Colt Express: Silk Bandit
Colt Express: Silk Bandit Rulebook
Table of Contents
Table of Contents
Choosing Silk's Special Power
When you play Silk, choose one special power before starting the game.
You can choose one of the three following special powers... or make up your own power.
All players must agree on the power of Silk before choosing their Bandit.
Move Power
Move 1 or 2 Cars, whether you are inside the train or on the roof. You can only move 2 Cars on the roof unlike 3 for the others Bandits.
During this move, you are allowed to get across a Car where a lawman is (Marshal or Shotgun).
If you stop on their position, the usual rules apply.
Reach or leave the Stagecoach's roof may be one of your two moves.
Dodge Power
(Valid only when no player is the Marshal)
Give to the player of your choice the Neutral Bullet you get when you encounter a Lawman (Marshal or Shotgun) and then change positions as specified in the rulebook.
You still get a Neutral Bullet when the Passengers' Rebellion or the Marshal's revenge is triggered.
Block Power
You block the rear door entrance. No other Character (Bandit or Marshal) can enter that Car through the rear door.
Only an entrance triggered by a Move Action Card can be blocked.
However, you are not blocking anyone from getting out that Car through the rear door.
You do not block the Shoots. A Character, Bandit or Marshal, who shoots from an adjacent Car can target any Character in your Car and vice versa.
Specific Contents to Silk
- 10 base Action Cards [Move (x2), Change Floor (x2), Shoot (x2), Punch (x1), Loot (x2), Marshal (x1)]
- 1 Ride Action Card
- 1 Brilliant Idea Card
- 1 Wanted poster Card
- 1 Arrest Warrant Card
- 6 Bullet Cards
- 1 Character sheet
- 1 Character Card
- 1 Bandit pawn (grey)
- 1 Horse pawn
- 1 Nudge card
Note on the Nudge card: the rules sheet marks this card "to be used only in the next expansion. Please keep it safely." It is not explained in this rulebook.