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ZIG! 

(placeholder story)

The print-and-play cycling duel where every centimeter counts.

Two riders. One sheet of paper. No room for mistakes.

Welcome to ZIG!, a two-player tactical cycling game where you don't roll to move, draw cards, or count spaces.

You choose your distance.

You trust your eye.

And sometimes, you dare to challenge your rival.

Print a stage, grab two pencils, and get ready for a race where every climb matters, every descent offers an opportunity, and a single millimeter can decide the winner.

This is cycling, reduced to its most exciting decisions.

PRINT THE RACE. MAKE IT YOURS.

ZIG! is designed around a simple idea: a complete cycling race on a single printed sheet of paper.

Each stage is a colorful mountain landscape built around a continuous zigzagging course, with climbs, descents, flat sections, and sharp changes in elevation.

Your riders' positions are marked directly on the course.

And before the race begins, players can help shape the challenge by adding no-stop zones, creating new tactical obstacles and making each race a little different.

Same stage. Different race. Every time.

CHOOSE YOUR DISTANCE.

In ZIG!, movement is a decision, not a dice roll.

You have six movement values:

2 · 3 · 4 · 5 · 6 · 7

Choose one, declare it, and cross it off.

You can use each value only once before your full set becomes available again.

Sounds easy?

There's a catch.

You must decide when to use your biggest moves, when to save them, and how to respond to your opponent — who cannot normally choose the same number in the same round.

And the rider who's behind moves first.

Sometimes, being second in the race gives you the first move.

It's not just about going farther. It's about choosing the right moment.

TRUST YOUR EYE.

Here's where ZIG! becomes a real duel.

When you declare a movement, you don't measure the distance first.

You look at the course, estimate how far you can go, and mark your new position.

No ruler. Just instinct.

But your opponent is watching.

Did you really move the correct distance?

Did you push a little too far?

Or are you hoping nobody will notice?

Every movement becomes a small test of judgment — and every suspicious move creates a tempting decision for your rival.

DARE TO CHECK.

Think your opponent has moved too far?

Call CHECK.

Now the ruler comes out.

If your opponent exceeded the allowed distance, their movement is canceled.

But if their movement was legal...

You lose your own move instead.

That's the heart of ZIG!.

You can challenge your rival, but every challenge carries a risk.

An ambitious move may be perfectly legitimate. A suspiciously precise move might be a bluff. And a reckless CHECK can cost you the race.

Sometimes the bravest decision is to challenge. Sometimes it's to stay silent.

FEEL EVERY CLIMB. ATTACK EVERY DESCENT.

The mountains aren't just decoration.

Terrain changes how far your rider can travel.

Uphill: your declared movement loses 1 cm.

Flat: your movement stays unchanged.

Downhill: your movement gains 1 cm.

Declare a 6 and you can move up to 5 cm uphill, 6 cm on flat ground, or 7 cm downhill.

But there's more.

Special CLIMBER and DESCENDER abilities let you improve selected movements.

Use a Climber ability to overcome the uphill penalty.

Activate a Descender ability to push even farther downhill.

These abilities are limited, so you have to choose when they're worth spending.

Save them for the final attack?

Use them to reach the top of a climb?

Or spend them early to put your opponent under pressure?

Every stage rewards a different strategy.

ONE FUGA. ONE CHANCE TO BREAK AWAY.

Every cyclist dreams of the perfect attack.

In ZIG!, you get your moment.

Once per race, you can declare a FUGA — a special breakaway move with a distance of your own choosing.

It can turn a close duel into a decisive escape.

But an attack this ambitious demands precision.

If your rival calls CHECK, your FUGA must fall within its permitted distance range.

Too long or too short, and the attack fails.

Will you play it safe, or risk everything to break away?

 

THREE INTERMEDIATE FINISHES. THREE NEW BATTLES.

The finish line isn't the only place worth fighting for.

Each stage features three intermediate objectives, including mountain prizes and intermediate sprints.

In a single race, winning one earns you an additional Climber or Descender ability.

That means the battle can change long before the final sprint.

Do you use your strongest movement to claim an intermediate prize?

Or let your opponent take it while you prepare for the finish?

Every stage is a collection of little battles inside one big race.

 

ONE RACE OR A WHOLE TOUR?

SINGLE RACE

Want a quick head-to-head challenge?

Print a stage, prepare your riders, and race.

Intermediate finishes give you extra abilities, and the rider who finishes farther ahead wins.

Simple to start. Hard to master.

THE TOUR

Want something deeper?

Connect multiple stages into a cycling Tour.

Now every result matters.

1 millimeter of distance = 1 second of racing time.

Win a stage by 23 millimeters, and you've gained 23 seconds on your rival.

Across several stages, every millimeter you earn — or lose — contributes to the overall standings.

But there's another challenge: managing your rider's abilities across the entire Tour.

You receive a limited budget of Climber and Descender abilities to allocate between stages.

Spend heavily on the opening mountain stage?

Save your best resources for the final day?

Or gamble everything to recover a deficit in the general classification?

Unused abilities allocated to a stage don't automatically follow you to the next one.

So it's not enough to race well.

You have to manage your entire Tour.

The result is a different kind of cycling challenge: part racing, part strategy, and part psychological duel.

 

A DIFFERENT STAGE. A DIFFERENT STORY.

Every ZIG! stage is more than a new illustration.

Different combinations of climbs, descents, flat sections, and turns change the decisions you face.

A mountainous stage may reward careful planning and well-timed Climber abilities.

A faster stage may create opportunities for bold downhill attacks.

A technical stage full of sharp changes in elevation can make even a powerful movement difficult to use.

And because players estimate their own distances and interact directly through CHECKs, no two races will unfold in exactly the same way.

Learn the course. Read your opponent. Find your moment.

 

MADE TO PRINT. DESIGNED TO PLAY.

ZIG! celebrates the simplicity of print-and-play gaming.

It's a game built around an ordinary sheet of paper, a handful of decisions, and the imagination of two competitors.

No app is required to play.

No collection of cards to shuffle.

No plastic pieces to assemble.

Just a printed stage, writing tools, and a ruler for those moments when someone dares to call CHECK. A standard die is used when preparing the stage.

The visual world of ZIG! is inspired by vintage cycling posters: dramatic mountain silhouettes, warm colors, geometric landscapes, and the timeless excitement of the great cycling races.

Our goal is to make every stage feel like a little piece of cycling history — one you can print, race on, and make your own.

 

WHY KICKSTARTER?

ZIG! began with a simple question:

Could a cycling race become a tense tactical duel using almost nothing but paper and a pencil?

That idea grew into a game about judgment, risk, positioning, and timing.

Kickstarter is an opportunity to bring ZIG! to players who enjoy compact, original games — people who appreciate rules that are easy to understand but create meaningful decisions.

Your support will help us develop and refine the final print-and-play experience, including the rules, the stage collection, and the presentation of the game.

We want ZIG! to be easy to print, intuitive to learn, and exciting enough to play again and again.

And we want to build it with a community that enjoys experimenting, competing, and discovering new ways to race.

 

READY TO RACE?

The road is printed.

The mountains are waiting.

Your opponent has chosen a number.

You think they've gone too far.

Do you call CHECK?

Or do you save your nerve for the next climb?

ZIG! — CHOOSE YOUR DISTANCE. TRUST YOUR EYE. DARE TO CHECK.

Back ZIG! and bring the cycling duel to your table.

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