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Colt Express: Bandits – Ghost

Expansion for Colt Express

Colt Express: Bandits – Ghost Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set-up
  • Schemin' phase
  • Actions
  • The 'OR' Actions
  • Bullets given to Ghost
  • End of the game

Contents

8 Action cards (2 Heist OR Move, 1 Heist OR Floor Change, 1 Punch OR Move, 1 Fire, 1 Punch, 1 Floor Change and Fire, 1 Marshal), 1 Special Suitcase token worth $1,500.

This mini-expansion can be used with the base game Colt Express only (not with another expansion). Ghost is played by the game, not by a player. Thus Ghost may win the game.

Set-up

Set up the game as usual and place Ghost to the First player's right. Then replace Ghost's Action deck with the enclosed Action deck. Replace the base game Strongbox with the Special Suitcase and place it in the Locomotive. Do not give Ghost a starting Purse.

Schemin' phase

At Ghost's turns, draw randomly the first card of his Action deck and play it to the common deck. The first card of each Round is played face down.

Actions

All the base game rules apply except what follows.

Ghost's Move always makes Ghost get closer to the Special Suitcase or to the Bandit who has it.

On the roof, Ghost moves by two Wagons, if possible. If not, he moves only by one Wagon, in particular if the Suitcase is only one Wagon away.

Ghost's Heist action makes Ghost take the Special Suitcase on his location's floor. If Ghost already has the Special Suitcase, nothing happens.

Ghost's Marshal makes the Marshal move away from the Special Suitcase, if possible.

The Floor Change and Fire action is performed in that order.

Ghost's Fire and Punch hit all the possible targets, Belle included. Ghost may give several Bullets in one Fire action. If Ghost's Bullet deck is empty, he uses Neutral Bullets when he shoots.

Ghost's Fire makes loose the Special Suitcase to the Bandit who has it, if he is targetted. The Special Suitcase is set down on his location.

Ghost's Punch moves her targets backwards the train if possible and makes them loose their loot in the following order:

Special Suitcase > Strongbox > Jewel > Money bag

The 'OR' Actions

If Ghost has the Special Suitcase or if Ghost is on the location where the Special Suitcase is (on the ground or in possession of another Bandit), Ghost performs the top Action: Heist or Punch.

If Ghost is not on the location where the Special Suitcase is, Ghost performs the below Action: Move or Floor Change.

Bullets given to Ghost

When Ghost gets a Bullet card, it is placed in front of his Character card; it does not go into his Action deck. If there are 3 Bullet cards or more in front of Ghost when he is about to perform an Action, ignore that Action card then discard the three Bullet cards.

Ghost is affected by the Events in the same way all the other Bandits are.

End of the game

If Ghost has the Special Suitcase at the end of the game, he wins, whatever the other Bandits' loots are. All the « human players » loose. The Gunslinger reward is earned by one of the human players. If not, the richest player wins.