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.
TB = Thunderbird
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 7 3
Move 8 3
Move 9 3
Move 10 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
GAME DESIGNERS NOTES
Game may work better/worse on 10 X 10 or 20 X 20 board.
FEDERATION INTRODUCTION
Star Trek Theme.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
DICE
Six-sided dice are needed in this scenario.
MAP
Over half the territories are empty space.
Revenue generating spaces are planetary systems.
Other territory types include:
Supernovas: No entry possible.
Nebulas: Ships must stop upon entering.
Worm Holes: Allow instant transport to other Worm Holes.
VICTORY
You win if you control over 60% of the systems on the map.
RACES
Each player picks a race:
United Federation of Planets
Klingon Empire
Romulan Star Empire
Ferengi Alliance
Cardassian Union
Borg Collective
SETUP
Each player starts with a Homesystem with 10 random units.
UNITS & ACTION DECK
Players share a common Action deck and unit chit pile.
EXPLORATION PHASE
Include an exploration phase after movement phase.
When entering an unexplored system for the first time roll three six sided
dice to determine The presence of Resources, Minor Races, and Enigmas.
1D6 Resources: Revenue:
1-2 Poor 1
3-4 Moderate 2
5-6 Rich 3
1D6 Minor Race: Revenue:
1-3 No Minor Race -
4 Primitive Race +1
5 Modern Race +2
6 Advanced Race +3
1D6 Enigmas:
1-4 No Enigma
5-6 Enigma
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