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Tiina CO-OPERATIVE BOARD GAME by Matt Leacock “Stand by, International Rescue! When human life is in danger and all else fails, we ‘must be ready to respond with lightning speed. Worldwide disasters are happening at every turn and the evil schemes of The Hood must be defeated. To stay ahead, we will need intelligence, determination, teamwork, and technology in the shape of our incredible Thunderbird machines and pod vehicles. The rescues will be risky and stretch our logistics tothe limit. At all times, remember the code of International Rescue — Never give in at any cost! FAB. —Jeff Tracy TTS s 47 disaster cards 18 FAB. cards 12 event cords 20 scheme cards 4 reference cards eee 4 6 choracter pegs Scott (blue, VirgH (green), ‘Alan (orange), Gordon (yellow, John (white) and Lady Penelope (pink) Incernational Rescue LD. card 6 character cords he eo Sar 67 00000 30 bonus tokens: 6 Thunderbird machines: 1 player turn marker ‘of each, representing technology, Thunderbirds 1,2, 3,4,5 and FAB 1 (forthe litre gome) determinaben, iteligence, teamwork and logistics The Hood 10 dieaster markers (eptionol use) a ae 1. The Hood Track + Separate the scheme cards and event cards into 5 different piles according to their card backs. + Shuffle each pile individually. I chis is your frst 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 ciffcuty level (see Next Level pt). + Take the remaining scheme and event cards and put them back inte the game box wichout looking at chem. Important: Turn over the firse scheme card (marked with a in the introductory set-up). This willbe the first scheme that you and your team will need to defeat, «Puc The Hood figure onthe fr: pce of The Hood reek) n att ee 2. Disaster Track ‘Worldwide disasters unfold and must be avertad bofoa timo runs out, Disaster cards are placed here when draw from the diester deck Ia card ever reaches the S08 slot then the game is over and the players have lost. a. SET UP THE DISASTER TRACK + Soparate the 8 ‘The Hood Advances’ cards out from the isaster deck and set them aside. + Shuffle the disaster cards. Draw three cards randomly and place ‘thom on to slots 1, 2and 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 plies of 9 cards each. + Shuffle 2 face-down ‘The Hood Advances’ disaster cards into each pile. + Scack the plies to form the disaster draw pile. 3. Thunderbird Machines & Pod Vehicles + Put Thunderbirds 1, 2 and 4 on che South Pacific space ofthe game board. + Puc Thunderbird 5 on the Geo-stationary Orbit space of the game board. + Hone of the players is playing John (see Stop 7), put ‘Thunderbird 3 on the Goo-stationary Orbit pce. ‘Otherwise, pe Thunderbird 3 on the South Pacfc space. + Puc FAB 1 cn the Europe space ofthe game board + Pucehe 10 pod vehietes on to the area marked ‘Brains’ Notebook’, wich the blueprine sie fae up. + Move the Mole onto Tracy and ad rn ee token over to show that hie he been eoneructed and i rea for players fuse, You Contrct mors pod veces by sing @ tokens. EU | Qestiua | Mi | Bn I i} 4. Character Pegs Place the character pegs inthe following Thunderbird machines. When pucting a character into a machine, you can select any available cent + Put John (white) nto Thunderbird 5 + Put Gordon (yellow) into Thunderbird 4. + Put Alan (range) inco Thunderbird 3, + Pue Virgil (green) inco Thunderbird 2 + Pur Seote (blue) into Thunderbird 1 + Pur Lady Penelope (pink) Into FAB 1. During ply, ol of the characters will be used. Non-ployer cheracters can Provide bonuses to rescue actions. ‘cards and place them face down ina stack on forma éraw 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 exch player Put the Unused character carde back into the game box. Hand each player a reference card describing a game turn, aetions, and bonus tokens 8. Dice Give the dice co the player who most recently watched the Thunderbirds TY show. They will be the scarcing player. THE THUNDERBIRD MACHIN THUNDERBIRD 5 AA space station equipped to monitor global communications PETS OE Nan ‘gco-stationary orbit 22,400 miles above the Pacific Ocean. ae THUNDERBIRD 4 A compact submarine perfectly suited to underwater rescues. Fitted with twin atomic fusion reactors, it has 0 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 fon-crive fusion reactors. THUNDERBIRD 2 A heavy transport machine capable of carrying two pod vehicles, Thunderbird 4 or FAB 1to 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 atop speed of 15,000 mph. FAB1 ‘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 icsef will play che 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. aS 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 $638 space on The Hood Track and before any disaster card reaches the $53 lot on the denstor track TTT Play proceeds clockwise around the table with each player taking turns until the game ends, Each player's turn consists of the following phases: 1, Aetion Phase: Take up to 3 actions and do any number of operations. 2, Disaster Phase: Draw a disaster card 3. End of Turn: Pass the dice clockwise to the next player. HES i So ai THEeoo' Reference card ‘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 co averta disaster card. PLAN Take one FA.B. card and advance The Hood ane space on The Hood track. SCAN Move one disaster card back one slot on the dizastar track (iF you are on Thunderbird §) You may take the same action more than ‘once on your turn, unless otherwise stated, Actions cannot be seved for future urns. Operations TRANSFER CHARACTERS Transfer character pegs from one Thunderbird ‘machine to another. LOAD AND UNLOAD Load and unload Thunderbird 4, FAB 1 or ary 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 fre. You may do os many 6s you lke during the Action Phase. Operations must be done before or after, but not during ‘on action, unless otherwise stared Note: Character cards describe ocher actions and operations, which are ently avallable to characters during their own game turn.) Actions MOVE You may move the Thunderbird machine your character isin ‘a number of spaces up to its top speed. MACHINE TOP SPEED = NOTES. Te » se 2 ¢ 3 ‘Oniy moves on the orange path. 1 bas o ‘Stays in Geo-stationary Orbic. E> 1 ‘The game beard wraps around £0 you ean move across the edges of the game board. For example, you may meve from Europe to the North Adlantic, Thunderbird 3 (International Rescue's epace recke:) can only move fon the orange path on the game board, which connects Tracy Island and all ofthe regions in outer space. No other Thunderbird machine can travel in outer space. You may net do any operation during a Move action. RESCUE ‘You may rake the Rescue action f your character ig on a space that corrospends to the location on a disaster card on the disastor track. Roll che two dice and add any bonuses to the sum of the ‘two dice co determine the dice rall total (see Adding Bonuses p.7) Disaster Card Example Difficulty _, atts Trap) cist) Number ral Rescue Type —> fol (ie. Air dicoster cards heve blue backgrounds) noord Disaster Vehicle (Expansion required) Thunderbird 3's flight poth Example: Vigil moves Thunderbird 2 (which has atop speed of 2) from Africa to NNerth America (which i 2 spaces away) for one ection. Note: Some disaster cards do not have a Aiffcutty number. If you meet the conditions ‘these cards, you can toke the Rescue action, but you do not need to roll the dic. The Rescue action automatically succeeds if these conditions are met. Rolling the Dice “The Hood advances one space for exch yy showing on the dice at the end of a Rescue action (see Advancing The Hood p.10). The ‘he does not add to your dice rol coral, athough itis stl possible to have a successful Rescue action ifyou have rolled whe John's character card allows you wo ignore one once per Rescue action (made by any player) fhe is on Thunder After you roll the dice, you may: + Use on soem ore You mo se ton) ae Oe ele ae See Percllag ey eros seer Ges eeael er ad. advancing The Hood. vei cea ae eae bebchea arn, xo addonal € tokens 10 add more bonuses, Adding Bonuses you propare carchlly, you can add one or more bonuses to the dice roll cota. any character, Thunderbird machine or pod vehicle printed on the disaster card is present in the required location, 20d the bonus shown to the dice roll total (Some bonuses specify a required location other than the disaszer card’ location.) ‘Other bonuses may be granted by character cards and F.A.B. cards. Certain event cards have a negative effect on the dice rol tora ‘Outcome — Success! Ifthe dice roll totals equal to or greater than the disaster card's difficulty number, then the Rescue action isa success! ¥ you succeed, collect the renard picered inthe bottom lle corner ofthe dsaster card. Renards are usualy one or «wo bonus tokens. A indicates a bonus token of your choice. Ifa specified reward isnot svalabe nthe supply you do not get one (see Use Borus Tokers p9). After collecting your reward, discard the disaster card to the disaster discard pile. Outcome — Failure! 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 co avere this disaster card as normal on a future turn. PLAN Draw one F.A.B. card and place it face up in front of you (see FA.6. Cards p10) ‘Then, advance The Hood one space on The Hood track (ee ‘Advancing The Hood p.10), SCAN Move one disastor 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 Sean action only ifyou are on Thunderbird 5 Coane tthe Son eds tnd @) teks He dele tale te Rese ci ser ie Sun Pe dete cd Wiech he aye heer Tock is Ae (Wl coped offen on pale ap everena tales the Sun space for nother +2 bonus. Additionally [ie coeecsecnd pe he oat cctemin Space Al oer Jn ots +70 der rol Herel i and od 7 fore Geol otal of The Resa ocn ha el 2\+ del t+7=9 x John fas a decision to make —if he takes another Rescue acton ine wll hove to advance The Hood. If be uses his Gp token, he can add +2 to the ‘dee rol total making ita successful Rescue ‘action, but he wil stil hove to advance The Hod. Instoad, he usos his (5) token and re-rls yy tesuk. He rolls a 2. The Reseve action s a success ‘and The Hood does not need to advance. 2h 2) +7 = 11 pe —_ Operations TRANSFER CHARACTERS “You may transfer characters between Thunderbird machines currently in your space. This includes other players’ characters, although romember to ask permission first before transferring thoir pegs. Each character must bein a Thunderbird machine at all imes (although it’s fin to swap characters between two seats at the same time). ‘The Thunderbird machines vary in che number of seats they have available. For example, Thunderbird 2 has three seats while ‘Thunderbird 4 has only one. LOAD AND UNLOAD IF Thunderbird isn your space, you may load or unload Thunderbird 4, FAB 1, er any pod vehicle in your space into or out efit Thunderbird 2 can hold either Thunderbird 4 or FAB 1, or up to two pod vehicles (or example, the Mole and Elevator Cars). Thunderbirds 4,3 and 5 cannot fi inside Thunderbird 2. Characters may remain in ‘Thunderbird machines loaded into Thunderbird 2. Note: Pod vehicles con be unloaded from Thunderbird 2 onto any space en Earth and left there on the gome bord Never fea, international Rescue's network of lcel agents will keep them secure. DEFEAT SCHEMES Defeating The Hood's schemes requires teamwork, decermination, Incellgence, logstics 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 eard must be discarded at the ‘same time by one or more players with characters in the location (@r locations) shown, + Thunderbird machines and pod vehicles pictured on the card must be the locations shown. ‘When a scheme card is successfully defeated: 1. The currene player draws one FA, card and keeps it as a reward. 2. Discards the defeated scheme card to the game box. 3. Flips over the next face-down scheme card on The Hood track (ifary). ‘When the lst scheme card on The Hood cracks defeated, the players win the game! See Winning the Game p.10, Example: On Alans tur, the team decides to defeat the ‘Shroud of Fear’ scheme card. For fis fist action, Alan moves Thurdertird 1 (ako nlding Gordon) tote Noth ‘Ailoric, Alon and Gordon each discard o @p token in the North Aan for te coal Of 2 that are required) and the team verifies thatthe Mole and Laser Cutter are in North America. (Virgi thinking chead, had dropped them both off on an earier turn) scheme ts defeated! Alan craws one FA.B. card as a reward, discords the scheme card, and then fps over the next scheme card on The Hod track. Alon then takes his second acto, moving Thunderbird 3 ta the South Pec Example: Virgil (whois with Alan in Thunderbird 2 {in Australia) moves tothe South Paci for one ‘ction. He transfers Alon from Thunderbird 2 tw Thunderbied 3 ond then wonsfers Scot (currenty in Thunderbird 1) anc Gordon (curently ‘0n Thunderbird 4) into Thunderbird 2 os on ‘operavien. He then moves Thunderbird 2 to the North Pacific for his second action, Exomple: Virgil urioads the Firefly a the North Ailartic, then loads Thunderbied 4 (corrying Gordon). He then moves Thunderbird 2 from ‘the North Atiantic to the South Pacific for one ‘ction. There, he unloads Thunderbird 4 (til carrying Gorden), loeds the Recovery Vehicles and the Mole from Trocy Island, and erasers Lady Penelope into Thunderbird 2 from FAB 1. He then mores Thunderbird 2 to Asia for hs second ‘ction. He has one action remoining thi turn Scheme Card Example Required Locations Pod vehicles that must be present Bonus tokens that must be discarded 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 net give bonus tokens to other players, unless otherwise stated. The effect of the bonus token is applied immediately BONUS TOKENS EFFECT nae INTELLIGENCE en yea5 ‘Take an extra action, Draw one FA.B, card. (You do not need te advance The Hood.) Add 42 to the result of any dice roll that you have just made. (Use efter you ral the ce cure a Rescue actan) Re-rolla single die from a dice roll that you have just made. (Use after you roll the die during a Rescue action) ‘Construct one pod vehicle, moving ic from Brains’ Notebook on to Tracy Island (Yau do not need 10 be im the South Poetic: Remember o turn the ped vehicle token over} ‘Whenever you succeed ata Rescue action on your turn, collect the bonus tokens shown on the card as a reward. For each €% shown, coliecca bonus toxen of your choke. Wyouare 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!) PASSE Draw a disaster card. After doing all the actions en your turn, you must draw the top card from the disaster draw pile. If the card shows a disaster to be averted, aésance al disaster cards on the disaster track forward one slot thon place the nev ear face up on to see 1. If the plyers ever allow a discater card to advance to the slot marked with £8 time has run out fr tat disaster and you al lose the game (ee Losing the Game p10) If the card is a‘ The Hood Advances’ card, advance The Hood forward one space (to the right) on ‘The Hood track. Do noc advance any cards on the disaster track on this game turn (see Advancing The Hood p.10). PTT Pass the dice clockwise to the next player. Example: Virgl successfully averted the disaster cord on slot 3, loving cards on slot 1,2 and 4 of the disoster track After doing three actions, he draws ¢ card from the ditaster crow pile ond gets ‘Sun Probe’ He advances the card on sot 4 0 slot 5, the card on slot 2to slot 3, and the cord (on slot 1 to slot 2. He then puts “Sun Probe’ onto slot 1 10 PANS Aply hve ter F.A.B. cards how tho amazing equipment and support International Rescue ean eal upon to help them when che going gets tough, F.A.B. cards may be played at any time, even on another player's turn, unloss otherwise stated. Pace drawn FAB. cards face up infront of you. To use FA.B. cards, follow the text on the card and then discard to the discard pile. ifthe FA.B. draw pile ever runs out, shuffle the discard pile and form 3 new face-down draw pile. Of FA.. cards, but they cannot be passed between players. FA.B, cards never interrupt the resolition ofa disaster, event or scheme card that has already been drown or activated. FAB. cards are given 18 rewards for defeating scheme cords. VETS) ‘The Hood track shows The Hood’ plans for world domination. The Hood advances by moving one space on The Hood track (to the right) + For each is showing on the dice at the end of a Rescue action. + As part of Plan action. + When a ‘The Hood Advances’ disaster card is revealed. W The Hood ecere af or §BR space on The Hood vac che corratponcing card is aetivat Event Cards Evene 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 crackas a reminder. After the event card is fll resolved, discard cto the game box. Scheme Cards The Hood ever activates a scheme card before it is defeaced (see Defeat Scheme Cards p8) you al immediately lose the game, however, the players are able to defeat all 3 schemes, you all win! Do nat eavance The Heed for 0 Ws that is re-rolled as © number. Ipar ere er cher arene an ll rcs ps Rec oon tec by any ble fhe lon Thunderbird 5 Tum over the event card when it is activate. Losing the Game. The players can lose the game immediately in three diferent ways: + Ita disaster card enters the slot marked with the disaster happens, Incernational Rescue has failed, and you al lose the game. + lf 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 + Ifthe 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! ety DIFFICULTY LEVEL SCHEME SETUP you loze the game, remember the motto of INTRO gj 8 o ce ec “oe BBDBOSE cnc tide oeSiacaneayadcrane — HaROE Seog eo ca weno BIBI SCORING (OPTIONAL After winning or losing your game, you may ealeulats your score. DIFFICULTY LEVEL POINTS INTRO 200 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 inthe cisaster deck. STANDARD 300 If you lose, score 10 points for each disaster card you averted (count the: disaster cards in the discard pile, gnoring The Hood Advances’ disaster cards and score 20 points for each scheme card that you defeated. sels soe ‘Aer recoriling your score, try to beat your personal best score each time you play. LEGEND 500 STNG Take the role of Jeff Tracy and control multiple characters at once. Setup eseer he erene eal orto pepee rexel bie per tee eer cate eae Goat esecl you eee stein ae as eee eae Pipiat vist Gadurline see tie end cheat) (atresia Leee wack Lc ee isang the curren tur, Create a reserve deckof unused character cards and place it to the side of the game board. Example: Brian is playing solitaire ee lay eee Aaa asim cere ieee: Play Ofte gene: For the inl ection of Ada am Ben ove Tandetod 1 (oaberarege itor octhetiodoceen eee Cola ered nee ce bee oo Wel in hunderbied 2) whois heat here Ae Gord ape pecan Make sure to keep bonus tokens and A.B cards for each character separate, SPECIAL GAME TURN: character card from the reserve deck SWAP CHARACTERS ‘and puts it face up infront of him, Spend a complete game turn to swap the currently active character card with @ replacing Gordon’ character car, character eard from che reserve deck. Both of the relevant character pegs must which is putin the reserve deck. be in the South Pacific o do this action. Puc the newl-introduced character Gordon's G) token is returned tothe card into play and put the other character card into the reserve deck. Any suppl. Then, the ployer turn marker bonus tokens and FA.B. cards the swapped character had are returned to the imaves on tothe next character card supply. All charaeter eards in the reserve deck are available to be swapped. indicating it's Loy Penelope's tun, No disaster card is drawn during ths special game turn, 2 NS TCS 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 en drawn of activated cards happens immediately, It cannot be interrupted by operations or FAB. cards. ‘Operations may only happen before or after. but not ‘curing an action, unless ocherwise 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 conly available to you during your own game turn, uniess otherwise scated. + Propare ahead of time s0 you do not leave fellow players stranded and unable to move effectively on their turn. + Payers may inspect the disaster card and FA.B. card discard piles at any time. + You may not give bonus tokens or FAB. cards to other players (unless a card you have specifies otherwise). + You do not need to be in the South Pacific o construct pod vehicles + When you defeat a scheme card, remember to take one FA.B. card and flp over the next scheme card (ifany). KICKSTARTER BACKERS ‘We would like to thank all our Kickstarter backers for making this game possible. 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Ham Paco Gare Jaén; W. Ere Martin, Crs Matthew: Dany & Domingo Diaz Fermin: Bree Giberefor hoping out with the rues: Rita Bich, Keeariea & Adam Harrie for their ruppare Playtesters: “Tony Neve, Teseay Smart, Joseph Alemaler Alda Barmete, Wade Barnate,Durein Christen Nico Christiansen. Chis Farrel, Kim Farrel, Owen Fulcher ich Fulcher, Anna Leacock, Coleen Leacock, Donna Leacock, Siew Siang Neo, Ken and Kip Tidwell. iba Towel, the Sceepere at Cumberland CDC, Kennet Sokell. Katy Sok Mranda Gonzales Agurre, Cavlot Merino Hormanes. Erin Todd ‘Andrew Beaudin. Chuck Thiert jason Crook. Joelle Crook. JostacDonalé, Christine Bourque, Danny O'Shea, cy O'Shea, Jonathan Boucher, il Swar, Dave Blew, Dan Tunbridge, Kevin Anderson, Simon Scot, Martin Skies, Lynne Haney, Richard Hardy, Stave Mackerze, Robin Lees, The Feather Leveys Jo Lee, Ractael Willcox, James Humphreys. Simon Dangerfield Richard Dracass, J1son Woodburn, Morten Weibach, Dave Cousins, Hazel Gosing, Dyan Bsrion, Tom Eaton Evans Mike Parkinson, Andrew Boxall, Teresa Di Flea, Jason Hayes, Samantha Lovell, Dare! Kely, Hayley Lovel, ‘Andy Hayes, Vicky Sunshine, Marcin Baker, David Manley, Hugo van der Velden, Arno de Haan, Mikui3 van der Horst, Lola van Hil, Remco Borman, René Warmoeskarken, Xaver Wolf, Mare jiccbsen, Paul Bounen, Reel Nysen, Jacob Coon, kim MeXel, Lz MeKell, Abby MeKel, Ed McK, ‘George Grimes, Andras] Mafikowsk, Michal Ture, “TR Knight, Rachel Knigh, Emly Kright, Angie Knish, anni Catcino, Chrittopher Msinrring, Toros Wiliams, James Anderson, michael Anderson, Joel Anderson, Gary Dicken Steve Kencal, Crs Milhouse. “Thunderbirds and @ ITC Entertainment Group Limited 1964, 1999 and 205. LUcensed by ITY Ventures Limited, All rights reserved, Publched by Modiphiue Entertainment Ltd. Look out for expansions and videos for the ‘THUNDERBIRDS CO-OPERATIVE BOARD GAME ‘at www.modiphius.com/Thunderbirds 5 16 CSN Lady Penelope, Scott and John are ploying the game. It's Lady Penelope's tun, Operation: Use bonus tokens From North Ameico, Lady Penelope uses © (3) token to corsiruct the Mobile Crone pod vehicle, which she mores frm Brin’ Notebook onto Tray Island, tring the token ove. Action 1: Move ‘She moves from North America to the South Pacific in FAB 1. (FAB 1 has hydrofols) Operation: Transfer characters Lady Penelope transfers hersof from FAB 1 into Thunderbird 2. ‘Operation: Unload Thunderbird 4 ‘She unloads Thunderbird 4 into the South Pacific. john, Scott ond Lady Penelope discuss what to do next. Lady Penelope decides to defeat ane of The Hood's schemes! Operation: Load pod vehicles Lady Penelope loads the Excovetor and Mobile Crone pod vehicles into Thunderbird 2 Action 2: Move Lady Penelope moves Thunderbird 2 to Asi. She has flffled the conditions to avert the “Shelter at Kunlun' disaster card but she needs to sove the action for later i her turn. ‘Scotti in Asia too, He ogrees to avert that discster on his turn Operation: Unload pod vehicles ‘She unloads both the Excavator and Mobile Crone pod vehicles into Asia Action 3: Move Lady Penelope moves Thunderbird 2 back to the South Pacific Operation: Transfer characters She tronsfers herself and John into Thunderbird 3 Operation: Use bonus tokens Lady Penelope hes no token three acon, but she chooses to use o (3) token to take @ fourth action, Extra Action 4: Move Lady Penelope moves Thunderbird 3 into Geo-stationary Orbit Operation: Lady Penelope’s character card She hos one les ck wp her sleeve Hercharcter card alow her to exchonge er token for a @) token. She and and John now have the two @) tokens they need, Operation: Defeat schemes To defette second scleme on Te Hood rock, the Excavotor and Moble Crane must tem Asa and two tens ned io Be dscardedn Geostauoncy rot ley Paalop end jo beth dcard one QD taeneoch defi taser cad ‘She takes one FA.. card as her reword end discards the second scheme cord to the game box. Final, site turns over the third scheme card on The Hood track. It ooks ike they are going to need lats of determination on Mercury!

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