SBG Editions is bringing the supernatural Second World War board game Fireteam Zero back to tabletop with a full reboot launching soon on Gamefound. Originally released by Emergent Games, the tactical co-op title earned a cult following for its relentless pressure and hand-as-health card economy, where burning cards for actions directly reduces a soldier’s wound threshold.
The upcoming crowdfunding campaign introduces updated miniatures, overhauled card decks, and revised rules while preserving full backward compatibility for veteran collections. Ahead of the launch, publisher Chris Loizou sat down with Geek Native to discuss rules revisions, backwards compatibility, and the game’s newly announced tropical expansion.
Key Campaign Specifications
| Feature | Detail |
| Platform | Gamefound |
| Publisher | SBG Editions |
| Player Count | 1 to 4 players |
| Core Mechanics | Dual-use hand management, tactical grid movement, Augmented Monster AI |
| New Content | The Pacific Cycle expansion, individual hero decks, environmental visibility rules |
| Backer Options | Core Reboot box, Veteran Upgrade Pack, Stretch Pay instalments |
Overhauling Tactics and Monster Behaviour
Rather than directly reprinting, SBG Editions rebuilt core systems to address long-standing balance issues. The most significant shift appears in creature behaviour: monsters now deploy an Augmented Monster AI system that tracks dynamic table conditions such as player wound counts, sound, light, and line of sight.
How did you decide to make a full Reboot of this boardgame?
When we acquired the Fireteam Zero IP, we immediately recognised that we had something special in our hands. The original game had a very distinctive identity: its WWII setting, its supernatural horror atmosphere, its incredibly tense cooperative gameplay and, above all, its unique action-card system, where your cards represent both your abilities and your health.
It also had a very passionate community, and that was important to us.
We didn’t want to simply reprint an old game. We wanted to give Fireteam Zero the attention it deserved and bring it to a new generation of players.
We spent a lot of time looking at what worked exceptionally well, what players loved, and where we could improve the experience. The result is a Reboot that respects the original DNA but introduces new content, revised gameplay, more meaningful progression and a much richer narrative experience.
For us, this isn’t about replacing the original Fireteam Zero. It’s about taking everything that made it great and building on it.
For players who have the original game from years ago: What are the main changes in rules and components in this Reboot?
One of our priorities was to preserve compatibility with the original game wherever possible. We know that many players invested in the original core game and its expansions, and we didn’t want them to feel that everything they own had suddenly become obsolete.
The Reboot introduces revised and expanded rules, new gameplay possibilities and a number of improvements to the overall experience.
Some of the most interesting additions include our Augmented Monster AI system, which gives monsters more distinctive behaviour and makes encounters feel less predictable. We’re also introducing more individualised hero experiences, with unique hero decks, as well as additional gameplay elements such as explosives, loot and darkness and visibility mechanics.
We’ve also worked on missions and rules to provide greater variety and more interesting tactical decisions.
On the component side, players can expect new and improved miniatures, additional cards and new content.
Importantly, we’re not changing the fundamental experience. Your hand is still your lifeblood, teamwork is still essential, and the monsters are still absolutely terrifying!
The original game had standalone missions. The Reboot has more story. How does the new campaign system and character progression work?
We wanted to make the world of Fireteam Zero feel more connected.
In the original game, individual missions offered great standalone experiences. With the Reboot, we’re putting greater emphasis on the narrative connections between missions and on making the consequences of your actions matter including adding events during missions and more.
The idea is that you’re not simply playing a series of disconnected encounters. You’re following a developing story in which the Fireteam’s experiences and decisions contribute to the overall narrative.
Character progression also gives players more opportunities to develop their preferred playstyle and build a team that works together effectively.
We want players to develop an attachment to their Fireteam, to feel that they’re fighting through an increasingly dangerous campaign together, rather than simply completing another mission.
It’s about giving players a stronger reason to come back to the table and discover what happens next.

Supporting Returning Veterans and Out-of-Print Expansions
Secondary market prices for original cycle expansions have climbed steadily since the initial print run lapsed. SBG Editions plans to reprint legacy boxes alongside an upgrade kit tailored specifically for existing owners.
Will there be an Upgrade Pack on Gamefound for veteran players who already own the old game and just want the new content and rules?
Absolutely. This was one of the most important things we wanted to address.
We’re planning a physical Veteran Upgrade Pack specifically for people who already own the original Fireteam Zero core game.
We understand that these players don’t necessarily want to purchase another copy of a game they already have. They want access to the new content, revised rules and improvements.
That’s exactly what the Veteran Upgrade Pack is designed to provide.
Our intention is to make the Reboot accessible to both existing fans and newcomers, without forcing veteran players to start from scratch.
We think that’s a fair way to recognise the support of the original community while allowing them to enjoy everything new we’re bringing to Fireteam Zero.
Many fans are asking about the original expansions. Will players be able to get previous material like the Europe Cycle, Africa Cycle, or the Monster Packs during this campaign?
We know there’s considerable interest in the original expansions, and we’re very conscious that some of this material has become difficult to find.
One of our objectives is to make the Fireteam Zero universe more accessible again.
We’re looking at ways to bring existing content back to players, including the Europe Cycle, Africa Cycle and the Monster Packs.
We’re also looking at how we can improve and update some of this material so that it benefits from the developments we’ve made for the Reboot.
For us, it’s important that the original content continues to have a place in the Fireteam Zero universe.
You announced a new expansion called The Pacific Cycle. What new monsters and mechanics does this tropical setting bring to the game?
The Pacific Cycle is particularly exciting because it allows us to explore a very different atmosphere within the Fireteam Zero universe.
The original game takes us through some very dark and disturbing environments inspired by the Second World War. The Pacific theatre gives us an opportunity to explore a different kind of horror.
Think dense tropical environments, hostile terrain, isolation, unfamiliar threats and the feeling that something is lurking just beyond your field of vision.
We want the setting to influence the gameplay, not simply provide a different background for the miniatures.
It also gives us the opportunity to introduce new monsters, new encounters and mechanics that reinforce the feeling of fighting an enemy you don’t fully understand.
The Pacific Cycle will expand the universe and give players another very different experience within Fireteam Zero.

Card Economy and Visual Production
Survival in Fireteam Zero hinges on resource preservation. Discarding cards to sprint or execute heavy attacks directly drains hit points, forcing players to balance board control against immediate operational survival.
In Fireteam Zero, your action cards are also your health. So, it is a very hard game to win. Have you balanced the game in any way?
Yes, and this is one of the areas we’ve paid particular attention to.
The action-card system is one of the defining characteristics of Fireteam Zero. I personally love this mechanism because it creates constant tension. Every decision matters because using your abilities also means potentially sacrificing your ability to survive.
We absolutely wanted to preserve that.
However, we also recognise that difficulty is something that needs to be managed carefully. We want the game to be challenging, sometimes brutally challenging, but we don’t want players to feel that they’re losing simply because the game is being unfair.
We’ve worked on the rules, mission design and gameplay options to offer a well-balanced experience and what we hope will be greater flexibility.
We’ve also developed the Augmented Monster AI, which makes monster behaviour more purposeful and gives players more opportunities to anticipate threats and respond tactically.
Our philosophy is simple: Fireteam Zero should remain a difficult cooperative survival game, but when you lose, you should feel that you could have made better decisions or worked more effectively as a team.
And when you finally win, it should feel like you’ve genuinely achieved something!
You are working with great artists like Martin Paz Romero. Is the new art style still dark and inspired by WWII horror comics?
Absolutely. We believe visual identity is one of the most important parts of Fireteam Zero. We only used real artist artwork in the game. This means no AI art.
We want to preserve that dark, gritty atmosphere inspired by WWII horror comics. Fireteam Zero isn’t a conventional historical WWII game, and it isn’t simply a fantasy game with military uniforms.
It’s about the secret war taking place alongside the real Second World War, where soldiers are confronted with things that should not exist.
Working with artists such as Martin Paz Romero allows us to reinforce that identity while giving the Reboot a fresh visual direction.
We’re aiming for artwork that feels cinematic, disturbing and atmospheric, but also communicates the personality of the characters and the terrifying nature of the creatures they’re facing.
The intention is that when you open the box, you immediately recognise Fireteam Zero, but you also feel that you’re discovering something new.
Let’s talk about the miniatures. What improvements will we see in the 3D sculpts?
Miniatures are a very important part of the experience, particularly in a game where you’re creating these cinematic encounters between soldiers and supernatural creatures.
We’ve been working on the sculpts to give the characters and monsters more personality, stronger silhouettes and more detail.
We want the heroes to look like experienced, competent soldiers, each with their own identity, rather than simply interchangeable military figures.
And the monsters need to be genuinely intimidating. When you put a boss miniature on the table, you should feel that something very dangerous has just entered the battlefield.
We’re also paying close attention to the production side, including sculpt definition, moulding and the overall presentation of the miniatures by adding new one to some of the existing roster.
Our objective is to deliver components that do justice to the artwork and the atmosphere of the game.
In your latest update from Essen, we saw some amazing 3D terrain and scenery in the photos. Will this 3D scenery be available as an add-on during the campaign?
We were very happy with the reaction to those photographs!
The 3D terrain is something we’re experimenting with because we believe it can add a lot to the visual experience of Fireteam Zero.
One of the great things about board games is that they allow you to create a world on your table. And with a game like Fireteam Zero, where atmosphere and immersion are so important, physical scenery can make a real difference.
We’re exploring the possibilities of making some of this scenery available to players during the campaign.
However, we also need to consider production costs, packaging and shipping, so we want to make sure that anything we offer makes sense both for the quality of the product and for our backers.
Regarding the campaign, will you offer Stretch Pay so backers can split their payments over several months?
We understand that crowdfunding can represent a significant financial commitment, particularly for a game with several expansions and additional content.
We want to make Fireteam Zero as accessible as possible, and payment flexibility is something we’re conscious of.
We’re looking at the payment options available through Gamefound and what we can offer to backers and will be offering Stretch Pay as part of this campaign.
Our priority is to make the campaign straightforward and transparent, so that people understand exactly what they’re pledging for and when payments are due.
To finish, Chris: What is your main message both to potential backers (new players) and people who already own the original game? Why should they back Fireteam Zero: The Reboot on Gamefound?
I’d say that Fireteam Zero is a game with a very special identity, and we’re incredibly proud to have the opportunity to bring it back.
For players discovering it for the first time, you’re getting a cooperative WWII horror experience where teamwork, tactical decisions and resource management are absolutely essential. You’re not playing invincible superheroes. You’re soldiers facing things that are far beyond anything they were trained to fight.
Every card matters. Every decision matters. And sometimes, simply surviving another round feels like a victory.
For players who already own the original game, I want to say thank you. Your support and enthusiasm are a big part of why we’re doing this. We’ve listened to the community, taken the feedback seriously and worked to create something that respects the original while bringing meaningful improvements and new possibilities.
And that’s why we’re offering the Veteran Upgrade Pack. We want existing owners to be able to join us without having to purchase everything again.
Ultimately, this is about bringing the Fireteam Zero universe back to life, expanding it and making it available to a much wider audience.
We’re an independent publisher, and crowdfunding gives us the opportunity to work directly with the community, develop the game properly and create the kind of experience that we believe Fireteam Zero deserves.
So whether you’re a veteran of the original game or a completely new recruit, we’d love to have you join us.
The war never ended. It just got darker. Welcome back to Fireteam Zero.
Quick Links
- Backers can preview pledges and follow project updates on the Fireteam Zero – The Reboot Gamefound page.