd like to get, in any combination. We'll sort out your preferences after the campaign ends with our Pledge Manager.

Each new Arena and each new Team adds a different twist to Zero Gravity: change your strategies, surprise your opponent, attack from every direction and bend the hostile terrain at your will!

"Vertical Forest" Arena (Optional Buy: €15):

This is a new set of the 3D board: all 4 sides can be replaced!

Vertical Forest Arena - rendering
Vertical Forest Arena - rendering

Background: Genetic engineering, which started in 2000 and boomed between 2030 and 2040, has had a strong impact on the development of what we currently call “connected plants”. The inclusion of DNA sequences coding for specific proteins able to interact with external electro-magnetic fields and alter the properties of the plant based on external inputs, has disrupted botanic sciences as we knew them. The Vertical Forest Arena is a clear example of how connected plants could be used, controlled or autonomously behave, interacting with anybody or anything getting too close to them. Natural traps, poisonous flowers, healing bushes, light-emitting leaves and much more is waiting for you into the Vertical Forest!

Unique features of the Vertical Forest Arena:

  • Traps and carnivorous plants could be both a threat (if you have to pass through them) and an opportunity (to protect your team members or flag)
  • Light emitting leaves could blind you or your opponent right before you want to shoot
  • Conductive roots allow your minis to move faster, but if an opponent hits the “mother plant” they could suddenly fall!

"Techno Hive" Arena  (Optional Buy: €15 OR Social Quest: Referral program).

Background: Hyper-local gravity was a game changer, but several evolutions of the basic technology are currently being developed at the R&D laboratories of Newton Corporation. One of the most interesting ones is based on anisotropic hyper-local gravity: imagine that you could not only make any surface hyper gravitational, but also provide such surface with preferred directions along which you could travel at a higher speed. The Techno-Hive features such improvements through the hexagonal cells that compose its matrix, allowing anybody in the Arena to move way faster in specific directions. Also, rumours from the R&D laboratories say that you could sometimes disappear and appear again in a different place in the Arena: teleporting is real! 

Unique features of the Techno-Hive Arena:

  • Teleport cells enable you to move instantly to locations very far away, without consuming your energy tokens
  • Hexagonal cells improve the movements of all miniatures and change their pattern, for unimaginable strategies
  • Speed cells improve the speed of your minis, for instance allowing you to move by 5 cells instead of 3 towards a specific direction

"Katmandu Tigers" Team (Optional Buy: €15 as soon as €70.000 funding is reached)

Background: “It will take forever for a machine to get where my mind just begins.” – say the Nepalese monks called Katmandu Tigers. Their mind is able to interact with everything, from natural forces, to people, to technology. Their abilities range from telekinesis to levitation and mind-induced paralysis. Not the ordinary monks, believe us! 

Unique features of the "Katmandu Tigers" Team:

  • The team includes 1x Commander, 1x Harrier, 1x Sniper, 1x Runner and 10x Trooper plastic miniatures (40mm)

"Marrakesh Marauders" Team (Optional Buy: €15 as soon as €75.000 funding is reached)

Background: Dark cloaks and dark eyes, these are the only things you will remember after meeting them. The Marrakesh Marauders are fierce fighters that mix patience and lethal technologies, both well connected to their bodies. Their extendible limbs are well known around the globe and “safety distance” won’t help you when the Marauders are around.

Unique features of the "Marrakesh Marauders" Team:

  • The team includes 1x Commander, 1x Harrier, 1x Sniper, 1x Runner and 10x Trooper plastic miniatures (40mm)

 Do you like the 3D rendering below? Check this out to see all our miniatures:

Click to open our SketchFab collection of 3D models
Click to open our SketchFab collection of 3D models
 

Quirk of the game miniatures on adjacent walls don't touch. This allows you to play all your strategies smoothly!

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 And here other random images:

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

  

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 

Selection of painted miniatures. Note that all miniatures come unpainted
Selection of painted miniatures. Note that all miniatures come unpainted

 Here below an interview on Zero Gravity done by Colby Dean (from Mini Painters United Worldwide), providing insights on the game, its development and future:

 And here some quotes from the early coverage collected before the Kickstarter campaign launch:

 

 

 

 

District Games core team!
District Games core team!

District Games is a game development studio founded in Italy in 2012. We developed and licensed board games sold all over the world, produly serving clients such as The Walt Disney Company, CMON, Kinder/Ferrero and several others.

We are keen to bring to players worldwide innovative and fulfilling gaming experiences. And we enjoy it so much!

Here below the talented sculptors we worked with to bring Zero Gravity to reality, coordinated by our art director Daniele Solfrini:

  • Lee Stansbury (USA) - Moscow Jackals and Tokyo Demons
  • Andrei Abramenko (Latvia) - Beasts
  • Anton Moskvichev (Russia) - Milwaukee Eagles Commander and Sniper
  • Marco Hasmann (Italy) - Irish Sharks Commander and Trooper, Milwaukee Eagles Harrier and Trooper
  • Romeo Salbatecu (Romania) - Milwaukee Eagles Runner 
  • Sanjeev Keisham (India) - Irish Sharks Harrier, Runner and Sniper

All painted miniatures in the pictures above were painted by the incredible artists from Goblin Torino.

Last but not least, the amazing game box cover was created by Matteo Spirito.

Special thanks go to all the crowd reviewer that helped us with the draft rule sheet: 

  • Simone Raspi
  • jd deathpony
  • Thomas Tobias Conrad
  • Mark Diaz
  • Anke "Freakmagnet" Lohan
  • Bob Ramshaw
  • Xino
  • Mario A. Ovalle de Leon
  • Ion Popian

We will be charging shipping upon conclusion of the campaign, based on the actual costs incurred to ship. We will be using the BackerKit pledge manager platform to handle this. If you are an experienced backer, you'll know that we are doing this to be fair since shipping costs vary greatly depending on your location. 

We will use Shipwire to fulfil the orders, using the most appropriate warehouse to lower the costs and respect the environment. 

You can find below a list of rough estimates for shipping a standard game package (4kg volumetric weight). Although costs may rise based on weight increases from unlocked stretch goals, we promise we'll do our best to keep them down. 

If you are pledging the multi-pack level, please contact us for a shipping quotation.

Shipping Map
Shipping Map
    Legend of map colours:
  • RED: 13€-24€
  • GREEN: 26€
  • BLUE:  37€
  • GREY: contact us before pledging.

Unfortunately, different import laws, difficulties at customs and high prices for some specific locations have made it very difficult and costly to ship games everywhere in the world. Therefore, we do not ship to the grey areas displayed in the map. If you live in one of these countries but you would like to support us, please contact us. 

We don't promise short and impossible deadlines: we will fulfil the campaign in the time that it takes to do a perfect job and you will receive your game 6 months after the end of the campaign.

The table below gives you a general idea of the schedule once the campaign ends. Keep in mind these are just estimates, and the timeline may vary.

Be aware that all pledges that are confirmed after the pledge manager deadline will be shipped at a later date. We also cannot ship to PO Boxes domestically or internationally (due to the size of each package there is too great a risk of the package being bounced back to us). 

We truly hope you will enjoy our game!

Risks and challenges

This is our 2nd Kickstarter. We know that delays may principally occur because of:
- Production delays
- Shipping delays
- Customs delays
We have estimated the delivery at the best of our ability and we left some margin of error but keep in mind this is only an estimate. Also, due to the logistics of international shipping, backers in different regions of the world will receive their rewards sooner than others.
As usual, we are happy to refund pledges if for some totally unforeseen reason the game can't be delivered at all or we reach a mutual agreement with you before production starts. As you can see from the campaign, the game is 99% complete but we retain the right to cancel the funding and relaunch should this benefit the quality of our game following your comments.

REFUND POLICY
We can refund you within 14 days of the campaign’s end, fees included. After that, we will deduct the Kickstarter and payment processing fees since we can’t get them back after 14 days.
As mentioned, we are happy to refund pledges if for some totally unforeseen reason the game can't be delivered at all or we reach a mutual understanding with you before production starts.
This project is being funded in EUR and any refunds processed will be in EUR for the exact amount received in EUR, excluding any applicable fees depending on the time of the refund being processed.

TERMS AND CONDITIONS
By pledging to this project, you acknowledge that the final look, materials and content of the game are subject to change and may differ substantially from what is presented while the Kickstarter project was active - although we will do our best to keep it as is.
If you do not log confirm to us your pledge after the notifications, you agree that we have fulfilled our obligations to you in full for the donation received.
If you confirm your pledge you agree that our responsibility to you is to ship your order to the address you provided, that title and risk passes to you upon delivery to a common carrier for such shipment, and you are responsible for import duties or any other duties that may be payable to the relevant tax authorities, providing correct address information and ensuring this address is deliverable by normal methods.
If you do not accept these terms, please do not pledge on this project but instead wait for the general release.

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