Colt Express: Horses & Stagecoach

2015 · Fighting

Colt Express: Horses & Stagecoach

An expansion adds a standalone 3D stagecoach that travels alongside the train and new horse miniatures that let bandits move faster between cars and leap into the stagecoach. A guard with a shotgun protects the coach until players can eject him; once clear, the stagecoach contains a strongbox and hostages that score ransom at game end but impose persistent negative effects. The set also includes new round cards, an event card, and whiskey tokens that give temporary benefits, integrating with the base game's programming-and-movement play.

Players
2–6 best 5
Playing time
30–60 min
Age
10+
Complexity
2.2 / 5
7.6 on Ludoyafrom $24.99Expansion for Base-gameAmerican WestOpen DraftingVariable Player PowersAction Queue

On Ludoya's tables

Full stats in Ludoya
14
Plays logged
24
Players
1h 5m
Average play
64
In collections
4
On wishlists

7.6/10

from 18 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Where can I start my Bandit, and how do the Horses work during setup?

During the Horse Attack setup, your Bandit may start in any Car except the Locomotive or Stagecoach. Bandits revealed first go in the Caboose with their Horses beside it; the remaining players may choose progressively farther Cars, and afterward any Bandit can ride any Horse. (Rulebook, p. 3)

When I play a Ride card, how far can I move, and where do I end up?

If a Horse is at your Car’s level when the action resolves, you ride it and move 0–3 Cars toward the front or back. You then place your Bandit inside the train in the Car next to the Horse, or inside the Stagecoach if the Bandit is next to it; you cannot remain on horseback. (Rulebook, p. 3)

Do I have to take a Hostage when I enter the Stagecoach?

Yes. When you enter the Stagecoach, you must take one available Hostage if you do not already have one; each Bandit may have only one, and it cannot later be discarded or taken by another Bandit. (Rulebook, p. 4)

What happens when someone punches the Shotgun?

Punching the Shotgun releases the Strongbox, ejects the Shotgun to the roof of the adjacent Car, and leaves him there for the rest of the game. A Bandit cannot end movement on the Shotgun, and moving across his position gives that Bandit a Neutral Bullet; the Shotgun cannot be shot. (Rulebook, p. 5)

How do I use a Whiskey Flask during the Schemin’ phase?

Use a Flask instead of playing an Action card or drawing three cards, and only during a normal turn. A normal Flask lets you draw three cards and then play one Action card; an Old Whiskey Flask lets you play two Action cards in succession, without drawing three cards instead. (Rulebook, p. 7)

How do I escape the train at the end of the game?

Bandits still in the Train—including inside a Car, in the Locomotive, or on a roof—are caught and cannot win. To escape, either play a Ride card during the final round and permanently leave the train, or finish the game inside the Stagecoach or on its roof. (Rulebook, p. 9)

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

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