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ABOVE & BEYOND Requires THUNDERBIRDS base game.

TM

The Hoods schemes are more deadly than ever before.


International Rescue must learn to develop their skills and
Compatible with other expansions.

CO-OPERATIVE BOARD GAME work as a team under pressure. Fortunately, certain rescues
by Matt Leacock
will help our worldwide operation and save more human lives.

COMPONENTS

SSCC
HHEE
MME
EIVI
Pod Vehicle Cahelium X The
SIDEWINDER
AB AB AB AB

RETROFIT SHORTAGE WATCHERS


ER F.A.B. E VENT C HE M E
DISASICT LE S THE MOON +2 +2

V E H
V
LAND
INDIAN
OCEAN

Swap a constructed pod Pod vehicles cannot be


Discard any 1 disaster vehicle constructed
card anywhere on Earth with until a character in South
an America ASIA Firey
on the disaster track. discards Laser
unconstructed pod vehicle Cutter
in Brains Notebook.
A 4-legged military vehicle Disrupt The Hoods plan
2 mechanical arms, weighing with to

.B .
500 tons. hypnotise the world by projecting

F. A
It is used to rapidly clear his face on to the Moon.
dense jungle.

ITC ITC ITC ITC

10 disaster vehicle cards 2 F.A.B. cards 2 event cards 5 Level V 10 blank cards: 5 disaster,
scheme cards 2 event, 2 F.A.B. and
1 Level VI scheme

ALA N
Tracy
Add +2 to Space Rescue
when you roll.
s
AB
Young... Speedster

C TER
CHARA
Once per turn, you may
spend an action to draw
if you are in Thunderbird
3.
UT
RO N A

LEVEL UP REQUIREMENT
A ST

18 character cards 10 disaster vehicle models Jeff Tracy player 1 sand timer
turn marker
NEW CARDS
Before setting the game up as usual, add the new F.A.B. cards and event cards to the relevant card decks.

LIST OF MODULES
The THUNDERBIRDS: ABOVE & BEYOND expansion includes four game modules. Each module can be played separately
with the THUNDERBIRDS CO-OPERATIVE BOARD GAME or combined with any other modules or expansions to add
variety and more strategic options to your game.

1. DISASTER VEHICLES 3. CRISIS MODE


After averting key disaster cards, you can choose Simulate the pressures of always working against the
between the standard reward or collecting a disaster clock like International Rescue by playing against a real
vehicle. Use the effects provided by the disaster vehicles timer. In Crisis Mode each player has only 70 seconds
to save the day before time runs out. to complete their actions before the next disaster card
is drawn.

2. LEVELLING UP 4. EPIC-LEVEL DIFFICULTY


Keep track of your characters experience and level up When International Rescue has overcome The Hoods
to get new abilities over the course of the game. legendary schemes, you can use these new scheme
cards to set up an epic difficulty to beat.

2
I Laser Cutter (

C Elevator Cars

John (+2)

1. DISASTER VEHICLES ITC


ITC
ITC
Repair the ight deck of t
WNS Atlantic before the p
ghter jet runs out of fuel

In this module, you may choose to collect an alternative


reward when you avert a disaster card. This module is
compatible with all difficulty levels.

Set Up Terror in Trapped


TI
11 11
NEW YORK CITY IN THE SKY
Place the 10 disaster vehicles and the 10 disaster
NORTH EUROPE
vehicle cards to the side of the board. AMERICA

AIR

Disaster Vehicles
SEA
U.S.N. SENTINEL FIR
B Firefly (+3) C Elevator Cars

Whenever you place a disaster card on the disaster Virgil (+2) FAB 1 (+2)

track, check to see if a disaster vehicle name is printed +2 Thunderbird 4 (+2) Thunderbird 1

on it. If there is, put the corresponding disaster vehicle Blow out the oil well re and save Land the Fireash airliner

U.S.N.
Ned Cook and Joe from under without triggering the bom
AB
model on the card. the Empire State Building. attached to the landing ge

When you avert this disaster, you choose your reward. Some cards give
SENTINEL
Either collect the bonus tokens listed on the card
you one continual
as usual or take the disaster vehicle model and its
special power
corresponding card and place them in front of you.
while they are in
Disaster vehicle cards (like F.A.B. cards) can be played your possession or
While you have this card
at any time. Some cards also provide a bonus while you a one-off special add +1 when you do a
,
Sea Rescue.
possess them. When you play a disaster vehicle card, effect at the time or
Discard this card to add
put it and the corresponding disaster vehicle model back they are discarded. to any Sea Rescue.
+3

into the game box. A United States Navy strike


vessel with
a top speed of 200 knot
s and armed
with deadly interceptor
missiles.
Disaster vehicles may not be passed between players.
3
2. LEVELLING UP
In this module, the International Rescue characters will develop their skills by averting disasters. Characters will start
with fewer abilities, but they will have the potential to become more powerful through their experiences during the
game. This module is compatible with all difficulty levels.

Setup New Character Level Cards


Put the smaller character cards back into the Each character starts with
game box. fewer abilities at Level 1.
Take the new larger character cards and separate
out the 9 Level 1 cards (with the blue backs). Put the re-
VIRGIL
AB

maining Level 2 & 3 character cards to the side for later. Add +2 to Land Rescues

Tracy
when you roll.
If you are not playing with the THUNDERBIRDS:
TRACY ISLAND expansion also put the larger

Serious
character cards for Brains, Tin-Tin and Parker back

P IL O T
into the game box. LEVEL UP REQUIREMENT

O RT
Shuffle the new character cards and give one to each

NS P
player. Put the unused character cards back into the

RA
1
game box. T

Character Abilities The current level is marked


Only the character abilities listed on the card at the in the bottom-right.
current level are available to the player.

Note: The extra Level 3 abilities of Scott and John allow the players to place tokens on disaster cards on the disaster track.
These bonus tokens may only be used by the players to avert this particular disaster card. The bonus tokens are discarded when
the disaster card is averted, even if they remain unused.
4
ASTTERER
Flight Path TI

DDIS
DISISAASSTER
9
TO FEAR

Tracking Experience
ASIA

AIR

I Laser Cutter (+2)

C Elevator Cars (+2)

Each time your character averts a disaster on your turn, ITC


ITC
ITC
John (+2)

Repair the ight deck of the


WNS Atlantic before the prototype
ghter jet runs out of fuel.

instead of placing the disaster card in the discard pile,


slide it underneath your character card. DISASTER 30 Minutes TI
Operation TI
8 9
AFTER NOON CRASH DIVE
VIRGIL
AB

Add +2 to Land Rescues

Upgrading Characters
NORTH NORTH

Tracy
when you roll. AMERICA ATLANTIC

LAND SEA

Serious
Thunderbird 1 (+2) Thunderbird 1 (+2)

P IL O T
Laser Cutter (+3) Alan (+2)
LEVEL UP REQUIREMENT I (if in Europe) (if on Thunderbird 5)

Level 1 & 2 character cards show how many cards you

O RT
ITC Rescue Tom Prescott from the Release the trapped crew of
blazing Hudson building and the Fireash and make sure
capture the Erdman gang. that it will never crash again.

NS P
need to upgrade to the next level, depending on the

RA
1
T

amount of International Rescue players.


When you have accumulated enough disaster cards, ASTTERER
30 Minutes TI

DDIS
DISISAASSTER
8
AFTER NOON
you may spend them as a free operation to upgrade NORTH
AMERICA

your character to the next level. LAND

Thunderbird 1 (+2)

Place the cards you spend into the disaster card


Laser Cutter (+3)
I (if in Europe)

ITC Rescue Tom Prescott from the


ITC blazing Hudson building and

discard pile.
ITC capture the Erdman gang.

Place the new level character card face up in front of DDISISAASSTTERERR


DISASTE The TI
9
IMPOSTORS
you. Your new abilities are available immediately. VIRGIL
AB

Add +2 to Land Rescues GEO-

Tracy
when you roll. STATIONARY
ORBIT

Serious... Risk-taker
Once per turn, you may
SPACE

UPGRADING FROM LEVEL 1 TO LEVEL 2


spend an action to draw
if you are in Thunderbird 2. Scott (+2)

P IL O T
FAB 1 (+3)

LEVEL UP REQUIREMENT (if in North America)

Take the relevant Level 2 & 3 card and place the Level 1

O RT
ITC Help Eliot from Space Observatory 3
and catch the crooks pretending to
be International Rescue.

NS P
ITC

ITC

RA
T
2
card back into the game box.

UPGRADING FROM LEVEL 2 TO LEVEL 3


Turn over the character card.

5
3. CRISIS MODE
In this module, your turns will be timed to increase After resolving the disaster card, pass the timer to
the pace and tension of the game. This module is the next player to the left and start the next turn by
compatible with all difficulty levels. turning the timer over again. (If there was sand still left
in the timer, be sure to let it run out before flipping the

Set Up timer again.)

Hand the sand timer to the player to the left of the


start player and let the sand completely run out. When
Determination Tokens
the game is completely set up and everyone is ready to Before the timer runs out, any player may use a
start, turn over the timer. token to get an additional time period for this game
turn. The person monitoring the timer will flip it over

Play when the initial time period runs out.

Play the game normally, except you and your team have
only the time it takes for the sand to run out to discuss
Communication
the options and complete each game turn. (This is Players may not discuss any strategy or
approximately 70 seconds.) pantomime moves on the game board while
resolving disaster cards or in between turns.
The player with the timer is in charge of keeping an eye They may only discuss options while the
on it. When time runs out, he or she yells time! and timer is running.
then immediately draws and resolves the next disaster
card in the disaster draw pile to signify the end of the For additional drama, the player keeping an
game turn. Any actions that were not taken by this eye on the timer can chant, 5! 4! 3! 2! 1! as
time are lost. time runs out.

6
4. EPIC-LEVEL DIFFICULTY
In this module, The Hood gains new Level V scheme
cards to provide an even greater challenge for
experienced players. DIFFICULTY LEVEL SCHEME SETUP
INTRO I II III
Set Up

NT

NT

NT
NT

E VE

E VE

E VE
E VE
For those players who want the ultimate challenge, STANDARD I II IV

NT

NT

NT
NT

E VE

E VE

E VE
E VE
use the new Level V scheme cards to play a game at
Epic level difficulty. HEROIC I III IV

NT

NT

NT
NT

E VE

E VE

E VE
E VE
Shuffle the Level V scheme cards in the same way as the
LEGEND II III IV

NT

NT

NT
other scheme card piles.

NT

E VE

E VE

E VE
E VE
Follow the chart opposite, which shows how to set up
EPIC II III V

NT

NT

NT
NT
The Hood track for the various difficulty levels.

E VE

E VE

E VE
E VE
Place the unused Level V scheme cards back into the
game box.

SOLITAIRE PLAY
Use the Jeff Tracy player turn marker to replace the player turn marker from
the base game. Your concentration will become more focused with Jeffs guiding hand
overseeing International Rescues work, especially when playing in Crisis Mode.

7
BLANK CARDS Game Credits
Several blank cards have been included in this
expansion so you can add your own disaster, scheme, Game Design: Matt Leacock
event and F.A.B. cards to the THUNDERBIRDS
Development: Rob Harris
CO-OPERATIVE BOARD GAME.
Graphic Design & Layout: Michal E. Cross
A blank Level VI scheme card is also included.
With a dastardly scheme added by you, this can be used Illustration: Graham Bleathman
to replace a Level V scheme card during the set-up of & Shigeru Komatsuzaki
The Hood track to take the game to another level.
Map Illustration: Andrew Law
Submit your completed blank cards to the Background Consultant: Sam Denham
Modiphius Entertainment website, for possible
inclusion in a forthcoming THUNDERBIRDS release. Customer Support: Rita Birch
Community Manager: Zarina Kadylbek
3D Design: QUESTRON
S C HE M E Manufacturing: Panda GM

SEA
LAND
AIR
SPACE

VI Publisher: Chris Birch


Thunderbirds and ITC Entertainment Group Limited
1964, 1999 and 2015.
Licensed by ITV Ventures Limited. All rights reserved.

Look out for expansions for the


I
TC THUNDERBIRDS CO-OPERATIVE BOARD GAME
at www.modiphius.com/Thunderbirds

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