Variant Rules for Colt Express

By: Dennis B. B. Taylor

Variant Rules for Colt Express: A Twist on the Classic Game

Hello there! Today, I’m excited to share with you some awesome variant rules for the classic game, Colt Express. Trust me, you’re going to love these twists that will take your gaming experience to a whole new level!

1. Blind Bandit

Are you ready to test your memory skills? In this variant, I challenge you to play the game without looking at your character’s action cards. That’s right – you’ll have to rely solely on your memory to plan your moves!

At the beginning of each round, you’ll draw a certain number of cards, but you won’t be able to peek at them. Instead, you’ll have to memorize their order and make your decisions based on your memory. It’s a thrilling and challenging way to play Colt Express!

2. Reverse Route

Now, let’s flip the script and reverse the train’s route. In this variant, the train will start at the last station and move towards the first station. This simple change will completely change your strategy and force you to think differently.

Picture this: you’re used to planning your moves based on where the train is headed. But in Reverse Route, you’ll need to anticipate where the train will be going next, and adjust your plans accordingly. It’s a mind-boggling twist that will keep you on your toes!

3. Lone Gunslinger

Do you have what it takes to be a lone wolf? In this variant, you’ll go solo and play as a single gunslinger against a team of bandits. It’s a high-stakes showdown where it’s every man for himself!

Your objective is to outsmart and outmaneuver the bandits as they try to rob the train. Use your cunning and strategic thinking to stay one step ahead of them. It’s a thrilling test of skill and nerve that will keep you at the edge of your seat!

4. Dynamite Fiend

Get ready for explosive fun in this variant! As a dynamite fiend, you’ll have access to a whole stash of dynamite. But be careful – every time you use a stick of dynamite, there’s a chance it might explode on you!

When you choose to use dynamite, roll a die to determine if it explodes. If it does, you’ll take damage along with anyone else nearby. It’s a risky move, but it can create chaos and unpredictability on the train. So, think twice before going boom!

5. Lucky Loot

Finally, let’s add a touch of luck to the game with the Lucky Loot variant. In this version, each character has a set of bonus loot cards that they can draw from throughout the game.

These bonus loot cards can give you extra money, weapons, or special abilities. But here’s the catch – you can only draw a limited number of cards per round. So, choose wisely and use your cards strategically to gain an advantage over your opponents!

Conclusion: Choose Your Adventure!

There you have it – five fantastic variant rules that will take your Colt Express game to new heights. Whether you’re testing your memory, thinking in reverse, going solo, playing with dynamite, or relying on luck, these twists will add an exciting new dimension to your gaming experience.

So, gather your friends, set up the train, and get ready for an unforgettable adventure! The world of Colt Express is yours to explore, so jump on board and let the games begin!

If you want more control in the game, you can have a discard deck next to your personal deck. Here’s what you need to do:

When the Schemin’! phase starts, get rid of any Bullet cards you drew. This will make your Hand lighter.

At the end of the Schemin’! phase, you can keep the cards you want to hold for the next Round in your Hand. Discard any Bullet cards and Action cards you’re not interested in.

During the Stealin’! phase, put the Action cards you performed and got back from the First Player face-up on your discard deck. The Bullet cards you received from your opponents go on top of your draw deck, facing down.

At the start of each Round, draw cards from your draw deck to fill your Hand up to six cards.

When you run out of cards in your draw deck and need to draw more, just shuffle your discard deck to create a fresh draw deck. Feel free to check your discards whenever you want.

For Two Players

Getting Started

Let’s set up the game by creating our train with a Locomotive and four Cars of our choosing.

Each of us will pick a team made up of two Characters. Grab the corresponding cards and pawns. If this is your first time playing, we recommend using the following teams: Tuco and Cheyenne versus Django and Doc.

Now, let’s place one Bandit pawn from each team inside the two Cars located at the back of the train.

Take the two Character cards of your team and place them in front of you. Make sure to put the six Bullet cards to the left of each Character card, as well as a $250 Purse on each one.

Next, go through the Action cards for each Character and remove any duplicates. Additionally, choose one Marshal card to remove from the Character of your choice.

When you play the game with two players, you will have 11 cards left in your Hand. These include 2 Fire cards (one for each Character), 2 Punch cards (one for each Character), 2 Move cards (one for each Character), 2 Floor Change cards (one for each Character), 2 Robbery cards (one for each Character), and 1 Marshal card. Make sure to shuffle all of these cards to create your draw deck. Each player will then use the mixed Action cards of the two Bandits.

Changes to the Rules

In the two-player game, you will be playing with the Expert Variant that was explained earlier. The objective is to have the richest team by the end of the game. However, in the 2-player version, no one will be declared the Gunslinger.

When a Bandit gets shot, the Bullet card is placed on top of the player’s draw deck. It is possible for a Bandit to accidentally shoot their own teammate!

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