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Asmodee Colt Express Game
|Price:||£24.25 & FREE Delivery in the UK. Delivery Details|
|You Save:||£3.74 (13%)|
- Beautifully artistic cards and wooden game pawns
- Detailed, 3D locomotive and train cars that you get to assemble before the game begins!
- Origin: Germany
- Playing Time 30 - 40 minutes
- High-quality game components
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This item Asmodee Colt Express Game
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|Sold By||Amazon.co.uk||Splash And Relax||Amazon.co.uk||Amazon.co.uk||Amazon.co.uk||Amazon.co.uk|
|Age Range Description||10 years +||8 years +||6 years +||8 years to 18 years||—||10 years to 18 years|
|Are Batteries Needed To Power the Product or Is This Product a Battery?||No||No||No||No||No||No|
|EU Toys Safety Directive Age Warning||Not suitable for children under 36 months||Not suitable for children under 36 months||Not suitable for children under 36 months||Not suitable for children under 3 years. For use under adult supervision||Not suitable for children under 36 months||Not suitable for children under 3 years. For use under adult supervision|
|Item Dimensions||7.62 x 29.21 x 29.21 cm||7.6 x 29.7 x 29.7 cm||7.6 x 21.2 x 29.8 cm||19.48 x 19.48 x 4.5 cm||14.6 x 6.98 x 29.53 cm||29.49 x 7.49 x 15.01 cm|
|Number of Players||2 to 6||2 to 8||2 to 10||2||2 to 6||3 to 8 Players|
This product is subject to specific safety warnings
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? 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. The game consists of five rounds, and each round has two phases: Phase 1: Schemin' Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck. Phase 2: Stealin' The action cards are carried out in the order they were played, with a player's best laid plans possibly not panning out due to mistakes and oversights! 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. Each player starts a round with six cards in hand, with each card showing one of these actions. At the start of a round, a round card is revealed, showing how many cards will be played; whether they'll be played face up or face down, or individually or in pairs; and what action will occur at the end of the round (e.g., all bandits on top of the train move to the engine). You can pick up loot, gems or suitcases only by playing a "steal" card when you're in a train car that holds one of these items - but since everyone is planning to get these goods, you'll need to move, punch and shoot to get others out of your way. You can punch someone only in the same car as you, and when you do, the other bandit drops one of the goods he's collected and is knocked into an adjacent car. Each player's character has a special power, such as starting the round with an extra card, playing your first card face down, or pocketing a bag of loot when you punch someone instead of letting it hit the ground. You can shoot someone in an adjacent car or (if you're running on top of the train) anyone in sight, and when you do, you give that player one of your six bullet cards; that card gets shuffled in the opponent's deck, possibly giving her a dead card in hand on a future turn and forcing her to draw instead of playing something. If the Marshal ends up in the same car as you, likely due to other bandits luring him through the train, he'll be happy to give you a bullet, too. At the end of the game, whoever fired the most bullets receives a USD1,000 braggart bonus, and whoever bagged the richest haul wins!
Contents: 6 cardboard Train Cars 1 cardboard Locomotive 7 wooden pawns (Bandits and Marshall) 6 Character sheets 132 cards (63,5x89mm) 32 Loot tokens
From the manufacturer
2015 Spiel des Jahres Winner
- 2015 Tric Trac de Bronze Winner
- 2015 Lys Grand Public Winner
- 2015 Hungarian Board Game Award Winner
- 2015 Gouden Ludo Winner
- 2015 As d'Or - Jeu de l'Année Winner
Colt Express is a board game of schemin’ and stealin’ for two to six bandits aboard a 3D steam train
You play as one of a group of ruthless bandits, dead set on grabbing as much loot and shooting as many bullets at your former companions as possible. Every round, you must determine what actions your bandit will take, whether you’re grabbing loot, firing bullets, punching another bandit, or running along the roof of the train car.
If you can predict what your opponents will do, you can respond to their actions and stay one step ahead, but if you’re knocked off-track, you’ll find your shots flying wide.
Only the richest bandit can claim victory on the Colt Express when the train pulls into the station!
The game consists of five rounds, and each round is has two phases
At the beginning of a game of Colt Express, each player’s bandit is situated at the rear of the train. Ahead of you lies the entire train, constructed from three-dimensional cardboard train cars. In each train car, there lies a certain quantity of treasure for you to seize—weighty purses of gold and coins, priceless jewels from the passenger’s jewellery, and a strongbox in the train’s locomotive that’s guarded by the marshal himself. At the beginning of each round, a Round card is revealed, which determines how many turns there will be in this round.
There are six distinct actions that each player may execute
Two of these Action cards allow you to change your position in the train to find better loot or line up a shot against another bandit.
The Run Action card allows you to change position horizontally—moving one car forward or backward if you’re on the trains interior or moving up to three train cars if you’re running across the roof.
The Climb Action card, on the other hand, lets you change floors in the train, either moving from the roof to the train car’s interior or vice versa.
I Hear A Train A'Coming
Enhance Your Games of Colt Express with a carefully chosen playlist of Western songs and music that can be found on Spotify.
Draw the attention of the Marshall with the Marshall Action Card
The Marshal is tasked with protecting the passengers and the company strongbox, and he’s not afraid to use his revolver to defend the train. The Marshal Action card allows you to move the Marshal one train car forward or backward. Any bandits in the same car as the Marshal must escape to the roof of the train, and they also take one of the Marshal’s Bullet cards to shuffle into their decks!
Grab your six-shooter and climb aboard the Colt Express!
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And you can expect that to happen in Colt Express quite often. This is especially true because usually there will be at least one card played face down each round. So while you you may have an idea what people are looting or where they are moving to, chances are at some point in the round, you will be just playing a card and hoping for the best.
For some people, this might be a little too random for their taste. But in my experience, this chaos is where Colt Express really shines. It’s highly entertaining to watch your opponent attempt to shoot at empty air as you moved without them realizing it. In fact, many times I count on these hidden cards to carefully craft my plans.
That’s also why I think Colt Express plays better at the higher player counts. The added down time is quite minimal, and the increased player interaction is absolutely worth it. While the game does play just fine with 3-4 players, the interaction can take a bit of a hit. That’s why you need 5-6 players for this one to really shine.
And for fans of player interaction (and who isn’t), that’s something Colt Express really has in spades. From shooting your fellow players to fighting over the limited supply of loot, Colt Express will have you dealing with the other players constantly. In a world full of multiplayer solitaire eurogames, this can be a breath of fresh air.
While I love the look of the train and wouldn’t trade it for a 2d game board, I do need to mention that it can be a bit clunky to work with at times. This is especially true if you have big fingers or are sitting at an odd end of the table in relation to the train. More than a few times we’ve struggled to move our bandits around the inside of the train car.
Finally, I think that Colt Express makes an excellent family game or even a great gateway game. The pieces are incredibly attractive and fun to play with. The rules are really simple (only 2 pages), and the game plays quickly. It checks all the boxes I’m looking for when I’m trying to find a new game to play with my non-gamer family.
It takes less than an hour to play and is interesting.
Very well designed and we like it lots. Lots of play value.
The initial setup of the game took quite a while as you had to build the train and carriages but luckily this only needs to be done once as the well-designed box is plenty big enough for all the game pieces to fit in comfortably at the end of the game. The instructions to build the train were very clear and easy to follow and the thick board pieces slotted together easily without bending. The game designers have also added a couple of 3D cacti, skulls and rocks to add to the Wild West feel and it does look quite impressive when it is all set up. I especially liked the wooden bandits; they made a nice change from the plastic counters that are in most games these days.
Whilst the instructions say that players should choose their character, we decided it is more fun to draw the character randomly as each one has their own special abilities and it saves arguments when two players both want the same bandit.
Each round of the game is played in two parts, first the Schemin’ and then the Stealin’. Players use strategy and concentration as well as luck to win the game. During the schemin’ phase players place action cards onto a central pile, with the intention of moving their bandit through the train and picking up loot on the way. The reality is not that simple, other players will use their own action cards to thwart your best laid plans! To make things even harder, some of the action cards are laid face down (when going through tunnels) so everybody is in the dark about what the other players are planning. These actions are then played through in sequence during the stealin’ phase of the game. Actions include moving through the train, climbing along the roof, stealing loot and punching or shooting the other bandits. To complicate matters the local Marshal is also on the train and is trying to stop you, guided by the other players.
The first time we played the game we did find the instructions a little tricky to understand, we didn’t think the schemin’ stage of the game was very clear and consequently played it wrong. Whilst playing we realised something wasn’t quite right and resorted to looking on the internet for help. Once we worked out where we were going wrong everything suddenly became much clearer and the game became a lot more fun.
The game can be played with 2 players but is definitely more fun with more. We played the game with our two sons who are 13 and 9 and everyone really enjoyed it. It made a nice change playing something completely different and we have played it every night since we received it. No two games have been the same and as a game only lasts about 30-40 minutes it is the perfect length for school nights.