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Colt Express - Rules in English

Rules in English
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0% found this document useful (0 votes)
896 views5 pages

Colt Express - Rules in English

Rules in English
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

11th of July, 1899: 10 A.M.

The Union Pacific Express has


left Folsom, New Mexico, with 47 passengers on board. After
a few minutes, the sound of rapid footsteps is heard, coming
Set Up
from overhead; and then, gunshots. Heavily armed bandits are Each player chooses a Character, takes the Your 10 Action cards
mercilessly robbing honest citizens of their wallets and jewelry! corresponding Character card and places it in front of
Will they be able to keep a cool head and dodge bullets? Will him. He places the 6 Bullet cards of his colour below his Character card
they succeed in Stealin' the Nice Valley Coal Company's weekly
payroll, stored in strongboxes that are closely watched by Character card, in the order of the number of Bullets.
Marshal Samuel Ford? Only one bandit will achieve his goal: Then he shuffles the 10 Action cards of his colour and One $250 Purse
becoming the richest outlaw of the gang. places them at his left: these cards are his personal
deck.
Each player also takes a $250 Purse from the stock
Your 6 Bullet cards
Contents and places it face-down on his Character card, keeping
its value hidden.
arranged in order
6 Train Cars At the beginning of the game, your gun's cylinder is full. You will be trying to fire at your opponents in order to slow them down.
Each player has an identical set of 10 Action cards.
1 Locomotive During the game, you will stock your Loot on your Character card. The value of your Purses must remain hidden from your opponents,
but you can look at your own Purses whenever you want.
Note - Before your first game, carefully assemble the Train Cars
and the Locomotive using the enclosed instructions. In the centre of the table, place the Locomotive and Example of a 4-player game :
Loot tokens of various value as many Cars as there are players in a row. - Take the
cars of your choice, placed in the order of your choice.
• 18 Purses worth between Add the Locomotive to the front of the Train.
$250 and $500
• 6 Jewels worth $500 each Place in each Car the number and type of Loot The passengers in each Car have
tokens indicated on its floor. The Purses are taken at different Loot, ready for you to
• 2 Strongboxes carrying random and placed face-down with their value hidden.
steal!
$1000 each
17 Round Cards: Throughout the game, the
Place the Marshal pawn and a Strongbox inside Marshal will stand in the way
• 7 cards for 2-4 players; the Locomotive. The remaining Loot tokens are put of the Bandits. It is up to you to
back into the box, except the second Strongbox, which be smart and draw him away
• 7 cards for 5-6 players; is placed off the Train, near the Locomotive. It may
from his Strongbox at just the
right moment.
• 3 Train Station cards come into play later.
Number of Players In this way, you get a sequence
Randomly draw 4 Round cards from those 7 which of 5 episodes that tell the story
1 Marshal pawn 13 Neutral Bullet cards correspond to the number of players (either the Round of the train robbery. You will
cards marked 2-4 or those marked 5-6) and shuffle discover them as the game
progresses.
them. Randomly select one of the three Train Station
cards. Make a face-down deck with these 5 cards,
making sure that the Train Station card is on the
Player Pieces for each player (x6) : bottom. Put the remaining Round cards back in the box.
These are the injuries that either the Marshal
or a special Event might give to the Bandits.
1 Character card These Bullet cards (the Neutral ones or those
Place the 13 Neutral Bullet cards next to the given to you by your opponents) are useless
10 Action cards Locomotive. when you draw them. They just decrease
your possible Actions, just like a wound
First Player would do.
Take the Bandit pawns corresponding to the played
Characters and draw one of them randomly. The player
who has chosen this Character is the First Player for Third Player
the first Round. This player takes the deck of the 5
6 Bullet cards 1 Bandit pawn Fourth Player
Round cards and puts it in front of her.
Placing the Bandits
The First Player is Player 1, the player on his left is
Player 2, and so on.
The players with an odd number place their Bandit in
Set up the game for 3 to 6 players by following the the Caboose. Second Player
instructions below. In a 2-player game, read the detailed The players with an even number place their Bandit in
adjustments page 6. the Car next to the Caboose.
First Player
2
Object of the Game Sequence of Play End of the Game
To win, you must become the richest Bandit in the There are five Rounds in a game. Each Round has two The game ends after five Rounds.
Old West. To reach this goal, you will try to get more phases: Each player then adds up the value of the Loot tokens
Loot than your opponents...without being hit by too they have on their own Character card.
many bullets! The best shooter will receive the title of • Phase 1 : Schemin'! The players play their Action The Gunslinger prize is awarded to the player(s) who
Gunslinger, worth $1000. cards into a common deck in the centre of the table. shot the most bullets (i.e., who has (have) the fewest
Bullet cards of their colour left). This prize is worth
$1000. If more than one player wins the title, each tied
• Phase 2 : Stealin'! The Action cards played during
player gets $1000.
Phase 1 are performed.
$1000 The richest player wins the game. In case of a tie, the
winner is the tied player who has received the fewest
Bullet cards from other players and Events during the
game .
Starting a Round
At the beginning of a Round, each player shuffles This Round card shows the number of turns (the T he R ound card T he R ound card
their deck and draws six cards. These cards form that number of Card icons) there will be during this phase. indicated shows that indicated shows that
player's Hand. It also shows how the turns will go (see box on page 5). there will be 4 turns. there will be 5 turns.

Then the First Player draws the top Round card and
places it on the table so that every one can see it.

Phase 1: Schemin'!
Starting with the First Player, each player plays their The Schemin'! phase ends when the number of turns
turn, followed by the next player in clockwise order. indicated on the Round card has been completed. 1
Any unplayed cards remaining in a player's Hand are 2
placed back on the top of her personal deck.
On her turn, a player can:
• either play an Action card face-up Example:
(unless otherwise specified) from her Doc is the First Player during the current Round. He plays a
Move card from his Hand; then Belle, on his left, plays a Fire
Hand to the common deck; card on top of Doc's card. Tuco, on Belle's left, decides to draw
cards instead of playing a card. He takes 3 cards from his deck 4
and adds them to his Hand. Finally, Cheyenne plays a Punch
• or take 3 additional cards from her card on top of Belle's card.
deck and add them to her Hand. Then the second turn begins.

Phase 2: Stealin'!
The First Player takes the deck of Action cards that Once performed, the Action card is given back to the Any Action programmed during the
had been created during the Schemin'! phase and turns player to whom it belongs. That player puts it back on Schemin'! phase is now obligatory. During
the deck over, without changing the order of the cards. his personal deck. the Stealin'! phase, each player must use
her action, if it is still possible.
See page 4 for a detailed Actions description.
The Bandits' Actions are performed, one by one,
starting with the top card (i.e., in the order they have
been played).

Ending the Round


Each player shuffles all his cards (10 Action cards The player on the First Player's left becomes the new
and any Bullet cards he has been hit with in previous First Player. She puts the remaining Round cards in
Rounds). Then he places his deck to the left of his front of her. A new Round now begins.
Character card.

3
The Action Cards
The Bandits can be inside the Train or on the roof of a Car or FIRE
Locomotive. Thus there are always two possible locations for PUNCH
a Bandit: in or on a Car. At the start of the game, however, no Choose one of your opponents to be your target and
Bandit can be on a roof. Choose a target among the Bandits who are on the same
give her one of your Bullet cards. The targeted player
Car and same floor as you are.
places the Bullet card she has received on her deck.
MOVE You cannot target a Bandit who is on the same spot
The targeted Bandit loses a Loot token if he has one:
choose a Loot token from his Character card and place
Move your Bandit: as you.
it on the floor where your Bandit pawn is located. If
from one Car to the next adjacent Car, forwards or When you are inside the train, you can shoot a you choose a Purse token, you are not allowed to look
backwards, if he is inside the Train; or Bandit who is in the interior of an adjacent Car, either at its value.
A distance ranging from one to three Cars (your to the rear of your Car or ahead of it. Bandits who are Then, move the targeted Bandit to the same floor of
choice), forwards or backwards, if he is on the roof. more than one Car away cannot be shot. an adjacent Car (either forwards or backwards, your
The Locomotive is considered to be a Car. You can be choice).
in it or on it.
If you have plotted this Action, your Bandit
cannot stay where he is: you must move him.

When you are on the roof, however, you can shoot


You have to move fast. Running on the roof saves you time.
a Bandit who is in your Line of Sight and on the roof MARSHAL
of any Car other than your own, regardless of the
distance. A Bandit is in Line of Sight if there is no Move the Marshal inside the train a distance of one
other Bandit between you and she. Two Bandits on the Car in the direction of your choice. (See the box, The
roof of the same Car are considered as being side by Marshal, to fi nd out what happens if the Marshall
FLOOR CHANGE side, and not located one behind the other: you choose meets a Bandit).
Switch the position of your Bandit from which one gets hit.
Either the roof of the Car she's in to its interior;
or move her from the interior to the roof of the Car
on which she's standing. The Marshal is protecting the passengers: he never goes up on
the roof.
Ghost (White) can shoot Tuco (Red) or Cheyenne
(Green), but not Doc (Blue). On the other hand, Tuco
(Red) can shoot Ghost (White) or Doc (Blue), but not
Cheyenne (Green), who is on the same spot as Tuco. The Marshal
Caution! When a Bandit enters a Car where the Marshal
If there is no target to be shot, keep your Bullet card:
is, or when the Marshal enters a Car where Bandits
the Fire action will have no effect.
ROBBERY If you run out of Bullet cards during the game, your
must escape up to the roof of the Car (even if they have
just come down from there). A Bandit can never stay
Take the Loot token of your choice from the Car Fire actions will have no further effect.
inside the Car where the Marshal is located.
where you are currently located and place it on your When you shoot a Bandit, you give him one of your Bullet cards. Additionally, each one of those Bandits immediately
Character card. This allows you to compete for the title of Gunslinger. More
receives a Neutral Bullet card which must be placed
importantly, your Action will handicap your opponent for the
If your Bandit is on the roof of a Car, he cannot rob rest of the game. Indeed, the Bullet cards are useless to the on each player's personal deck.
inside it, and vice versa. injured player. They are "dead cards" that will clog up his Hand.
If there is no Loot where your Bandit is, then the
Robbery action has no effect.

4
The Bandits
Ghost Cheyenne Django
During your first turn of each Round, you When punching a Bandit, you can take When you are the only Bandit in or
can play your Action card face down on the Purse he has just lost. If he has lost on a Car, you can play the Fire action
the common deck. If you choose to draw a Jewel or a Strongbox (your choice), the against any other Bandit of your choice
three cards instead of playing an Action Loot just falls on the floor (as usual). anywhere along the whole length of the
card during the first turn, you cannot use Train, provided the Bandit is on the same
Ghost's special ability later in this Round. floor as you. Django ignores the Line of
Sight rule if he is on the roof.

( ) Belle Tuco
You cannot be the target of a Fire action When shooting a Bandit, make him move
Doc
At the beginning of each Round, draw
or a Punch action if there is another one Car in the direction of fire, bearing
seven cards instead of six.
Bandit who can be targeted, too. in mind that Bandits can never leave the
train. If ever your Fire would make your
target move beyond the Locomotive or the
Caboose, he must stay where he is.

The Round Cards The Events


The Action cards must be played face-up during Some cards make Events happen. These Events always take place at the end of the Round, after Phase 2: Stealin'!
the current turn.

Angry Marshal Pickpocketing


Tunnel - The Action cards must be played face-
down during the current turn. The Marshal shoots the Bandits who Each Bandit who is alone in his spot can
are on the roof of his Car. Those Bandits take one Purse token from that spot, if
Speeding-Up - During the current turn, get a Neutral Bullet card each. there are any Purses there.
each player plays twice (taking 6 cards Then the Marshal is moved one Car towards the Marshal's Revenge
or playing two cards in a row or taking Caboose. If the Marshal is already in the Caboose, he
3 cards and playing a card). does not move at all. Each Bandit who is on the roof above
the Marshal loses the least valuable
Pivotable Pole Purse token she has on her Character
---
Switching - The current turn is played counter- card. If a Bandit has no Purse, she loses nothing (even
All the Bandits that are on roofs move
clockwise, starting with the First Player. if she has Jewels or Strongboxes).
to the roof of the Caboose.

Braking Hosta ge-Ta k i n g of t he


Conductor
All Bandits on roofs move one Car
Each Bandit who is either in the
forward (towards the Locomotive).
Locomotive or on its roof receives $250
ransom.
Get It All! You can use Loot tokens from the stock to represent
Place the second Strongbox inside the this money.
Car where the Marshal is currently.

Passengers' Rebellion
The Bandits who are inside the Cars get
a Neutral Bullet each.

5
Expert Variant Special Rules for Two Players
If you wish to have more control in the game, each Set Up
player can have a discard deck on the right of your
Character card. The following changes would also be Make the train by using the Locomotive and the four
required: Cars of your choice.
Each player chooses a team of two Characters. He
• At the beginning of the Schemin'! Phase, discard takes the corresponding cards and pawns. For your
any Bullet cards you have drawn. In this way, your first game, we advise you to use the following teams:
Hand is lightened. Tuco and Cheyenne vs. Django and Doc.
• At the end of the Schemin'! Phase, you are allowed Place one Bandit pawn from each team inside the two
to keep in your Hand the cards you are interested Cars at the rear of the train.
in holding for next Round. Discard only the Bullet Place the two Character cards of your team in front of
cards and the Action cards you do not want to keep. you and place the six Bullet cards and a $250 Purse
• During the Stealin'! phase, place the performed on each of them.
Action cards you get back from the First Player on From among the Action cards of each Character, get
your discard deck. The Bullet cards you received rid of all the cards in duplicate as well as one Marshal
that turn from your opponents, however, go on top card from the Character of your choice. You will have
of your draw deck. 11 cards remaining in your Hand: 2 Fire (1 for each
• At the beginning of each Round, draw cards from Character), 2 Punch (1 for each Character), 2 Move
your draw deck and fill your Hand up to six cards. (1 for each Character), 2 Floor Change (1 for each
• Each time your draw deck is depleted and you have Character), 2 Robbery (1 for each Character) and 1
to draw cards, shuffle the discard deck to make a Marshal. Shuffle all of them to make your draw deck.
new draw deck. You can look through your discards Each player then plays with the mixed Action cards
at any time. of the two Bandits.

Rules Adaptations
The game with two players is played with the Expert
Variant described earlier. The goal of the game is to
have the richest team at the end of the game. However,
no one wins the title of Gunslinger in the 2-player game.
Credits When a Bandit is shot, the Bullet card is placed on the
You can never leave the train. If a Punch, a Tuco's Fire
top of the player's draw deck. It may very well happen
or an Event make you move beyond the Caboose or the
that a Bandit will inadvertently shoot his own team-
Locomotive, you do not move.
mate! Dajngo can shoot his opponents if he is alone or
with his team-mate at his spot.

If the Neutral Bullet cards' deck is depleted or if there


are not enough to go around, the Bandits do not get
Bullets when they meet the Marshal or when an Event
at the end of a Round card causes Neutral Bullets to
be fired. The Neutral Bullet deck is removed from the
game then. Thanks
To my little brother Adrien without whom the idea for
this game would never have germinated. To Cédric and
Anne-Cécile who drove the train brilliantly! And to all
the nice playtesters!

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