Colt Express

2014 · Bluffing

Colt Express

Players take the roles of outlaws robbing a 3D train set in the Old West, moving between cars, running on the roof, punching and shooting rivals, and stealing loot from passengers and safes. Play unfolds over five rounds with a planning phase in which players add action cards to a shared pile (face-up or face-down depending on the round) and an execution phase where those actions are resolved in order, often disrupting opponents’ schemes. Characters have unique powers, rounds impose special rules, and the marshal and bullet cards create ongoing hazards. The winner is the outlaw who collects the most cash and valuables, with bonuses for firing the most shots.

Players
2–6 best 5
Playing time
40 min
Age
10+
Complexity
1.8 / 5
7.3 on Ludoyafrom $31.99FightingAmerican WestHand ManagementVariable Player PowersTurn Order: Progressive

Where to buy it

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On Ludoya's tables

Full stats in Ludoya
1,245
Plays logged
1,326
Players
40m 20s
Average play
293
In collections
21
On wishlists

7.3/10

from 156 Ludoya reviews

  • Fun7.0
  • Interaction9.0
  • Replayability7.0
  • Uniqueness9.0
  • Looks8.0
  • Accessibility7.0
  • Garfield9.0

    #48 Spielmatte im Dachstock Very funny, chaotic game. Love it! [c] Theme: :star::star::star::star::nostar: <!-- size 7]Very strong --> Gameplay: :star::nostar::nostar::nostar::nostar: <!-- size 7]Variety! --> Interaction: :star::star::star::star::star: <!-- size 7]Oh yeah --> Luck: :star::star::star::star::nostar: <!-- size 7]A lot --> Strategy: :star::star::star::nostar::nostar: <!-- size 7]You can try, but you will fail --> Components: :star::star::nostar::nostar::nostar: <!-- size 7]Train is too small, very fiddly --> Play duration: :star::star::star::star::star: <!-- size 7]Perfect --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Not as easy as you may think --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Still ok --> No downtime: :star::star::star::star::nostar: <!-- size 7]Almost none --> [/c]

  • Jan Solo7.7

    Bandidos que asaltan el tren, tratando de robar el máximo de dinero posible sin que les pille el sheriff ni sufrir demasiadas heridas. Mecánica sencilla de programación de acciones. Personajes con diferentes habilidades.

  • Ferran Raventós7.0

    Inserto pendent d'expansions

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I shoot or punch a bandit who's in a prison cell?

No — you cannot shoot or punch a bandit in the cell, nor move a bandit into the cell by punching or shooting; a captured bandit's Action cards have no effect during the Stealin' phase except for the Brilliant Idea (page 3).

How do Brilliant Idea cards work — when can I draw one and what does it do?

During Schemin' you may either draw 3 cards or search your deck (or discard with Expert) for a Brilliant Idea and add it to your hand; during Stealin' the effect depends on your location — off the prison car you copy the last bandit's non‑Brilliant Idea action, in the cell you move out to corridor or roof, and on the roof/corridor you may free a prisoner or free another bandit (pages 3–4).

If the Marshal captures me, what happens to my Wanted Poster and can he capture me more than once?

The Marshal places the captured bandit in the prison cell and takes that bandit's Wanted Poster, flipping it to the captured side and placing it in his Achievement zone; a bandit can be captured multiple times but the Wanted Poster stays with the Marshal after the first capture (page 4).

What happens when the Marshal shoots me — are there lasting penalties?

Marshal Bullet cards are added to your deck like normal bullets; some impose extended penalties (e.g., disarmed, no Change Floor or Punch) that last until the end of the round and are kept in front of you as reminders, while others have instant effects (e.g., Marshal takes your Prisoner or mailbag) (page 5).

How does the Marshal win — can a bandit still win by being richest?

At game end the Marshal reveals his five Goal cards and wins if at least four are completed; only if the Marshal fails to complete at least four goals does the richest bandit win as normal (page 5).

What happens when I punch the Marshal?

When you punch the Marshal take the top Brawler card from his Picture/Face zone, flip it over (you keep that Brawler card for end‑game money prizes), and then move the Marshal to an adjacent car of your choice (setup of the Brawler pile and punch rule: pages 2 and 4).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.