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Tabletop games

Colt Express

LudonauteChristophe Raimbault2014

players
2–6
minutes
40
years
10+

As d’Or 2015Spiel des Jahres 2015

In the box

1 cardboard locomotive and carriages to assemble · Bandit and Marshal figures · Action cards and Bullet cards · Round cards · Loot: purses, jewels and strongboxes · Scenery pieces

Official rules (PDF, publisher's site)

Box details
Designer
Christophe Raimbault
Artwork
Jordi Valbuena
Publisher
Ludonaute
Mechanics
ProgrammingHand ManagementTake ThatArea MovementOnce-Per-Game Abilities
Expansions
  • Colt Express: Horses & Stagecoach · 2015
  • Colt Express: Marshal & Prisoners · 2016
  • Colt Express : Convoyeurs & Train blindé · 2022

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Each player is a bandit robbing the passengers of a train to become the richest in the West. Each of the five rounds has two phases: first, in turn, you place an Action card on a common pile (or draw three cards), then the pile is turned over and the cards are carried out in order to move, change floor, rob, punch or fire. After the fifth round, add up your loot, plus $1,000 for whoever fired the most bullets, and the richest player wins.

The rules, step by step

Setup

10 Action cards, 6 Bullet cards, 1 carriage per player
  • Build the train: the locomotive, which holds the Marshal and the strongbox, and one carriage per player, each stocked with the loot shown.
  • Each player takes their bandit, their ten Action cards, their six Bullet cards and a starting purse.
  • The bandits start at the back of the train.
  • Prepare the Round cards: four drawn at random, then a Train Station card to finish.

How to play

5 rounds, Program your cards, Then carry them out
  • The game lasts five rounds, each in two phases.
  • Schemin': everyone shuffles their cards and draws six. In turn, following the Round card, you place an Action card on the common pile (face up, or face down in a tunnel), or draw three cards instead.
  • Stealin': the pile is turned over and the cards are carried out in the order in which they were placed.
  • Move: one carriage (inside) or up to three carriages (on the roof).
  • Change floor: climb onto the roof or go back down into the carriage.
  • Robbery: take a loot token where you are.
  • Punch: a bandit in the same place drops a loot token and is pushed into a neighbouring carriage.
  • Fire: a bandit in your line of sight receives one of your Bullet cards, which will clutter their hand.
  • Marshal: he moves one carriage; any bandit who ends up with him takes a neutral bullet and flees onto the roof.

Scoring

Value of your loot, Gunslinger $1,000
  • Add up the value of your loot: purses, jewels, strongboxes.
  • The player or players who fired the most bullets win the Gunslinger bonus: $1,000.

End of the game

After the 5th round, Richest wins
  • After the fifth round, the richest player wins.

Going further

Frequently asked questions · In the same family

Frequently asked questions

Is an action that cannot be carried out lost?

If it has a possible target, you must carry it out, even if it works against you. Otherwise, it has no effect.

Why keep the bullets you receive in your hand?

You have no choice: they are shuffled in with your cards and take the place of useful actions.

In the same family

see all →