Thunderbirds
Thunderbirds Rulebook
Table of Contents
Table of Contents
- What's Inside
- Setting Up the Game
- The Thunderbird Machines
- How to Play
- Object of the Game
- Turn Overview
- 1. Action Phase
- 2. Disaster Phase
- 3. End of Turn
- F.A.B. Cards
- Advancing The Hood
- Game End
- Next Level
- Scoring (Optional)
- Solitaire Play
- Disaster Markers
- Notes and Reminders
- Game Turn Example
- Game Credits
What's Inside
- 47 disaster cards
- 18 F.A.B. cards
- 12 event cards
- 20 scheme cards
- 4 reference cards
- International Rescue I.D. card
- 6 character cards
- 6 character pegs: Scott (blue), Virgil (green), Alan (orange), Gordon (yellow), John (white) and Lady Penelope (pink)
- The Hood
- game board
- 2 dice
- 10 pod vehicles
- 10 disaster markers (optional use)
- 6 Thunderbird machines: Thunderbirds 1, 2, 3, 4, 5 and FAB 1
- 1 player turn marker (for the solitaire game)
- 30 bonus tokens: 6 of each, representing technology, determination, intelligence, teamwork and logistics
Setting Up the Game
1. The Hood Track
- Separate the scheme cards and event cards into 5 different piles according to their card backs.
- Shuffle each pile individually. If this is your first co-operative game then draw and place cards from these piles to match the diagram opposite. Experienced players may wish to try with an increased difficulty level (see Next Level p.11).
- Take the remaining scheme and event cards and put them back into the game box without looking at them.
- Important: Turn over the first scheme card (marked with a 'I' in the introductory set-up). This will be the first scheme that you and your team will need to defeat.
- Put The Hood figure on the first space of The Hood track (the fist space icon).
2. Disaster Track
Worldwide disasters unfold and must be averted before time runs out. Disaster cards are placed here when drawn from the disaster deck. If a card ever reaches the skull slot then the game is over and the players have lost.
a. Set up the disaster track
- Separate the 8 'The Hood Advances' cards out from the disaster deck and set them aside.
- Shuffle the disaster cards. Draw three cards randomly and place them on to slots 1, 2 and 3 of the disaster track at the bottom of the board as shown.
b. Set up the disaster deck
- Separate the remaining disaster cards into 4 face-down piles of 9 cards each.
- Shuffle 2 face-down 'The Hood Advances' disaster cards into each pile.
- Stack the piles to form the disaster draw pile.
3. Thunderbird Machines & Pod Vehicles
- Put Thunderbirds 1, 2 and 4 on the South Pacific space of the game board.
- Put Thunderbird 5 on the Geo-stationary Orbit space of the game board.
- If one of the players is playing John (see Step 7), put Thunderbird 3 on the Geo-stationary Orbit space. Otherwise, put Thunderbird 3 on the South Pacific space.
- Put FAB 1 on the Europe space of the game board.
- Put the 10 pod vehicles on to the area marked 'Brains' Notebook', with the blueprint side face up.
- Move the Mole on to Tracy Island and turn the token over to show that this has been constructed and is ready for players to use. You construct more pod vehicles by using technology tokens.
4. Character Pegs
Place the character pegs in the following Thunderbird machines. When putting a character into a machine, you can select any available seat.
- Put John (white) into Thunderbird 5.
- Put Gordon (yellow) into Thunderbird 4.
- Put Alan (orange) into Thunderbird 3.
- Put Virgil (green) into Thunderbird 2.
- Put Scott (blue) into Thunderbird 1.
- Put Lady Penelope (pink) into FAB 1.
During play, all of the characters will be used. Non-player characters can provide bonuses to rescue actions.
5. F.A.B. Cards
Shuffle the F.A.B. cards and place them face down in a stack on the game board to form a draw pile.
6. Bonus Tokens
Sort the bonus tokens and then stack them on the game board below Tracy Island.
7. Character Cards
Shuffle the character cards and give one to each player. Put the unused character cards back into the game box.
Hand each player a reference card describing a game turn, actions, and bonus tokens.
8. Dice
Give the dice to the player who most recently watched the Thunderbirds TV show. They will be the starting player.
The Thunderbird Machines
THUNDERBIRD 5 — A space station equipped to monitor global communications and detect emergency distress signals. It is positioned in geo-stationary orbit 22,400 miles above the Pacific Ocean.
THUNDERBIRD 4 — A compact submarine perfectly suited to underwater rescues. Fitted with twin atomic fusion reactors, it has a top speed of 160 knots.
THUNDERBIRD 3 — A space rescue rocket, which can travel between Tracy Island, Thunderbird 5 and the rest of the Solar System. Fitted with ion-drive fusion reactors.
THUNDERBIRD 2 — A heavy transport machine capable of carrying two pod vehicles, Thunderbird 4 or FAB 1 to disaster zones around the globe. It has a top speed of 5,000 mph.
THUNDERBIRD 1 — International Rescue's high-speed reconnaissance machine, for disaster assessment and mobile command. It has a top speed of 15,000 mph.
FAB 1 — Owned by Lady Penelope, FAB 1 has hydrofoils, skis, machine guns and rocket launchers. It has a land speed of 200 mph and a sea speed of 50 knots.
THUNDERBIRDS ARE GO!
How to Play
In the THUNDERBIRDS CO-OPERATIVE BOARD GAME, everyone plays together as members of International Rescue. You are all on the same team and you will win or lose together, depending on how well you co-operate and co-ordinate your resources. The game itself will play the role of your nemesis, The Hood. The object of the game is to defeat all of The Hood's schemes while averting disasters around the globe — before time runs out.
Object of the Game
If you defeat all 3 scheme cards on The Hood Track, you and your fellow players win the game. You must defeat these schemes before The Hood activates them by reaching a skull space on The Hood Track and before any disaster card reaches the skull slot on the disaster track.
Turn Overview
Play proceeds clockwise around the table with each player taking turns until the game ends. Each player's turn consists of the following phases:
- Action Phase: Take up to 3 actions and do any number of operations.
- Disaster Phase: Draw a disaster card.
- End of Turn: Pass the dice clockwise to the next player.
1. Action Phase
Take up to 3 actions and do any number of operations.
Actions
MOVE — Move your Thunderbird machine up to its top speed.
RESCUE — Roll the dice and add bonuses to try to avert a disaster card.
PLAN — Take one F.A.B. card and advance The Hood one space on The Hood track.
SCAN — Move one disaster card back one slot on the disaster track (if you are on Thunderbird 5).
You may take the same action more than once on your turn, unless otherwise stated. Actions cannot be saved for future turns.
Operations
TRANSFER CHARACTERS — Transfer character pegs from one Thunderbird machine to another.
LOAD AND UNLOAD — Load and unload Thunderbird 4, FAB 1 or any pod vehicles into and out of Thunderbird 2.
DEFEAT SCHEMES — Defeat scheme cards on The Hood track.
USE BONUS TOKENS — Use the effects of bonus tokens and return them to the supply.
Operations are free. You may do as many as you like during the Action Phase. Operations must be done before or after, but not during an action, unless otherwise stated.
Note: Character cards describe other actions and operations, which are only available to characters during their own game turn.
Actions
MOVE
You may move the Thunderbird machine your character is in a number of spaces up to its top speed.
| Machine | Top speed | Notes |
|---|---|---|
| Thunderbird 1 | 3 | |
| Thunderbird 2 | 2 | |
| Thunderbird 3 | 3 | Only moves on the orange path. |
| Thunderbird 4 | 1 | |
| Thunderbird 5 | 0 | Stays in Geo-stationary Orbit. |
| FAB 1 | 1 |
The game board wraps around so you can move across the edges of the game board. For example, you may move from Europe to the North Atlantic.
Thunderbird 3 (International Rescue's space rocket) can only move on the orange path on the game board, which connects Tracy Island and all of the regions in outer space. No other Thunderbird machine can travel in outer space.
You may not do any operation during a Move action.
Example: Virgil moves Thunderbird 2 (which has a top speed of 2) from Africa to North America (which is 2 spaces away) for one action.
RESCUE
You may take the Rescue action if your character is on a space that corresponds to the location on a disaster card on the disaster track.
Roll the two dice and add any bonuses to the sum of the two dice to determine the dice roll total (see Adding Bonuses p.7).
Note: Some disaster cards do not have a difficulty number. If you meet the conditions on these cards, you can take the Rescue action, but you do not need to roll the dice. The Rescue action automatically succeeds if these conditions are met.
Disaster Card Example
A disaster card shows:
- Difficulty Number — the total your dice roll (plus bonuses) must meet or beat.
- Location — the board region where the disaster is happening (e.g. Europe, South America).
- Rescue Type — i.e. Air disaster cards have blue backgrounds.
- Bonuses — machines and pod vehicles that add to your roll (e.g. Elevator Cars (+3), FAB 1 (+2), Thunderbird 1 (+2)).
- Disaster Vehicle (Expansion required).
- Reward — the bonus token(s) you gain for averting the disaster.
Trapped in the Sky (Europe, Air, difficulty 11): "Land the Fireflash airliner safely without triggering the bomb attached to the landing gear."
Salt Bed Splashdown (South America): "Spend an action to avert this disaster any time FAB 1, Thunderbird 1 and Thunderbird 2 are all in South America." — "Race to Bolivia to prepare a crash site for the damaged Telsat 5 space satellite."
Rolling the Dice
The Hood advances one space for each Hood symbol showing on the dice at the end of a Rescue action (see Advancing The Hood p.10). The Hood symbol does not add to your dice roll total, although it is still possible to have a successful Rescue action if you have rolled a Hood symbol.
John's character card allows you to ignore one Hood symbol once per Rescue action (made by any player), if he is on Thunderbird 5.
After you roll the dice, you may:
- Use one intelligence token to re-roll one die. You may use additional intelligence tokens to re-roll the other die, or to re-roll the same die several times. Re-rolling may let you get a higher dice roll total, or avoid advancing The Hood.
- Use one teamwork token to add +2 to the dice roll total. You may use additional teamwork tokens to add more bonuses.
Adding Bonuses
If you prepare carefully, you can add one or more bonuses to the dice roll total.
If any character, Thunderbird machine or pod vehicle printed on the disaster card is present in the required location, add the bonus shown to the dice roll total. (Some bonuses specify a required location other than the disaster card's location.)
Other bonuses may be granted by character cards and F.A.B. cards. Certain event cards have a negative effect on the dice roll total.
Outcome — Success!
If the dice roll total is equal to or greater than the disaster card's difficulty number, then the Rescue action is a success!
If you succeed, collect the reward pictured in the bottom left corner of the disaster card. Rewards are usually one or two bonus tokens. A wildcard symbol indicates a bonus token of your choice. If a specified reward is not available in the supply, you do not get one (see Use Bonus Tokens p.9).
After collecting your reward, discard the disaster card to the disaster discard pile.
Outcome — Failure!
If the dice roll total is less than the difficulty number, then the Rescue action failed.
You may try a Rescue action again this turn if you have any actions remaining. Any other player may try to avert this disaster card as normal on a future turn.
Example: John is on the Sun space and has teamwork and intelligence tokens. He decides to take the Rescue action to avert the 'Sun Probe' disaster card, which has a difficulty of 11. The Transmitter Truck is in Asia (Virgil dropped it off on an earlier turn) so it grants a +3 bonus. Scott is in the Sun space for another +2 bonus. Additionally John's character card grants him +2 to all Rescue actions in Space. All together, John adds +7 to his dice roll. He rolls a 2 + a Hood symbol and adds 7 for a dice roll total of 9. The Rescue action has failed!
John has a decision to make — if he takes another Rescue action he will have to advance The Hood. If he uses his teamwork token, he can add +2 to the dice roll total, making it a successful Rescue action, but he will still have to advance The Hood. Instead, he uses his intelligence token and re-rolls the Hood symbol result. He rolls a 2. The Rescue action is a success and The Hood does not need to advance.
PLAN
Draw one F.A.B. card and place it face up in front of you (see F.A.B. Cards p.10).
Then, advance The Hood one space on The Hood track (see Advancing The Hood p.10).
SCAN
Move one disaster card back one slot (to the left) on the disaster track. The slot you move the card back to must already be empty.
You can do the Scan action only if you are on Thunderbird 5.
Operations
TRANSFER CHARACTERS
You may transfer characters between Thunderbird machines currently in your space. This includes other players' characters, although remember to ask permission first before transferring their pegs.
Each character must be in a Thunderbird machine at all times (although it's fine to swap characters between two seats at the same time).
The Thunderbird machines vary in the number of seats they have available. For example, Thunderbird 2 has three seats while Thunderbird 4 has only one.
Example: Virgil (who is with Alan in Thunderbird 2 in Australia) moves to the South Pacific for one action. He transfers Alan from Thunderbird 2 to Thunderbird 3 and then transfers Scott (currently in Thunderbird 1) and Gordon (currently on Thunderbird 4) into Thunderbird 2 as an operation. He then moves Thunderbird 2 to the North Pacific for his second action.
LOAD AND UNLOAD
If Thunderbird 2 is in your space, you may load or unload Thunderbird 4, FAB 1, or any pod vehicle in your space into or out of it.
Thunderbird 2 can hold either Thunderbird 4 or FAB 1, or up to two pod vehicles (for example, the Mole and Elevator Cars). Thunderbirds 1, 3 and 5 cannot fit inside Thunderbird 2. Characters may remain in Thunderbird machines loaded into Thunderbird 2.
Note: Pod vehicles can be unloaded from Thunderbird 2 onto any space on Earth and left there on the game board. Never fear, International Rescue's network of local agents will keep them secure.
Example: Virgil unloads the Firefly at the North Atlantic, then loads Thunderbird 4 (carrying Gordon). He then moves Thunderbird 2 from the North Atlantic to the South Pacific for one action. There, he unloads Thunderbird 4 (still carrying Gordon), loads the Recovery Vehicles and the Mole from Tracy Island, and transfers Lady Penelope into Thunderbird 2 from FAB 1. He then moves Thunderbird 2 to Asia for his second action. He has one action remaining this turn.
DEFEAT SCHEMES
Defeating The Hood's schemes requires teamwork, determination, intelligence, logistics and technology — often in different locations around the world — at the same time. No one said being a member of International Rescue was easy!
To defeat a scheme card:
- All bonus tokens pictured on the card must be discarded at the same time by one or more players with characters in the location (or locations) shown.
- Thunderbird machines and pod vehicles pictured on the card must be in the locations shown.
When a scheme card is successfully defeated:
- The current player draws one F.A.B. card and keeps it as a reward.
- Discards the defeated scheme card to the game box.
- Flips over the next face-down scheme card on The Hood track (if any).
When the last scheme card on The Hood track is defeated, the players win the game! (See Winning the Game p.10.)
Scheme Card Example
A scheme card shows the required locations, the bonus tokens that must be discarded, the pod vehicles that must be present, and the reward.
Shroud of Fear: North Atlantic — two determination tokens; North America — Mole and Laser Cutter. "Foil The Hood's plan to cause a volcanic eruption in Iceland and disrupt the Earth's airspace."
Example: On Alan's turn, the team decides to defeat the 'Shroud of Fear' scheme card. For his first action, Alan moves Thunderbird 1 (also holding Gordon) to the North Atlantic. Alan and Gordon each discard a determination token in the North Atlantic (for the total of 2 that are required) and the team verifies that the Mole and Laser Cutter are in North America. (Virgil, thinking ahead, had dropped them both off on an earlier turn.)
The scheme is defeated! Alan draws one F.A.B. card as a reward, discards the scheme card, and then flips over the next scheme card on The Hood track. Alan then takes his second action, moving Thunderbird 3 to the South Pacific.
USE BONUS TOKENS
You can use the effects of bonus tokens to enhance your actions. Used bonus tokens are put back into the supply.
You may not give bonus tokens to other players, unless otherwise stated. The effect of the bonus token is applied immediately.
| Bonus tokens | Effect |
|---|---|
| TEAMWORK | Add +2 to the result of any dice roll that you have just made. (Use after you roll the dice during a Rescue action.) |
| INTELLIGENCE | Re-roll a single die from a dice roll that you have just made. (Use after you roll the dice during a Rescue action.) |
| DETERMINATION | Take an extra action. |
| LOGISTICS | Draw one F.A.B. card. (You do not need to advance The Hood.) |
| TECHNOLOGY | Construct one pod vehicle, moving it from Brains' Notebook on to Tracy Island. (You do not need to be in the South Pacific. Remember to turn the pod vehicle token over.) |
Whenever you succeed at a Rescue action on your turn, collect the bonus tokens shown on the card as a reward. For each wildcard symbol shown, collect a bonus token of your choice.
If you are instructed to draw a bonus token and there are none left in the supply, you do not get one. (You might encourage another player to spend one first, so this doesn't happen!)
2. Disaster Phase
Draw a disaster card.
After doing all the actions on your turn, you must draw the top card from the disaster draw pile.
If the card shows a disaster to be averted, advance all disaster cards on the disaster track forward one slot, then place the new card face up on to slot 1. If the players ever allow a disaster card to advance to the slot marked with a skull, time has run out for that disaster and you all lose the game (see Losing the Game p.10).
If the card is a 'The Hood Advances' card, advance The Hood forward one space (to the right) on The Hood track. Do not advance any cards on the disaster track on this game turn (see Advancing The Hood p.10).
Example: Virgil successfully averted the disaster card on slot 3, leaving cards on slot 1, 2 and 4 of the disaster track. After doing three actions, he draws a card from the disaster draw pile and gets 'Sun Probe'. He advances the card on slot 4 to slot 5, the card on slot 2 to slot 3, and the card on slot 1 to slot 2. He then puts 'Sun Probe' on to slot 1.
3. End of Turn
Pass the dice clockwise to the next player.
F.A.B. Cards
F.A.B. cards show the amazing equipment and support International Rescue can call upon to help them when the going gets tough.
F.A.B. cards may be played at any time, even on another player's turn, unless otherwise stated. Place drawn F.A.B. cards face up in front of you.
To use F.A.B. cards, follow the text on the card and then discard to the discard pile. If the F.A.B. draw pile ever runs out, shuffle the discard pile and form a new face-down draw pile.
A player may have any number of F.A.B. cards, but they cannot be passed between players.
F.A.B. cards never interrupt the resolution of a disaster, event or scheme card that has already been drawn or activated.
F.A.B. cards are given as rewards for defeating scheme cards.
Advancing The Hood
The Hood track shows The Hood's plans for world domination.
The Hood advances by moving one space on The Hood track (to the right):
- For each Hood symbol showing on the dice at the end of a Rescue action.
- As part of a Plan action.
- When a 'The Hood Advances' disaster card is revealed.
If The Hood enters a fist or skull space on The Hood track, the corresponding card is activated.
Do not advance The Hood for a Hood symbol that is re-rolled as a number.
John's character card allows you to ignore one Hood symbol once per Rescue action (made by any player), if he is on Thunderbird 5.
Event Cards
Event cards represent The Hood's evil deeds. When an event card is activated, turn over the card and immediately follow its instructions. Leave the event card on The Hood track as a reminder. After the event card is fully resolved, discard it to the game box.
Scheme Cards
If The Hood ever activates a scheme card before it is defeated (see Defeat Scheme Cards p.8) you all immediately lose the game.
If, however, the players are able to defeat all 3 schemes, you all win!
Game End
Losing the Game...
The players can lose the game immediately in three different ways:
- If a disaster card enters the slot marked with a skull, the disaster happens, International Rescue has failed, and you all lose the game.
- If The Hood ever activates a scheme card before the players can defeat it, The Hood is successful, International Rescue is overcome, and you all lose the game.
- If the last card is drawn from the disaster draw pile, time has run out for International Rescue, and you all lose the game.
Winning the Game!
If the players are able to defeat all 3 scheme cards on The Hood track before any of the losing conditions apply, then International Rescue has proven itself once again, and you all win the game together!
Next Level
If you lose the game, remember the motto of International Rescue—"Never give in at any cost." Quickly set up the game and try again.
If you win the game, The Hood returns with a more elaborate scheme. Try one of the difficulty levels opposite to see if you are up to the task.
| Difficulty level | Scheme setup (left to right along The Hood track) |
|---|---|
| INTRO | Event, Event, I, Event, II, Event, III |
| STANDARD | Event, Event, I, Event, II, Event, IV |
| HEROIC | Event, Event, I, Event, III, Event, IV |
| LEGEND | Event, Event, II, Event, III, Event, IV |
Scoring (Optional)
After winning or losing your game, you may calculate your score.
If you win, score points according to your difficulty level, as shown.
Additionally, score 10 points for each space that The Hood did not enter on The Hood track and score 1 point for each card remaining in the disaster deck.
If you lose, score 10 points for each disaster card you averted (count the disaster cards in the discard pile, ignoring 'The Hood Advances' disaster cards and score 20 points for each scheme card that you defeated.
After recording your score, try to beat your personal best score each time you play.
| Difficulty level | Points |
|---|---|
| INTRO | 200 |
| STANDARD | 300 |
| HEROIC | 400 |
| LEGEND | 500 |
Solitaire Play
Take the role of Jeff Tracy and control multiple characters at once.
Setup
Set up the game as usual for a 3-player game, but put the three drawn character cards face up in front of you. Place the player turn marker on the first character card and move it at the end of each turn to help keep track of which character is taking the current turn. Create a reserve deck of unused character cards and place it to the side of the game board.
Play
Play the game as a normal 3-player game, controlling each of the characters as usual in turn and using the additional rules below.
Make sure to keep bonus tokens and F.A.B cards for each character separate.
Special Game Turn: Swap Characters
Spend a complete game turn to swap the currently active character card with a character card from the reserve deck. Both of the relevant character pegs must be in the South Pacific to do this action. Put the newly-introduced character card into play and put the other character card into the reserve deck. Any bonus tokens and F.A.B. cards the swapped character had are returned to the supply. All character cards in the reserve deck are available to be swapped.
No disaster card is drawn during this special game turn.
Example (solitaire): Brian is playing a solitaire game. Gordon, Lady Penelope, and Alan were randomly drawn at the start of the game. For the final action of Alan's turn, Brian moves Thunderbird 1 containing Alan and Gordon from Europe to the South Pacific to join Virgil (in Thunderbird 2) who is already there. As Gordon's complete game turn, Brian selects Virgil's character card from the reserve deck and puts it face up in front of him, replacing Gordon's character card, which is put in the reserve deck. Gordon's intelligence token is returned to the supply. Then, the player turn marker moves on to the next character card, indicating it is Lady Penelope's turn.
Disaster Markers
Use these optional tokens to mark the spaces on the game board corresponding to the locations of pending disasters and schemes.
Notes and Reminders
- The text on drawn or activated cards happens immediately. It cannot be interrupted by operations or F.A.B. cards.
- Operations may only happen before or after, but not during an action, unless otherwise stated.
- For game purposes, Tracy Island is the same space as South Pacific and Thunderbird 5 is the same space as Geo-stationary Orbit.
- Actions and operations on your character card are only available to you during your own game turn, unless otherwise stated.
- Prepare ahead of time so you do not leave fellow players stranded and unable to move effectively on their turn.
- Players may inspect the disaster card and F.A.B. card discard piles at any time.
- You may not give bonus tokens or F.A.B. cards to other players (unless a card you have specifies otherwise).
- You do not need to be in the South Pacific to construct pod vehicles.
- When you defeat a scheme card, remember to take one F.A.B. card and flip over the next scheme card (if any).
Game Turn Example
Lady Penelope, Scott and John are playing the game. It's Lady Penelope's turn.
Operation: Use bonus tokens From North America, Lady Penelope uses a technology token to construct the Mobile Crane pod vehicle, which she moves from Brains' Notebook on to Tracy Island, turning the token over.
Action 1: Move She moves from North America to the South Pacific in FAB 1. (FAB 1 has hydrofoils.)
Operation: Transfer characters Lady Penelope transfers herself from FAB 1 into Thunderbird 2.
Operation: Unload Thunderbird 4 She unloads Thunderbird 4 into the South Pacific. John, Scott and Lady Penelope discuss what to do next. Lady Penelope decides to defeat one of The Hood's schemes!
Operation: Load pod vehicles Lady Penelope loads the Excavator and Mobile Crane pod vehicles into Thunderbird 2.
Action 2: Move Lady Penelope moves Thunderbird 2 to Asia. She has fulfilled the conditions to avert the 'Shelter at Kunlun' disaster card, but she needs to save the action for later in her turn. Scott is in Asia too. He agrees to avert that disaster on his turn.
Operation: Unload pod vehicles She unloads both the Excavator and Mobile Crane pod vehicles into Asia.
Action 3: Move Lady Penelope moves Thunderbird 2 back to the South Pacific.
Operation: Transfer characters She transfers herself and John into Thunderbird 3.
Operation: Use bonus tokens Lady Penelope has now taken three actions, but she chooses to use a determination token to take a fourth action.
Extra Action 4: Move Lady Penelope moves Thunderbird 3 into Geo-stationary Orbit.
Operation: Lady Penelope's character card She has one last trick up her sleeve. Her character card allows her to exchange her intelligence token for a logistics token. She and and John now have the two logistics tokens they need.
Operation: Defeat schemes To defeat the second scheme on The Hood track, the Excavator and Mobile Crane must be in Asia, and two logistics tokens need to be discarded in Geo-stationary Orbit.
Lady Penelope and John both discard one logistics token each to defeat the scheme card.
She takes one F.A.B. card as her reward and discards the second scheme card to the game box. Finally, she turns over the third scheme card on The Hood track. It looks like they are going to need lots of determination on Mercury!
Game Credits
Game Design: Matt Leacock Development: Rob Harris Graphic Design & Layout: Michal E. Cross Illustration: Graham Bleathman & Shigeru Komatsuzaki Map Illustration: Andrew Law Background Consultant: Sam Denham Customer Support: Rita Birch Community Manager: Zarina Kadylbek 3D Design: QUESTRON Manufacturing: Panda GM Publisher: Chris Birch
Thunderbirds™ and © ITC Entertainment Group Limited 1964, 1999 and 2015. Licensed by ITV Ventures Limited. All rights reserved.
Published by Modiphius Entertainment Ltd.