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Colt Express


Sale price R 157.00 Regular price R 900.00
Colt Express
Colt Express
Colt Express
Colt Express
Colt Express
Colt Express
Colt Express
Colt Express
Colt Express

In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. 

On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with 47 passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company's weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top?

The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play.

Players: 2 to 5
Ages: 10 and up
Duration: 60 mins

 

Colt Express: Horses & Stagecoach, the first expansion for the 2015 Spiel des Jahres winner Colt Express, introduces a 3D stagecoach that rides alongside the train from the base game. The bandits now have horses that they can ride to move faster between the cars, and these horses allow them to jump into the stagecoach as well. The stagecoach is protected by a guard with a shotgun, but a punch in his face would be enough to eject him toward the roof of the train. From there, though, he will annoy the bandits on the roof.

Once the stagecoach is free of the guard, the bandits can collect a new strongbox. Inside the stagecoach, they will also find some hostages who will be worth a ransom at game's end. Careful though, as each hostage has a negative effect that will annoy the bandit for the rest of the game.

Horses & Stagecoach also features new round cards and a new event to add more fun to the game. Whiskey flasks spread inside the train also enhance the faculties of the bandits.

The Colt Express: Marshal & Prisoners expansion contains three new components:

It adds another character "Mei", a martial arts lady.
The players can free prisoners from the prison wagon that is added to the end of the train.
One player can play as the marshal, who has two decks of bullet cards and three specific items.
The Marshal has got four hidden and random objectives, he must achieve it to win the game (i.e. shoot every bullet from one gun, catch a Bandit, Shoot at every Bandit, ...)
Freeing junior bandits from the prison car gains their help (i.e. a secondary ability for your character).

Each one of the six Colt Express: Bandits expansions allows the players to compete against the game itself, which is operating under the rules of that particular expansion. A new story is told each time as every expansion creates a specific goal and new actions for the bandit played by the game. That bandit may win, and if that happens, all the players lose. Thus you need to work together against this "bot", while keeping in mind that in the end, there is only one winner — the richest bandit, of course.

In the Belle expansion, Belle is looking for jewels. She always moves towards the place where there are the most jewels. She has two specific actions:
Theft, which allows her to take one jewel for every bandit in her location.
Charm, which makes move all the bandits towards her location.

The Marshal also has a thing with Belle, so she can stay in the wagon where the Marshal is located.

In the Cheyenne expansion, Cheyenne has traded her gun for a bow. Beware, as she is a better shot with her arrows, especially as they are poisoned. When Cheyenne uses her bow, all the targeted bandits receive a poisoned arrow. If they are not able to pick up an antidote before the end of the game, they automatically lose, no matter how rich they are.

Cheyenne moves faster than any other bandit. When she ends movement at a location where there are other bandits, she takes one purse from each of them. Cheyenne wins if she is the richest bandit among the non-poisoned ones.

In the Django expansion, Django has a thing with dynamite. Don't come too close to him...

At the beginning of each round, Django drops dynamite where he is located. Django has an explosion action that triggers all the dynamite in the train. Every bandit who is inside or on the roof of an exploding wagon is ejected. They give Django their Wanted token and must use their next action to board the train once again. Django wins the game if he succeeds in getting all the bandits' Wanted tokens.

In the Doc expansion, players compete to gain the respect of Doc, but not in a friendly way. When a bandit shoots or punches Doc, they take Doc's respect card. The bandit who has this card makes all decisions in Doc's place.

Doc fires with special bullets, with each of them triggering a different effect during the current round. Doc has another specific action: the poker game. When this action card is played, all the bandits must participate and hand over one of their loot. The player with Doc's respect distributes two loot to Doc and one loot to each other Bandit except one.

Doc wins the game if he is the richest bandit.

In the Ghost expansion, Ghost has always dreamed of getting this valuable suitcase. Ghost's move always makes him get closer to the special suitcase. Ghost's Fire and Punch hit all the possible targets, Belle included. The Heist action makes Ghost get the special suitcase.

If Ghost has the suitcase at the end of the game, he wins, whatever the loot held by the other bandits.

In the Tuco expansion, Tuco does not want to meet the Marshal, his former friend, against whom he bears a grudge.

Tuco's Fire and Punch hit all the possible targets, included Belle. The Swap action swaps Tuco and the Marshal's places, while Tuco's Marshal action takes the Marshal away from Tuco. If a player plays an action that brings the Marshal to the same location as Tuco, he receives a Wanted token (worth $500). At the end of the game, Tuco's loot is worth $250 per bullet he has shot.

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