Overview
Colt Express is a programmed-action game set on a train in the Old West. Players are bandits robbing the Union Pacific Express on July 11, 1899. Over 5 rounds, players simultaneously program actions by playing cards into a common deck, then execute them in order. The richest bandit at game end wins.
Components
- 1 locomotive and 6 train car tiles (3D cardboard construction)
- 6 bandit character cards and 6 bandit figures
- 6 decks of 10 action cards per bandit (Move, Floor Change, Fire, Punch, Rob, Marshal)
- 13 Round cards
- 17 Neutral Bullet cards
- 36 loot tokens (purses $250-$500, jewels $500, strongbox $1000)
- 1 Marshal figure
- 1 cactus token (first player marker)
Setup
- Assemble train cars in a line with the locomotive at front.
- Each player chooses a bandit and takes their 10 action cards, bandit figure, and character card.
- Place loot tokens in train cars: each car gets a number of purses equal to the number of players; place jewels and the strongbox in specific cars per the rules.
- Place the Marshal in the locomotive.
- Shuffle the Round cards and deal 4 (or 5 for 2-3 players). Place them face down as the round pile.
- Bandits start in the last cars of the train (not the locomotive).
- The player who last traveled by train goes first and takes the cactus.
Turn Structure
Each round has two phases:
Phase 1: Schemin’
- Reveal the top Round card, which shows the number of card plays and any special conditions (tunnel, speed, etc.).
- Starting from the first player and going clockwise, each player plays one action card face up onto a common deck (or face down during tunnel turns).
- Repeat for the number of plays indicated by the Round card.
- Players may play a card from their hand OR draw 3 cards from their personal draw pile instead of playing.
Phase 2: Stealin’
- Flip the common deck over and resolve cards one by one from bottom to top.
- Each card’s action is executed by the owning bandit, based on current positions (which may have changed since the card was played).
Round End
- Played cards go to each player’s discard pile.
- Players draw their hand back up to 6 cards from their personal draw pile.
- Pass the cactus (first player marker) clockwise.
Actions
| Action |
Effect |
| Move |
Move your bandit 1-3 cars in either direction (inside the train) |
| Floor Change |
Move between the roof and inside of the current car |
| Fire |
Shoot a visible bandit in an adjacent car (or anywhere on the roof); target receives a bullet card in their deck |
| Punch |
Punch a bandit in the same car; target drops a loot token and moves 1 car in the puncher’s choice of direction |
| Rob |
Pick up one loot token in your current location |
| Marshal |
Move the Marshal 1 car; any bandit in the Marshal’s car flees to the roof and receives a Neutral Bullet card |
Scoring / Victory Conditions
After 5 rounds, count loot:
- Purses: $250 or $500
- Jewels: $500
- Strongbox: $1000
Gunslinger bonus: The player who shot the most bullets (played the most Fire cards) receives a $1000 bonus.
The richest bandit wins. Ties broken by bullets fired (most wins).
Special Rules & Edge Cases
- Bullet cards clog your deck. When drawn, they have no effect and waste a card play.
- Tunnel turns: Cards are played face down; you don’t know what others are planning.
- Roof movement: When moving on the roof, you may move any number of cars (not limited to 3).
- Shooting on roof vs. inside: On the roof, you can shoot any bandit visible on the roof. Inside, you can only shoot into adjacent cars.
- Marshal: The Marshal is not a player. He moves when a Marshal card is resolved. Bandits flee the Marshal.
- Each bandit has a unique special ability printed on their character card.
- If a bandit has no loot when punched, no loot is dropped but the bandit still moves.
- Drawing 3 cards instead of playing counts as your action for that play.
Player Reference
| Loot Type |
Value |
| Small purse |
$250 |
| Large purse |
$500 |
| Jewel |
$500 |
| Strongbox |
$1000 |
| Gunslinger bonus |
$1000 |
| Round Structure |
| 1. Schemin’ - Play cards to common deck |
| 2. Stealin’ - Resolve cards in order |
| 3. Draw up to 6, pass first player |