How to Play

Colt Express

2-6 players 40-40 min 7.1 Board Game Geek Rating

Bandits compete to rob a speeding train in this Wild West heist game. Players secretly program action cards during a scheming phase, then watch their plans unfold simultaneously during execution. Move between train cars, punch rivals, shoot opponents, and steal loot while avoiding the Marshal. The richest outlaw after five rounds wins, with bonus points for the most trigger-happy bandit.

Published 2014

Colt Express

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Take a Character
Each player takes a Character card, matching pawn, and Horse pawn (if using Horses & Stagecoach expansion)
2
Prepare Action deck
Shuffle the 10 base Action cards (2x Move, 2x Floor Change, 2x Rob, 2x Shoot, 1x Punch, 1x Marshal) and place on Character card
3
Stack Bullet cards
Place 6 Bullet cards in order with 1 at bottom and 6 at top
4
Take starting money
Each player takes a $250 Purse and places it on their Character card
5
Take Marshal components
Take Action cards and 3 Brawler cards
6
Prepare Arrest Warrants
Shuffle and draw 2 Arrest Warrant cards from active characters
7
Prepare Special Targets
Remove 'Full of Lead' and 'Arch Enemy' cards for 2-3 players; shuffle and draw 3 Special Target cards
8
Create Goals deck
Shuffle Arrest Warrants with Special Targets and place face-down on Upcoming Goals zone
9
Assemble the train
Place the Locomotive and as many cars as there are players
10
Add Stagecoach
Place the Stagecoach beside the Locomotive with a Strongbox and Shotgun pawn on its roof (Horses & Stagecoach)
11
Draw Hostage cards
Draw Hostage cards equal to players minus one and place beside the Locomotive (Horses & Stagecoach)
12
Place Loot tokens
In each car, place the number and type of Loot tokens marked on the floor
13
Place Locomotive contents
Place the Marshal pawn and a Strongbox in the Locomotive
14
Add Whiskey tokens
Place a Whiskey token in each car except the Locomotive (Horses & Stagecoach)
15
Prepare Neutral Bullets
Place 13 Neutral Bullet cards near the Locomotive; add 3 extra with Horses & Stagecoach
16
Draw Prisoners
Draw 3 Prisoner cards and place face-up beside the prison car (Marshal & Prisoners)
17
Prepare Station card
Draw 1 Station card (marked "STOP") and place face down; shuffle in expansion Station cards before drawing
18
Prepare Round cards
Draw 4 Round cards (marked "2-4" or "5-6" depending on player count) and place face down on the Station card; shuffle in expansion Round cards before drawing
19
Choose first player
Randomly choose a first player; turns move clockwise
20
Place Bandit pawns
Odd-numbered players place pawns in the last car; even-numbered players place pawns in the second last car
21
Place Marshal pawn
The Marshal pawn is placed in the Locomotive; Bandits cannot start there

On Your Turn

What you can do during your turn.

1
Draw cards
Each player shuffles their deck and draws 6 cards (7 for Doc)
2
Reveal Goals
Marshal moves top card from Upcoming Goals to Current Goals zone (Marshal & Prisoners)
3
Flip Round card
First player turns over the next Round card
4
Normal turn
Players play their action cards face up
5
Tunnel turn
Players play their action cards face down
6
Speed-up turn
Players play two action cards in sequence (face up)
7
Reverse turn
Turn order goes anticlockwise, starting with the first player
8
Turmoil turn
Players choose their actions and reveal simultaneously (Horses & Stagecoach)
9
Jarring turn
Players cannot play Shoot or Punch cards this round (Marshal & Prisoners)
10
Play or draw
For each turn space on the Round card, each player may play 1 action card to central pile OR draw 3 cards from their deck
11
Drink Whiskey
On Normal turns only, drink half a Whiskey Flask and use its effect (Horses & Stagecoach)
12
Search for Brilliant Idea
Search your deck for the Brilliant Idea card, add to hand, then shuffle deck (Marshal & Prisoners)
13
Resolve actions
First player turns over the central pile and actions are performed one by one
14
Move inside train
Move forward or backward 1 car
15
Move on roof
Move forward or backward 1-3 cars
16
Move to Stagecoach
Move between train and Stagecoach roofs as part of a Move action (1 step) (Horses & Stagecoach)
17
Marshal Move+
If played on Normal turn, Marshal can immediately play another card
18
Change levels
Move from inside to roof of train/Stagecoach, or vice versa
19
Mei's diagonal jump
When using Floor Change, Mei may jump diagonally to an adjacent car
20
Marshal Floor Change+
If played on Normal turn, Marshal can immediately play another card
21
Take Loot
Take a Loot token in the same location if available
22
Take Whiskey
Whiskey Flasks may also be taken as Loot (Horses & Stagecoach)
23
Double Rob
Take 2 Loot tokens if you have your trusty sidekick Prisoner (Marshal & Prisoners)
24
Shoot inside
Shoot a Bandit in an adjacent car
25
Shoot on roof
Shoot one of the closest Bandits in either forward or backward direction
26
Hit target
Give target a Bullet card from your supply
27
Stagecoach shooting
Bandits in Stagecoach may shoot Bandits in adjacent train car and vice versa (Horses & Stagecoach)
28
Roof shooting
Bandits on Stagecoach roof may shoot any Bandit on train roof and vice versa (Horses & Stagecoach)
29
Shotgun blocks
Shotgun blocks line of sight when shooting on roof (Horses & Stagecoach)
30
Tuco's ability
Tuco may shoot through the roof of a car (up or down)
31
Django's ability
Django's Shoot action knocks target back to next car (without knocking off train)
32
Shoot Marshal
Bandits may shoot the Marshal (Marshal & Prisoners)
33
Marshal double shot
Marshal can shoot 2 Bandits with same action, one Bullet from each gun (Marshal & Prisoners)
34
Punch target
Choose a Bandit in same location; pick one of their Loot tokens to drop on floor; move target forward or backward one car (same level)
35
Cheyenne's ability
Cheyenne takes a Purse (not Jewel or Strongbox) dropped when punching
36
Stagecoach knockback
Punch knockback may be between Stagecoach and adjacent train car (Horses & Stagecoach)
37
Punch Shotgun
Must punch Shotgun to release his Strongbox; he is knocked to roof of adjacent train car (Horses & Stagecoach)
38
Punch Marshal
Take top Brawler card and keep it; move Marshal to adjacent car, not Stagecoach (Marshal & Prisoners)
39
Move Marshal
Move Marshal pawn forward or backward one car (inside only)
40
Trigger escape
When Marshal enters Bandit's location, Bandit takes Neutral Bullet and escapes to roof
41
Ride horse
If Horse is adjacent to player's pawn, ride Horse 0-3 cars forward or backward, dismounting inside train or Stagecoach
42
Copy action
Not on or in prison car: Copy last Bandit action played that is not a Brilliant Idea
43
Escape cell
In cell of prison car: Move to corridor or roof
44
Free Prisoner
On roof or corridor of prison car: Take a Prisoner card if you don't have one
45
Free Bandit
On roof or corridor of prison car: Move imprisoned Bandit to your location; he must give you 1 Loot token of his choice if he has one
46
Arrest Bandit
Choose 1 Bandit in same space; place them in prison cell and take their Wanted Poster
47
Ghost's stealth
In first turn of each round, Ghost may play his card face-down
48
Doc's expertise
Doc draws 7 cards each round instead of 6
49
Belle's charm
If another possible target exists for Shoot or Punch, Belle may not be targeted
50
Take Hostage
When a Bandit enters Stagecoach for any reason, they must take a Hostage card if they don't have one
51
Hostage effects
Each Hostage provides ransom value but may impose negative effects
52
Shotgun encounter
If Bandit ends turn in Shotgun's location, take Neutral Bullet and run to adjacent car's roof
53
Passing Shotgun
If Bandit passes Shotgun, take Neutral Bullet
54
Cannot shoot Shotgun
Shotgun cannot be targeted by Shoot actions
55
Your trusty sidekick
If Prisoner matches your character, you may take 2 Loot tokens with Rob action
56
Another bandit's sidekick
If Prisoner matches another Bandit, you gain that Bandit's special ability
57
Extended Penalties
Disarmed (Shoot cards have no effect), Wounded Knee (Floor Change cards have no effect), Shoulder Injury (Punch cards have no effect) last until end of Round
58
Instant Penalties
Got 'Im (Marshal takes your Prisoner card), Drop That Bag (Marshal takes your Mailbag)
59
Move Stagecoach
Move Stagecoach one car backward; keep Shotgun adjacent (Horses & Stagecoach)
60
Return action cards
Give back action cards to players
61
Pass first player
Next player clockwise becomes new First player

Winning

How to claim victory.

1
Complete all rounds
Game ends after resolving the Station card (final round)
2
Collect remaining items
Any Mailbags still on train go to Marshal's achievement zone (Marshal & Prisoners)
3
Secure remaining Prisoners
Any Prisoners still in Prison car go to Marshal's achievement zone (Marshal & Prisoners)
4
Complete Goals
Marshal must complete at least 4 of 5 Goals to win
5
Only a Flesh Wound
Marshal has at least 1 Brawler card remaining
6
Dodge Bullets
Marshal has no more than 2 Bullet cards from a single bandit
7
Golden Bullet Award
At least 1 of Marshal's cylinder piles is empty
8
The Mail Must Go Through
Marshal has at least 1 Mailbag in Achievement zone
9
Throw Away The Key
Marshal has at least 2 Prisoner cards in Achievement zone
10
Arrest Warrants
Wanted Poster matching an Arrest Warrant is in Achievement zone
11
Full of Lead
(4+ players) Each Bandit's deck contains at least 1 Marshal's Bullet card
12
Arch Enemy
(4+ players) At least 1 Bandit's deck contains at least 4 Marshal's Bullet cards
13
Determine winner
If Marshal does not complete 4 Goals, the richest Bandit wins
14
Count Loot tokens
Add money from Purses, Jewels, Strongboxes, and Mailbags
15
Gunslinger prize
$1000 awarded to each Bandit who shot the most Bullets
16
Station card effects
Some Station cards modify money received
17
Hostage ransom
Hostages provide ransom amounts, some conditional (Horses & Stagecoach)
18
Wanted Poster bonus
$500 if not captured by Marshal (Marshal & Prisoners)
19
Prisoner bonus
$200 if you still have a Prisoner card (Marshal & Prisoners)
20
Brawler prizes
$800, $500, or $300 for punching the Marshal (Marshal & Prisoners)

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