Colt Express: Happy 10th Anniversary
Colt Express: Happy 10th Anniversary Rulebook
Table of Contents
Table of Contents
Components
Al Patron
- 1 Character sheet
- 1 Character card
- 10 regular Action cards
- 1 Brilliant Idea card
- 1 Prisoner card
- 1 Nudge card
- 1 Wanted card
- 1 Marshal's Goal card
- 1 Ride card
- 6 Bullet cards
Mary Pumpinks
- 1 Character sheet
- 1 Hat Tip card
- 1 Seduction card
- 2 Shoot cards
- 1 Punch card
- 2 Robbery cards
- 2 Move cards
Other components
- 2 Clown's Chests (inside the Circus car)
- 60 screen-printed wooden Loot tokens
- 17 screen-printed wooden Character figures
- 11 special Punch cards
- The Circus car
- The Handcar
The Circus Car
Setup
Insert the Circus car anywhere you like in the row of train cars, and place the 2 Clown's Chests face down inside it. One is worth $1,000 and the other $0.
Effect
If your bandit ends their movement on the Circus car (inside or on the roof), you may change floors using the giraffe's neck if you like.
The Handcar
Setup
Place the Handcar at the front of the base game's train, in front of the Locomotive.
Effect
You can access the Handcar via the roof or the inside of the adjacent train car.
Note: a bandit on the Handcar is considered to be on the lower floor.
When your bandit lands on the Handcar and an opponent's bandit is already there, they are automatically launched to the roof of the adjacent train car.
If your bandit is on the Handcar at the end of a round and before the event is resolved, move the Handcar to the other side of the train (if the Handcar is in front of the Locomotive, place it behind the Caboose, and vice versa).
Next, secretly place your bandit (who was on the Handcar) underneath the train car of your choice. Your opponents need to keep their eyes closed while you're doing this. Your bandit will only leave his hiding place at the start of the next round's Stealin' phase.
Al Patron
Al Patron is the king of corruption. Nobody can resist his financial propositions.
Starts with 2 Purses of $250 instead of 1.
During phase 2: once per round, as an action, you may purchase an opponent's Action card. As soon as the card you're interested in is turned over, but before it is resolved, shout "I'm buyin' that!" and give 1 of your Purses to the card's owner. Carry out the action of the card you purchased as if you had programmed it yourself. THEN, your opponent gets to carry out the same action.
Note: you can play as Al Patron in all of the expansions. Just replace one of the other bandits.
Mary Pumpinks
An automated bandit who can only be used in the base game and possibly the Horses and Stagecoach expansion. Does not work with the other expansions.
Setup
Prepare the game as normal, placing Mary to the right of the First Player. Shuffle her set of 9 Action cards and place it on her Character sheet. Place a Jewel inside the last 3 train cars, in addition to the usual Loot tokens. Give Mary a Jewel instead of a $250 Purse.
Mary's Power: Marshal's Sweetheart
Mary never goes up onto the roof. She stays inside the train at all times. If she encounters the Marshal, she doesn't flee to the roof but stays where she is. She can even Punch the Marshal.
Phase 1: Schemin'!
On Mary's turns, randomly take the top card from her set of Action cards and place it onto the central pile.
Bullets
Shuffle any Bullets Mary receives into her set of Action cards. If she draws a Bullet card, she discards it to the game box and simply passes her turn.
At the end of her turn, reshuffle all of Mary's cards, even if you're playing with the advanced rules.
End of the Game
Mary doesn't compete for the Gunslinger prize. Mary wins the game if she's the richest of all the bandits.
Actions
Seduction
Thanks to her powers of seduction, Mary can move the Marshal and all of the Bandits toward her current location. If they are already inside her train car, they stay there. If they are on the roof of Mary's train car, they must change floors. If they are inside a different train car, they move 1 train car toward Mary, without changing floors. If they are on the roof, they move by 3 cars as normal, trying to get as close to Mary as possible.
Punch
Mary's Punch card targets all of the Characters (including the Marshal) at her location, sending them toward the back of the train if possible. Mary loses her Loot in the following order:
- Jewel
- Purse
- Ring
- Strongbox
- Yellow item
Note: the source gives this loot order as a row of icons with no text labels. The labels above are a description of those icons, in the printed left-to-right order.
Hat Tip
Mary and the Marshal switch locations. Then, apply the Marshal's effects to the Bandits who are with him. If Mary and the Marshal are in the same location, nothing happens.
Rob
During a Robbery, Mary takes Loot in the following order:
- Jewel
- Purse
- Ring
- Strongbox
- Yellow item
Note: as with Punch, the source gives this order as an unlabelled row of icons; the labels are descriptions of those icons, in printed order.
Move
Mary moves in the direction of the train car that has the most Jewels. If there's a tie, she moves toward the Locomotive.
Shoot
Mary's shooting affects all potential targets, including Belle. This means Mary can distribute several Bullet cards in a single Shoot action. She doesn't have any Bullet cards of her own, and uses Neutral Bullet cards instead. Bandits that are hit each drop a Jewel if they have one.
The Screen-Printed Wooden Loot Tokens
Replace your cardboard tokens with the sturdier wooden ones.
There's an additional Strongbox worth $0, which you can use to add an element of surprise to the Robberies.
The Screen-Printed Wooden Character Figures
The source gives no rule text for the Character figures; they are shown in a picture only.
The Special Punch Cards
You can always add these cards to your set of Action cards. This means you'll have 2 Punch cards at your disposal.
The bandit targeted by a special Punch card is not moved to an adjacent train car, but changes floors instead.