As we were both suffering from colds, and needed a game with little preparation time, this Thursday's game was a first try of Thunderbirds 50th Anniversary Co-operative Board Game. https://boardgamegeek.com/boardgame/160610/thunderbirds
To start off with, the team has three missions to deal with. They complete them by moving the required characters, ships and machines to the locations on the card. Once the combination is in place, the rescue is resolved. This usually, but not always, requires a die roll using 2 d6. These are not normal die, as there is no 6. This is replaced by a Hood advance.
When this is rolled, The Hood moves along his track, setting off events and trying to reach his scheme cards. If he reaches any one before the team have the combination to beat the scheme, he wins. If the team beat all three schemes, they win. Some of the disaster cards are Hood advances too.
|Disasters on three continents. Which one can we combine to defeat first?|
|Another combination needed to avert disaster in North America.|
|The Hood's first scheme defeated.|
|Disaster averted in South America.|
|Bizarre juxtaposition, Scott in FAB 1 in TB2 and Penelope in TB1! The things you need to do to avert disaster.|
|The Hood's second scheme thwarted.|
|One too many disasters means we lose the game.|
This game really needs three or four players. Hopefully get a chance to play it again soon.
This game has a personal interest. I get a name credit in the rules as a Kickstarter backer.