Designer: Matt Leacock

Artwork: Michal E. Cross, Graham Bleathman, Shigeru Komatsuzaki & Andrew Lew

Theme:  Take command of the iconic Thunderbird machines and pod vehichles!  Play together to avert deadly disasters in the nick of time.  Stop the Hood's wicked plan for world domination to win the game!  The exciting gameplay takes place in Gerry Anderson's amazing THUNDERBIRDS universe and features events from classic episodes of the TV show, as well as new approved content.

Game Information

  • Player Count:  1-4 players
  • Play Time:  45-60 Minutes
  • Ages 10+
  • Complexity of Rules: Medium/Low
  • Setup Time:  Medium
  • Replay Value: Medium/High - There are many combinations of events and schemes to overcome.
  • Direct Conflict:  None


How It Plays

  • Game Mechanics:  This is a cooperative, set collection, action point allocation game.  Players use actions to move around the map in the Thunderbird vehicles.  Rescues are attempted by rolling dice and adding various bonuses to gain rewards that are then used to disrupt The Hood's schemes.
  • Turn Summary: 
    1. Take 3 of the following actions - Each action may be done multiple times.
      • Move to connected regions the distance less than or equal to the vehicles speed.
      • Attempt a Rescue: Avert one of the disaster cards by rolling dice and adding bonuses.
      • Plan: Take one F.A.B. card and advance The Hood one space on The Hood Track.
      • Scan:  Move one disaster card back one slot on the disaster track.
    2. During a turn players can complete any of the following operations multiple times:
      • Transfer characters between vehicles in the same location.
      • Load and unload Thunderbird 4, Fab 1 or any pod vehicles into and out of Thunderbird 2.
      • Defeat Schemes:  Complete the required objectives from a scheme card, reveal the next scheme and draw 1 F.A.B. card.
      • Use any bonus tokens.
    3. Disaster Phase:  Draw a disaster card.
      • If it's a The Hood Advances card, move The Hood one space forward andresolve any event card he triggers.
      • If it is a disaster card, move all disaster cards one space forward and add the new one to the first space.
  • End Game/Victory The game ends and the players win if they defeat all three schemes before one of the following things happen:
    • A disaster card advances to the slot marked with a skull and crossbones.
    • The hood ever activates a scheme card before the players defeat it.
    • The last card is drawn from the disaster draw pile.



Publisher: Modiphius

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