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Zero! - Boardgame Review

Bob Skinner | January 07, 2005  | 0 comments  | Print  | E-mail

Bombers begin their missions at an assigned altitude and remain at that altitude for the mission’s duration. Once reaching the target bombers, as well as intercepting and defending fighters, are subject to both area flak and target flak. Bombers that survive flak then drop their bombs. Depending on the aircraft and type of mission, a bomber may use level, saturation, dive or torpedo bombing. Cards are drawn to determine whether bombs are hits or misses. Each level of damage against a target produces an associated number of victory points for the attacker. For example, putting an airfield "out of operation" scores ten victory points, while "cratering" the field scores six points.

An added feature of the campaign game is the random selection of skilled pilots that can improve aircraft performance. For example, an ace pilot gets to use a free ace pilot card once during the mission or strike. Another rating might boost the aircraft’s horsepower or performance rating for the duration of the combat, thus increasing the number of cards a player can keep in his hand.

Finally, players can choose what type of campaign they wish to play. Burma, Malaya, and the Philippines are land campaigns. Missions and targets in these campaigns are randomly selected depending on the historical date chosen. For instance, playing The Philippines, Early December 1941, will generate a possibility of ten missions. Targets include the airbases at Clark and Iba Fields, a freighter in Manila Bay, and the docks at Cavite. For each target there is a specified aircraft type which the attacking player uses. The defending player gets to select a resource (one time per campaign), whether that be aircraft or an abstraction such as clouds over the target. The campaign lasts four missions after which victory points are totaled to determine the victor.

Players may also employ aircraft carrier tactics and fight the Battle of Coral Sea, or the Battle of Midway. There is also a solitaire Pearl Harbor mission, where the player can attempt to better the historical outcome of December 7, 1941. I played Pearl Harbor and scored sixty-nine points which earned "good" on the Operation Victory Table (the historical outcome was over 120!). However, this campaign consists merely of assigning aircraft to a target, and then drawing cards to assess damage to aircraft, and then damage to the target. It is not very exciting or stimulating.

Conclusion

Zero! is a low to medium-low complexity card game that can be played in under an hour (basic game) or, depending on the campaign, about three hours. The rules are very straight forward, and I did not find any glaring problems with rule interpretations.


Counter Art

As in all card games, luck plays a factor in Zero!. However, players can maximize their chances to damage and destroy aircraft by using wingmen in tandem with leaders when conducting attacks. Keeping track of cards played can also give a player an edge over his opponent. In addition, knowing the advantages and disadvantages of each fighter helps a player to decide when to break off an attack, or dive to a lower altitude in an attempt to lose a tailing enemy.

If you do not like card games, then Zero! is definitely not for you. However, for those of you who like a quick paced game, and the chance to outwit your opponent, then I recommend Zero!. There is a sense of exhilaration–and accomplishment–in shooting down an enemy. And conversely, being on the receiving end of an attack and having your plane shot from under you, gives you a definite sinking sensation.

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