FABULOUS THUNDERBIRDS






INTRODUCTION
Supermarionation.
Card & board game for 2-4 players.

DISCLAIMER
"Thunderbirds" is a licensed, copyrighted property.
This merely a fan site.

THE BOARD
12 X 12 Square Grid.
Each space should be big enough to hold one card.

DICE
Twelve and six sided dice are needed.

CARDS
There are two decks:
The Emergency deck and the Responder deck.
All players share both decks.
Also needed is a set of Time counters.

PAWNS
Each player gets a set of pawns.
Each set should be of a different color.
One player has the red set, the other has a blue set, etc.
Each set has 6 different pawns. See the Pawn Set Table.
Pawns must be numbered or marked to differentiate them.
Each pawn represents a vehicle and its pilot (driver). 

PAWN SET TABLE
Vehicle: 		Description:		Pilot:
Thunderbird 1		Silver Scout Plane	Scott Tracy
Thunderbird 2		Green Freighter		Virgil Tracy
Thunderbird 3		Orange Space Rocket	Alan Tracy
Thunderbird 4		Yellow Submersible	Gordon Tracy
Thunderbird 5		Orbital Space Station	John Tracy
FAB 1			Pink Rolls Royce		Lady Penelope

BASES
Each player has his own secret island base located in a corner of the Map.

SETUP
Each player starts with all six of his pawns located on his Secret Base.

STACKING
Pawns may not stack or move through (jump) other pawns.
There are two exceptions:
You may stack all of your pawns on your Secret Base.
Move cards that allow: 
Instant automatic transport, swapping pawn locations and Knight type moves.

END GAME
The game ends when all cards have been drawn from the emergency deck and 
There are no emergency cards left on the board.

OBJECTIVE
The player with the most cards in his rescue pile at the end of the game wins.

TURN SEQUENCE
1	Countdown Phase
2	Alert Phase
3	Organization Phase
4	Response Phase
5+	Move Phases

COUNTDOWN PHASE
Remove a Time Counter from every Emergency card on the Board.
If an Emergency card has no counters left put it in the Discard.

ALERT PHASE
Roll 1D6:
Roll	New Emergencies
1	0
2-3	1
4-5	2
6	3	
For each new emergency draw 1 card from the Emergency deck.
Roll 1D12 twice to get the coordinates for each new emergency.
Place the emergency card in that space on the board.
Roll 1D6 and place that many Time counters on the Newly placed Emergency card.
If the rolled coordinates indicate a base or existing emergency, reroll the coordinates.
If the rolled coordinates indicate a space occupied by a pawn, place the 
pawn on its owners base.

ORGANIZATION PHASE
Shuffle the Responder deck together with its discard.
Each player fills their hand up to six Responder cards.

RESPONSE PHASE
Each player rolls 1D12.
The player with the highest roll gets his move phase first and so on.
Reroll ties.

MOVE PHASES
Each player gets one move phase, order determined in response phase.
Discard one of your Response cards to move one of your pawns a 
Distance indicated by the card. 
Moves can be orthogonal or diagonal unless otherwise stated.
You may move none, some or all of your pawns.
A pawn can be moved multiple times in a single phase.
You may save any cards you did not use for next turn.
You may discard any of your cards you do not want.
Each Emergency card has a solution.
A solution will involve some combination of two pawns.
If during your Move phase you move two pawns adjacent (orthogonal or diagonal) 
To an Emergency card that satisfy that card’s solution requirements, you 
Complete the rescue: place that emergency card into your rescue pile. 
Each player has their own Rescue pile.

CARD LIST ABBREVIATIONS
TB = Thunderbird

EMERGENCY DECK CARD LIST
Emergency:						Solution:
Bomb aboard airliner					Fab + TB1
Vehicle trapped in raging inferno			Any two TB
Lady Penelope tied to Railroad track			Any two TB
Reporters trapped in underground river			TB2 + TB4
Controllers trapped in teetering relay station		Any two TB
Toppled rocket probe in countdown			TB4 + Any TB
Agent trapped in vault with explosives			Any two: TB1, 2, 3
Hood captures Brains and TinTin				Fab + Any TB
Construction workers on high ledge			Any two TB
Archeologists captured by Zombites			TB1 + Any Pawn
Probe on collision course with sun			TB3 +TB5
Foil mystery airliner saboteur				Any 2 Pawns
Banker trapped in airless vault				Fab + Any TB
Atomic power plant ablaze				Any 2 Pawns
Family trapped in burning mall				TB1 +TB2
Impersonators frame International Rescue	         	TB5 + Any TB
Saboteurs with nuclear bomb				Fab + Any TB
Rescue crew of sinking tanker				TB4 +TB5
Duchess imprisoned in burning mansion			TB2 + Any Pawn
Monotrain heading for broken track section		Any 2 Pawns
Trapped in Amazon by mutant alligators			Any two: TB 2, 3, 4
Actors trapped in cave-in				Any 2 Pawns
Oil rig on fire						TB1 +TB4
Atomic logging machine out of control			TB1 +TB2
Break in dam						Any two TB
Plane Hijacking						Fab + Any TB
Giant Solar Reflector Misaligned	         		TB2 + Any Pawn
Space Station in Decaying Orbit				TB3 +TB5

RESPONDER DECK CARD LIST
Card Name:		#	Notes:
Move 1			3	-
Move 2			3	-
Move 3			3	-
Move 4			3	-
Move 5			3	-
Move 6			3	-
Move K			3	Move like a Knight in Chess
Return to Base		2	Move one of your pawns back to your base
False Alarm		1	Move opponents pawn back to his base
SOS			2	Draw 2 cards from Responder deck
Red Alert		2	Switch location of TB5 and any other TB
Deploy Sub		1	Move TB4 adjacent to TB2
Delay			1	Negate a move card just played
Quick Responder		1	Automatically win roll in Response Phase
# = Number of that card in the deck


LINKS
Thunderbirds are go!
thunderbirdsonline








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