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Colt Express Horses & Stagecoach Game Rules
Howdy, partner! I wanna tell you all about the rules of the Colt Express Horses & Stagecoach game. So grab your cowboy hat, saddle up, and let’s ride into the Wild West!
In this game, you and your fellow players will take on the roles of bandits on a train robbery. But hold on tight, ’cause things are about to get wilder! This expansion pack adds horses and a stagecoach into the mix, making the game even more thrilling.
Now, let’s round up these rules like a bandit rustling up some cattle.
First things first, we gotta talk about the horses. Each player will start with their own horse card. You can move your horse in different directions – up, down, left, or right – just like in a real horse race. And don’t forget to keep an eye on your horse’s stamina. If it runs out of steam, you’ll have to get off and walk!
Next up, it’s the stagecoach. This is where things really heat up. The stagecoach card comes with compartments for loot – that’s what we’re here for, after all! You and your bandit buddies can jump on the stagecoach, grab the loot, and make a quick getaway. Just beware of your opponents – they might try to steal your hard-earned rewards!
Now, let’s talk about how all this fits into the game. The Colt Express Horses & Stagecoach game comes with new action cards that allow you to interact with these new elements. You can draw new action cards at the beginning of each round to plan your moves. As the game progresses, you’ll need to strategize and make quick decisions to outsmart your opponents.
Remember, this game is all about being cunning and quick on your feet. You’ll need to think ahead, anticipate your opponents’ moves, and adapt your strategy on the fly. The Wild West is a wild place, and only the smartest bandit will come out on top!
So, partner, are you ready to saddle up and dive into the action? Grab your Colt Express Horses & Stagecoach game and let the Wild West adventure begin! Yeehaw!
As I meander through the vast plains, I spot the railroad that connects Des Moines to Bismarck. The dusty stagecoaches race alongside the mighty Iron Horse, creating clouds you can see from miles away.
Oh, look! The Wells, Fargo & Company stagecoach carries drowsy passengers, completely unaware of the daring robbery unfolding on the nearby Colt Express. Hidden by thick leather curtains, six cunning bandits ride between the train and the tracks. Soon enough, the passengers will come face to face with their crimes, learning a harsh lesson.
Let’s take a closer look at the components of this thrilling adventure:
– One stagecoach that sets the scene
– A shotgun pawn, ready for action
– Six horse pawns for the daring bandits
– A strongbox filled with a whopping $1000
– Five whiskey flasks, adding to the intensity
– An old whiskey flask for a touch of nostalgia
– Six “Ride” Action cards for the wild ride
– Eight hostage cards, bringing the tension
– Three neutral bullet cards to keep you on your toes.
The Importance of Setup in Colt Express
Hey there! I want to talk to you about something important when playing the game Colt Express – the setup. It may not seem like a big deal, but trust me, it can make a big difference in how the game plays out.
So let’s dive in and talk about what you need to do to set up a game of Colt Express. First things first, you’re going to need a deck of cards. There are specifically 13 Round cards that you’ll be using.
Now, let’s get to the setup. To start, you’ll want to place the Stagecoach on the right side of the Locomotive. Easy, right? Next, on top of the Stagecoach, you’ll put the Strongbox token. And guess what? On that token, you’ll also place the Shotgun pawn. Pretty cool, huh?
Moving on, each Car, except for the Locomotive, gets a Flask of Whiskey. But wait, there’s a twist. You have to take the Flask tokens randomly and place them face-down. This adds an element of surprise to the game. The leftover Flask tokens get placed back in the game box.
Now, let’s talk about the Hostage cards. You’ll need to draw a number of Hostage cards equal to the number of players minus one. So if there are five players, you’ll draw four Hostage cards. These cards are displayed on the left side of the Locomotive. Any extra Hostage cards get put back in the game box.
See? The setup isn’t too complicated, but it’s important to get it right. These little details can really change how the game plays out and keeps things exciting. So make sure you follow these steps when setting up Colt Express. Have fun and happy gaming!
To get started, grab the Round cards and mix them in with the ones from the base game. Same goes for the Train Station cards.
After that, pick 4 Round cards and 1 Train Station card at random, just like in the base game.
Put the 3 Neutral Bullet cards together with the 13 Neutral Bullet cards from the base game.
Each player should add their Ride card, with their color, to their deck of Action cards.
And don’t forget to grab a Horse pawn for each player.
Now, here’s a little twist: the Bandit pawns don’t start on the board at the beginning of the game. Instead, you’ll have to follow the special setup rule called Horse Attack. It’s explained on the next page.
Horse Attack
Before the game begins, the Bandits show up on horseback. They get to choose which Car they want to start in. Just remember, no one can start in the Locomotive or the Stagecoach.
Hey there! Let me explain how to play this fun game. Each of us players will put either a Bandit or a Horse pawn in our closed fist and hold it over the table. Oh, and if we’re playing with just two players, we’ll hide two pawns instead of one! Ready?
When we’re all set, we’ll all reveal our pawns at the same time. If you have a Bandit pawn, you’ll place it in the Caboose. And don’t forget, your Horse goes next to the Caboose, on the right side of the train.
Now, for those of us who don’t have a Bandit, we have a choice to make. We can keep on riding and shout, “Clip clop, clip clop, Yee Hawwww!” together. And then, we’ll hold out our fists again, this time deciding whether to enter the Car next to the Caboose or not.
And the fun continues like this! We keep repeating the process until there’s only one player left. That lucky player gets to choose which car they want to start in from the ones that are left.
If you want to begin the game, you have the option of choosing any Car except the Locomotive.
After the Horse Attack, the Horses do not belong to a specific Bandit. Any Bandit can ride any Horse.
To determine the First Player, we randomly select one of the Bandits who is in the farthest Car from the Locomotive.
Ride Action
“Being a bandit isn’t just about being dishonest, it’s a whole way of life. It’s not just about stealing in plain sight, but more about skillfully pilfering from someone’s pocket without them even noticing. It’s not about riding a slow, rickety horse, but rather leaping onto a trusty steed from the roof of a speeding train…”
In the Schemin’ phase, you have the opportunity to play this new Action card, just like any other Action card.
If there’s a Horse on the same Car level as your Bandit when the Actions are resolved, your Bandit can ride that Horse. You can either jump on a Horse from inside the Train or from the Roof.
If there are no Horses adjacent to your Car, this Action won’t have any effect.
Afterwards, you can move your Bandit and the Horse you’re riding by your choice of 0, 1, 2, or 3 Cars towards the front or back of the train.
Once the movement is complete, place your Bandit inside the train, in the Car next to the Horse. However, if your Bandit is next to the Stagecoach, you have the option to place your Bandit inside the Stagecoach instead of the train.
By the end of the Ride action, there should be no Bandit on Horseback; all the Bandits should be either inside the train or the Stagecoach.
Did you know that you can use a Horse as a bridge between the Stagecoach and the Car in front? Surprisingly, the Horse won’t budge!
Exploring the Stagecoach
Inside the Stagecoach
“Whenever I come across a helpless and wealthy individual foolish enough to impede my progress, I feel compelled to make them my captive, regardless of whether the ransom meets my lofty expectations. This rule is clearly outlined in Article 12.3 of the Bandit Honor code,” says the bandit with a smirk.
To access the interior of the Stagecoach, you have two options. You can descend from the roof using the Floor Change Action, or you can acquire a Ride Action card and travel inside.
When it comes to the Fire and Punch actions, the interior of this Car is deemed adjacent to the Stagecoach. So if you find yourself in a sticky situation, you can count on this proximity to give you the upper hand.
Hey there! Just a quick heads up – the Marshall never hops inside the Stagecoach. He’s gotta stay on the train to keep those passengers safe.
Now, when a Bandit enters the Stagecoach, they’ve got to do something important. If they haven’t taken a Hostage yet, they HAVE to choose one from the available ones (if there are any left).
Once they’ve picked their Hostage, they gotta keep ’em close. Put that Hostage card right next to your Character card or profile. Having a Hostage gives you some extra cash at the end of the game. But here’s the catch – you’ll have to put up with their pesky presence (check out the Hostage description on page 6).
Remember, each Bandit can only have one Hostage. Once you take one, no one can snatch ’em away from you. And sorry, but you can’t get rid of ’em either. Oh, and if you’re playing with the special rules for 2 players, each of your Bandits can have a Hostage.
Now, let’s talk about the Roof Of The Stagecoach
If you’re inside the Stagecoach and want to get on the roof, you can do so using a Floor Change Action. Alternatively, you can also climb onto the Stagecoach’s roof from the roof of the neighboring Car. And if you’re already on the Car’s roof, you can move to the Stagecoach’s roof and back using any of the available Move actions.
When it comes to movement, attacking, or punching, the roof of the Car and the roof of the Stagecoach are considered adjacent. So you can easily transition between them without any issues.
If you find yourself on the roof of a stagecoach, you have the power to shoot any bandit who is also on the roof of the train. The same goes for shooting a bandit on the stagecoach’s roof while you are on the train’s roof.
But be warned! Django’s ability doesn’t work in these specific situations.
Angry Shotgun
When I first heard the phrase “angry shotgun,” I was immediately intrigued. The words themselves seemed to clash in a way that piqued my curiosity. How could something as peaceful as a shotgun be angry?
The more I thought about it, the more I began to understand the significance of this unusual pairing. The term “angry shotgun” is a powerful metaphor for the intensity and explosive nature of emotions. It captures the idea that sometimes our feelings can build up inside us like gunpowder, ready to explode at any moment.
Imagine a shotgun in your hands, loaded and ready to fire. The pressure builds as you hold it, your finger twitching with anticipation. That’s what anger feels like. It’s a combination of heat and pressure, a volatile mix that demands release.
But here’s the thing about anger – it’s not inherently bad. Like a shotgun, it can be a tool for protection and self-defense. It has the power to create change, to break through barriers and assert boundaries. When channeled properly, anger can be a force for good, a catalyst for justice and transformation.
However, just like with a shotgun, it’s crucial to handle anger with care. If, in a fit of rage, we pull the trigger without thinking, it can cause irreparable damage. It can destroy relationships, hurt others, and leave us with feelings of regret and guilt.
That’s why it’s essential to learn how to manage our anger effectively. We need to find healthy ways to express our emotions, to unload the shotgun without causing harm. This might involve taking deep breaths, having open and honest conversations, or seeking support from trusted friends and family.
Next time you feel the weight of anger pressing on your chest, remember the concept of the angry shotgun. Acknowledge the intensity of your emotions but also recognize their potential for both destruction and transformation. Take a moment to pause, to aim, and to consider the consequences of your actions.
By harnessing the power of your anger and directing it towards positive change, you can turn the angry shotgun into a force for good in your life and the lives of those around you.
When it comes to protecting the Strongbox, the Shotgun doesn’t budge. It’s only when someone tries to steal it that he springs into action.
To unlock the Strongbox, a Bandit needs to throw a Punch and hit the Shotgun.
Note – If you have the option to punch either Belle or the Shotgun, always go for the Shotgun.
Once he’s been punched, the Shotgun relinquishes his grip on the Strongbox. He gets catapulted onto the roof of the Car next to the Stagecoach. And that’s where he’ll stay until the game ends.
Watch Out! You can’t hang out too long with the Shotgun on the train’s roof. If you end up in the same spot as the Shotgun, you’ll instantly grab a Neutral Bullet card and have to dash to the roof of a neighboring car (even if you just came from there). The Stagecoach isn’t an option.
You can still move through the Shotgun’s spot though. If you do, your movement continues as normal, but you snag a Neutral Bullet card instantly.
Don’t even think about shooting at the Shotgun.
The Shotgun blocks your line of sight when you’re aiming from the train’s roof (but not from or to the Stagecoach’s roof).
After each round ends, I’ll move the Stagecoach one car closer to the Caboose (unless it’s already right next to it), taking into account any events that may have happened. Oh, and if the Shotgun guy happens to be on the roof of the train, I’ll also move him one car to keep him close to the Stagecoach.
The Prisoner’s Plight
When you capture a Hostage, their value immediately comes into play. The ransom they demand is collected at the conclusion of the game, when all points are tallied up.
The Fancy Poodle
“Bark! Bark! GRRRR”
“Oh no! That pesky dog just gave me a painful nip!”
You’ll receive a handy Neutral Bullet card at the start of every Round.
Ransom: $1000.
The Banker
“You won’t believe it, but my own family wouldn’t spend a penny to rescue me. They’d rather discuss business… Isn’t that something?”
Good news is, being a hostage doesn’t really do anything bad to me.
Ransom: If you happen to have a Strongbox, I’d say $1000 should do the trick.
The Minister
“Hold your fire, kid!”
I’ll deal you one card fewer than what you can take at the start of each Round.
Ransom: $900
The Teacher
“Even a kid can tell you it’s not nice to hit your classmates!”
You can’t use Punch anymore. This Action card is worthless now.
The Zealot
“Just slow down and have a chat with our Lord. It’s important to take a moment and connect with the divine.”
Ride Action Disabled: You won’t be able to ride anymore. So hold on to your hats, it’s time for some contemplation and conversation.
Ransom: $700. That’s the amount you’ll need to pay if you want to continue on this holy journey.
The Story of the Old Lady
“Hey there! Take it easy; I may not be as young as I used to be,” said the old lady with a chuckle. “You know what? You can only move one car up on the roof this time, not like the usual three.”
And guess what! Now, for every jewel token you happen to have, you can borrow $500 from me as ransom.
The Card Player
“Hey, if you lend me this purse, I can help you make some serious bank by playing cards with that guy. It’s a chance for you to earn a decent living for a change!”
You won’t be able to use your Bandit’s special skill for the rest of the game.
Ransom: $250 for each Purse token you possess
The Photographer
“Hey there, hold that pose!” FLASH “The more amazing my photos are, the more captivating my documentary will become.”
Now I can’t hide my Action cards face down, even if I’m a Ghost.
Ransom: Pay me $200 for each Bullet card from another Bandit’s deck (excluding allies in the team variant).
The Whiskey Flasks
“Drinking too much alcohol is bad for your health. But when your life is on the line, you better not waste any time.”
The Whiskey Flasks are a unique type of loot that you can obtain by performing a Robbery action.
Hey there! Let me tell you about the Whiskey Flask. It’s a pretty cool item in the game that you can use twice.
Here’s how it works: the first time you use it, flip the Flask token to show that it’s half-drunk. Then, when you use it a second time, you discard the token for good.
Now, here’s the interesting part: if someone punches you and you drop your half-drunk Whiskey Flask, it stays on its “half-drunk” side. So be careful!
During the Schemin’ phase, on your turn, you have the option to use a Flask instead of playing an Action card or drawing 3 cards. It’s a pretty handy alternative!
But here’s the catch: you can only use a Whiskey Flask during a normal turn, without any special rules. So keep that in mind, partner!
Regular Whiskey Flask
When you use this card, you get to draw three cards and then play an Action card from your hand. It’s a simple, powerful ability that can turn the tide of a game.
The Old Whiskey Flask is an intriguing item. It’s a cherished artifact that holds a great deal of history and mystery. When you hold it in your hands, you can almost feel the echoes of the past.
But the flask is more than just a relic. It’s a tool that can give you an edge in your adventures. With it, you can draw three cards, allowing you to see more of your options and make better decisions. And once you have those extra cards in your hand, you can play an Action card, unleashing its effects and shaping the game to your advantage.
But as with any powerful artifact, the Old Whiskey Flask comes with a price. While you can draw three cards, you cannot use that power to avoid playing your Action card. You have to make a choice. Do you hold on to those extra cards for a future turn, or do you use them immediately to seize the moment?
The decision is yours, and it’s not always an easy one. The flask can be a double-edged sword, offering great potential but also demanding careful consideration. It’s up to you to weigh the risks and rewards, and to make the best use of the Old Whiskey Flask in every situation.
So the next time you find yourself in possession of the Old Whiskey Flask, remember this: the power it holds is in your hands. Will you let it slip away, or will you harness its potential and shape your destiny? The choice is yours.
Are you ready to take on the challenge?
So, here’s the thing: when you’re playing this game, you gotta make sure you don’t go overboard with your action cards. Trust me, I learned the hard way. It’s like this: you play two action cards in a row, but you can’t draw three cards instead of playing one of those two cards. Gotta follow the rules, you know?
The Round Cards
Special Turn: Turmoil
When it’s my turn, I get to pick which card I want to play and keep it a secret. Then, all the players reveal their cards at the same time. The Action cards go in a pile in the usual order.
But here’s a cool trick: I can choose to skip my turn and draw 3 extra cards instead. I have to do this before the other cards are revealed, though.
Bonus at the End of the Round
“You know, a real bandit is always ahead of everyone else. If he doesn’t have the advantage yet, he could probably take it from you.”
Hey there! Have you checked out the new expansion for our game? It’s pretty cool! In this expansion, we have introduced a new icon, which is shown on the Round cards. Here’s the deal: for each of these icons you see on the Round card, you have the option to keep one of the cards you have in your hand for the next Round, if you want to.
This special effect kicks in between the Schemin’ phase and the Stealin’ phase. It’s like a little secret power that you have up your sleeve!
Now, here’s an important thing to note. When the next Round begins, the cards you set aside are not mixed back into your deck. Instead, you draw new cards to make a fresh hand of 6 cards (or 7 cards if you’re playing as Doc).
The Events
As you gather around the table to play the game, you might come across a scenario known as “Panting Horses”. In this situation, the number of players will determine how many horses need to be removed from the game. Allow me to break it down for you:
If there are 5-6 players, you’ll have to take out the 3 horses that are closest to the Caboose. This will create a more balanced playing field and keep things interesting.
For a game with 2-4 players, things work a little differently. In this case, you’ll need to remove the 2 horses that are closest to the Caboose. By doing this, you’ll ensure that the game remains exciting and fair for everyone involved.
Now, let’s move on to “A shot of Whiskey for the Marshall”. This is another intriguing aspect of the game that you’ll encounter. So, what exactly does it mean? Let me explain:
When the Marshall takes a shot of Whiskey, certain rules come into play. These rules may cover movement restrictions, special abilities, or other effects that can influence the game. It adds an extra layer of excitement and unpredictability to the game, making each playthrough unique.
Remember, these game scenarios are designed to enhance your experience and keep things fresh. So get ready to ride, strategize, and enjoy the exciting world of the Wild West!
If you find a Whiskey Flask with the Marshall, get rid of it. And if it’s a classic Whiskey Flask, the Marshall heads towards the back of the train to the next Car.
But if it’s an Old Whiskey Flask, the Marshall keeps moving until he reaches the Caboose. And whenever he runs into a Bandit on his way, the Bandit has to scramble up to the roof and gets a free Neutral Bullet card.
If the Marshall doesn’t have a Whiskey Flask, then nothing happens. Simple as that.
Go Faster
If you want to make those Bandits on the train roof go faster, just move them one car toward the back of the train.
And don’t forget to do the same with the Horses, Stagecoach, and Shotgun. Move them all one car toward the back of the train, too.
The Anger of the Shotgun
If you find some Bandits standing on the Stagecoach, the roof of the Stagecoach, or the Car in front of the Stagecoach, or even on its roof, guess what happens? They get hit by a Neutral Bullet! Ouch!
When we reach the end of the game and there are multiple Bandits in the same Car and at the same level, something interesting happens. If one of these Bandits happens to have a Strongbox, the loot inside it is shared among all the Bandits. It’s like a team effort! Of course, if the loot can’t be divided evenly among the Bandits, it is rounded down. So everyone gets a fair share, even if it’s not a complete piece of the pie.
When the game reaches its conclusion, the train returns to a state of normalcy. Any Bandits who are still on the train, whether they are inside a car, on the roof, or in the locomotive, will be apprehended. Their chance of winning the game is lost.
So, in order to evade capture, the Bandits must choose one of these options to exit the train:
I don’t know about you, but I absolutely love playing card games. There’s something thrilling about the competition and the strategy involved. But have you ever played a game that’s both exciting and puzzling at the same time? Well, let me introduce you to The Great Western Trail.
In this game, there are certain actions that can trigger the end of the game, but you might still have a chance to win. You see, sometimes you can make a strategic move by playing a Ride card and leaving the train permanently. This means that even though the game is over for you, you’re still in the race for victory. It’s like a gamble that could potentially pay off big time.
Another way the game can end is if you’re standing on the Stagecoach at the end. Whether you’re inside it or on the roof, it doesn’t matter. If you manage to pull that off, you’re in for a treat because the game is not over for you yet. You still have a shot at winning.
Now, let’s talk about Mortal Bullet. This is a special rule that comes into play during one of the rounds. Here’s the deal – for every Bullet you receive during that round, you lose $150. And when I say every Bullet, I mean all of them, including the ones from the Bandits and even the Neutral Bullets.
To keep things organized, it’s a good idea to play these Bullets separately during that round. This way, you can easily keep track of how much money you’re losing.
When it finally comes to the end of the game, the points are calculated just like in any other game. But here’s the twist – you also need to add the ransoms of the Hostage. So make sure you factor that in when you’re tallying up your final score.
That’s pretty much the gist of it. Oh, I almost forgot to mention, if you want an extra challenge, you can play The Great Western Trail in teams. There are some special rules for that, but I’ll let you discover them on your own. Trust me, it adds a whole new level of excitement to the game.
So go ahead, gather your friends, and let the adventure begin!
When you play this game, you need to have an even number of players. It can be just two people, or more if you want to include the Horses and Stagecoach expansion.
Getting Ready
If there are two players, they sit next to each other. The player on the right is called Player A, and the player on the left is Player B. They take turns playing the game.
Player A from each team puts their Bandit in the Caboose. Player B from each team puts their Bandit in the Car next to the Caboose. If you’re using the Horses and Stagecoach expansion, follow the Horse Attack rule.
Deciding Who Goes First
The first player is randomly chosen from the Player As of each team.
At the start of each new round, the Player A from the next team clockwise becomes the new first player. It’s not Player B from the same team.
Getting Started
When I start a round, I first need to draw a card from my partner’s deck and add it to my hand. Then, I replenish my hand with cards from my own deck.
If the card I draw from my partner is an Action card, I’ll have the option to play it during the Schemin’ phase instead of using one from my own hand.
If the card I draw is a Bullet card, I simply keep it in my hand.
If I don’t play the Bullet card, it remains with me, mixed in with the rest of my cards.
Switching Turns
During a Switching Turn, we rotate in a counterclockwise direction. This means that if I was originally Player A, I become Player B, and vice versa, for this turn.
Finishing the Game
Once the game is over, my partner and I add up our scores to determine the final score for our team. The team with the highest combined score is declared the winner.