THUNDERBIRDS SOLITAIRE GAME Rules 2 3 Emergency cards The cards in the Emergency deck are divided into three types: Disaster cards, Civilian cards, and cards. Each brings its own challenges. 16 of these cards different have a slightly aredesign on the back, indicating that they advanced cards which can be used to increase difficulty once you’ve mastered the basic game. How it works emergenciesUnfolding across the world are represented chains of by When Disaster cards. innocent Civilian cards are added to a chain, your the mighty deploying priority is to save them by on top ofThunderbirds. stay As long as you success is assured be carefulthings, — but not to let a Disaster chain unchecked, go because once a chain gathers the cards four in a row, slightest mistake could spell disaster. Pilot cards These cards represent members of the will assign International team. You Rescue a pilot to each vehicle the duration for of a rescue operation, choosing each one carefully to take advantage of their unique skills. 1 card Penelope 1 Lady 116 Emergency cards 21 assorted dice

Thunderbird cards These five cards represent the powerful vehicles which operations. lead International day-to-day Rescue’s Each a different one is designed for operational role. will decide which During the game, you vehicle is best suited to which mission, making best use of each Thunderbird’s particular strengths to complete challenges and rescue civilians. 5 Thunderbird cards 6 Pilot cards cards 16 Pod

What’s in the box As well as this rulebook, the Thunderbirds Solitaire Game contains 103 cards and 21 dice: Lady Penelope Lady International field agent and her loyal Rescue’s chauffeur Parker are represented a double-sided by card which also shows the versatile Rolls-Royce, allowing them to travel road or air. either by FAB1, The mission of International is to save lives whenRescue emergency With disaster strikes. calls coming in from the all over world, role is to dispatch your the right equipment and pilots to each disaster zone, solve tough challenges and rescue victims from mortal danger. Pod cards Pod Transported Thunderbird to the disaster zone by card2, each represents Pod a highly-specialised rescue vehicle. These vehicles offer a range of tacklingoptions for each emergency situation. About the game RESCUE LEAD INTERNATIONAL The Thunderbirds Solitaire in command of Game puts you extraordinary vehicles, powerful technology and heroic characters from world the exciting of Thunderbirds. 4 2 Set up Lay out the five Thunderbirds cards in a row, as shown in the A The headquarters of sample table layout opposite. Tracy Island International Rescue. C D John (placed on Shuffle the Pod deck and place Thunderbird 5) Bit on the table. Deal three cards face-up alongside it. These are A the pod vehicles which will be C available at the start of the game. B Set up the six Pilot cards. John is assigned to C Thunderbird 5 at the start of the game, so place him on the Thunderbird 5 card as shown. Place Disaster chains alongside the Pod cards. Lay out the other four pilots These four rows near to the Thunderbirds cards, all face up. F of cards represent unfolding disasters at four different Shuffle the locations around the

Emergency deck ! D world. and place it near E Brains (placed Thunderbird 5. At the start of the near Pod cards) game, there is one Disaster card at the start of each chain, The advanced card back includes the can symbol so you differentiateeasily these cards from the rest of the deck. with space for three The space to the right of chains the four is the Incoming Call area, where upcoming Emergency Cards will be placed during the game. Vehicles located at each chain Vehicles are placed to the left of that chain. At the start, Lady only is here. Penelope more to the right.

3 Set up disaster chains

From the top of the Emergency deck, turn over four cards A sample E and lay them face-up in a column, with space for three Disaster more cards to the right of each, as shown above. card Choose a challenge level Island Set up Tracy Set up disaster chains The leftmost card in each chain must always be a Disaster 1 2 3 card. So, if you turn over any Civilian or Hood cards at this stage, immediately put them at the bottom of the deck and draw a replacement. Keep doing this until you have four Disaster cards as shown. Then shuffle the Emergency deck. Civilian and Hood cards cannot start a chain

Lady Penelope starts the game at the first chain, so place the Lady Penelope card to the

Choose a challenge level F left of the topmost disaster chain. At the start of 0-6 advanced cards: introductory game 7-10 advanced cards: standard game 11-14 advanced cards: challenging game 15-16 advanced cards: very tough game the game, the card is placed Road-side up. 1

Setting up First, of must decide how many you the 16 advanced Emergency cards want to includeyou in the Emergency deck. The more advanced cards include, the moreyou game will be. challenging experience your advanced have decided how many cardsOnce you to include, take this number at random from all the advanced cards (without looking at the faces of the cards) and shuffle them into the regular Emergency deck. the unused advancedRemove cards from the game, again without looking at the faces of know how you remove. the cards you This way, advancedmany cards you’re not which but ones. using, 14 15

wild Once you’ve discarded all the Disasters and rescued can, all the Civilians you remainingslide any cards leftwards to remove gaps any and form a new unbroken chain. (This to is likely change which symbols are active on each Disaster card.) 5 rescues page. on the next There are more rules about Wild symbols Wild Each die has a single rollsymbol. Each wild symbol you one other symbol ofcounts as any choice.you As with all symbols, your allocate eachcan only wild symbol store wild can’t you once. However, page). symbols (see next Useless symbols If roll match symbols which you don’t active symbols in the chainany at all, just ignore these dice. , at which left Civilian cards (orange) have no active symbols and can’t be discarded by be discarded by and can’t rolling dice. The way only to remove a Civilian card is discarding the Disaster by card on its must immediately point you remove (rescue) the Civilian too. 4 If roll enough you symbols to account completely for all the active for completely symbols on one or more may Disaster cards, you discard the card(s) from the chain. If a symbol roll could be used on you more than one card, you can choose which card to can’t you but allocate it to, allocate it more than once. 3 To perform a Rescue To rollaction, simply all the dice shown on that Pilot’s Thunderbird card, or Pod then allocate some or all of the symbols rolled to any Disaster cards in the chain which have the same active symbols. 2 Rescue action Rescue A Pilot can only A Pilot can only perform a Rescue action if he is at a Disaster chain with at least one Disaster card. 1 2-7 Fred has moved Virgil has moved Fred and Thunderbird 2 to this Disaster chain. Thunderbird to roll two white2 allows the player dice and one red, orange or green die full details of(see page 21 for Thunderbird 2’s dice). Fred rolls these dice the resultsand gets shown: two fire and one trapped. The second Disaster card in the chain has a single active trapped symbol, so allocates the trappedFred symbol he rolled to this card. then has a choice.Fred He can allocate his two fire symbols to either the first card in the chain or the last: both have two active fire so he symbols, can remove either of not both. The these cards, but one he chooses not to remove will be left in the chain at the end of the phase. After checking his other available Thunderbirds the and Pilots considering his options for decides to allocate the symbols first phase, Fred next card in the chain. Since he has now allocated all the symbols rolled, removes Fred the first Since the second Disaster card to the left two Disaster cards. is immediately of a Civilian card, he also removes (rescues) the Civilian, leaving just one card in the chain. He slides this card to the left, becoming first all the way (and cardonly) in the chain. Its active symbol is now a single trapped symbol — not too difficulthopefully to remove time. next 22 23 Fred has reachedFred the phase of Penelope Lady his turn. After moving, card is Penelope’s Lady side uppermostRoad at a chain with two Civilians. decides to assign Fred the uncorrupted Civilian to her (A), shortening the chain (B). turn,Next decides Fred to flip Penelope Lady (C). This puts the Air side of the card uppermost, preparing it location, to any to move including Island. Tracy If Lady moves Fred to Tracy Penelope turn,Island in his next to he will be able unassign the Civilian and automatically rescue it. : Lady Penelope may move from move her present may location Penelope : Lady : Lady Penelope may move from move her present may location to Penelope : Lady C A B Move or Flip Move Road ifto the adjacent chain either above or below (so, she’s already has one at the top or bottom location, she only option). If by move Island, then she can’t she’s at Tracy road at all, and you’ll need to flip the card over to be able in a futureto move turn. Air like Thunderbird other location, exactly any 1 or 3. This is she can ever way to or from move the only Island. Tracy Note that an escorted Civilian is not rescued until assigning a Island. Simply it is unassigned at Tracy does not count as a rescue. Penelope Civilian to Lady

1 In this part of card or flip it Penelope the Lady either move may the phase, you and flip not both move in may or from You Air to Road). (from to Air, over Road the same turn. without needing a Pilot to be assigned. independently, can move Penelope Lady depends moves on whichThe Penelope side of Lady way her card is showing. Civilian or flips, any assigned to her moves Penelope When Lady with her. stays The Lady Penelope phase, at the end ofThe Penelope Lady turn, your allows to use the unique skills ofyou and her chauffeur, Penelope to combat the Hood and escortParker, civilians to safety. ROAD side is uppermost,When the Road from slowly moves Penelope Lady chain to chain, to she is able but neutralise Hood cards any at her location. AIR When the Air side is uppermost, Lady loses her ability to neutralisePenelope rapidly she can move the Hood, but to and from location — including any Penelope Island. (When Lady to Tracy Island, just place her cardis at Tracy somewhere in that part of It the table. where.) matter exactly doesn’t : If Lady Penelope already has a Civilian assigned to her, : If already a Civilian has to her, assigned Penelope Lady : If a Civilian have is she and assigned, doesn’t Penelope Lady Lady Penelope phase Penelope Lady Assign a Civilian at a chain which assign uninfluenced at least one has Civilian may card you it, in Civilian the Remove uninfluencedone Civilian from chainPenelope. that to Lady card. Iffrom Penelope chain the in Lady position the its under it place and this leaves a gap in the chain, slide other cards to the left to fill the gap. Unassign a Civilian you may unassign it. If you do this when Lady Penelope is at Tracy Island, the if rescuedCivilian instantly is Alternatively, page 17). (see at a chain she is which full,is not add yet the Civilian to the right of the rightmost card in the chain. Note a Civilian unassign if can’t that you chain at a full is page (see Penelope Lady space to do so. there because 11), isn’t Escort

One ofOne roles key to extract is Civilians from take and zones Penelope’s danger Lady Escort an them to safety using Thisof action. to do one you allows two things: Neutralising the Hood can neutralise Penelope Lady As well as escorting Civilians to safety, side ofthe Hood. While Road her card is uppermost, Hood any cardsaffectwould that presenther Call Incoming the during location phase are instead discarded without effect. 8 There are two stages in the Lady Penelope turn: Move or Flip, then Escort.There turn: are Penelope or Flip, two stages in the Lady Move card and its abilities vary is double-sided, The Penelope Lady depending on which side is uppermost. 2