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 $1,000 braggart bonus, and whoever bagged the richest haul wins!
Let's Play COLT EXPRESS | Board Game Club
- Energetic, chaotic, and fun to play in teams
- Great party-leaning head-to-head experience
- Bandits on a moving train executing a heist
- Wild West railroad heist
- Epic Duels (Star Wars)
- Cobble and Fog
Mechanics (from transcript analysis)
- Hidden information / deduction — Cards played are revealed in rounds, creating chaos and surprises.
- Programming / simultaneous action planning — Players lay out a sequence of moves and execute in order.
- Team vs. team improvisation — Two-player or team variants with multiple characters per side.
Video topics + discussion points
Quotes (from this video)
- it's gorgeous
- everything about this game is gorgeous
- it's jazz chess with insects
- it's a combat game that I really like
- don't be turned off by it being too pretty
References (from this video)
- 3D component presentation on BGA is visually striking
- High table presence and air of fun social interaction
- May feel chaotic for some players
- Asymmetric setup can be confusing for new players
- heist and gunplay aboard a moving train
- Wild West train robbery
- thematic but light heist experience
- Ticket to Ride
- Bang! The Dice Game
Mechanics (from transcript analysis)
- hand management — As you accumulate and play cards to execute actions aboard the train.
- player interaction — Directly interact by shooting or bumping opponents to disrupt routes.
- Positive player interaction — Directly interact by shooting or bumping opponents to disrupt routes.
- programmed actions — Choose a sequence of actions in advance and resolve them.
Video topics + discussion points
Quotes (from this video)
- Harvest feels lighter than viticulture, but intriguing for quicker play.
- Castle Combo has quick play and surprising depth for a fast 3x3 card grid game.
- I think this game would play a lot better with more players because that way you would be able to move these highway men a lot faster and they would serve to be more of an impediment.
- Memoir 44 is a classic thanks to its approachable yet tactical WWII battles.
References (from this video)
- silliness and chaos can be entertaining
- the 3D train component adds flavor
- memory-based mechanics can be frustrating and unfair
- memory-focused gameplay can be a turn-off for some players
- communal planning with improvisation and chaos
- Western train heist
- light, cinematic action
Mechanics (from transcript analysis)
- memory — remembering actions and orders can influence turns and outcomes
Video topics + discussion points
Quotes (from this video)
- Terrible mechanism interrupts.
- I despise memory in board games.
- The absolute worst board game mechanism is in the game Hit Zero.
- I love that these are like jobs and missions where, you know, you're maybe escorting somebody to a different planet or you're carrying contraband.
References (from this video)
- Knocked their socks off
- Fun with larger groups
- Unique 3D train component
- Great multiplayer experience
- May not work as well with fewer players
- Train robbery
- Wild West Train
- Action/Adventure
- Mechs vs. Minions
Mechanics (from transcript analysis)
- 3D Train Environment — Playing on 3D train piece
- Sequential card play — Play cards that execute in sequence later
Video topics + discussion points
Quotes (from this video)
- Foster the Meeple - a channel all about board games
- we have our team jeff team jamie patreons who are going to be voting on what the loser has to do
- i love res arcana res arcana is quickly becoming one of my favorite games
- adult where's waldo
- knocked our socks off
- i love it
- so much fun
- winter is coming
- board game city up in here
References (from this video)
- amazing 3D train
- caught reviewer's eye immediately
- fantastic table presence
- Spiel des Jahres winner
- programming mechanic not enjoyable for reviewer
- chaotic gameplay
- western
- train robbery
- action
Mechanics (from transcript analysis)
- action selection
- programming
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Cinematic theme and dynamic play
- Beautiful production in some editions
- Fiddly action timing can frustrate some players
- caper with criminals
- Train heist in a stylized setting
- cinematic/episodic
- Niagara
- Camel Up
Mechanics (from transcript analysis)
- Programmed movement — Characters move around a train via programmed actions
Video topics + discussion points
Quotes (from this video)
- the aesthetic appeal of a product plays a big part in its commercial success
- placeholder art is more than adequate to give publishers a feel for what the game could look like
- publishers are no longer afraid of looking childish
- as a game inventor the visuals are unlikely to be at the forefront of your mind when you're ideating prototyping and testing your game
- let me know in the comments which games have gone above and beyond with their aesthetics
- standout component is very desirable in a prototype
References (from this video)
- fun theme
- clever action sequencing
- heist and planning under pressure
- Old West train heist
- light-hearted, cinematic
- Marvel United
Mechanics (from transcript analysis)
- programmed actions — players plan actions for their thieves
Video topics + discussion points
Quotes (from this video)
- Today I'm painting Batman. He is part of the DC United DC Heroes United Batman Hush. It just came out.
- The villains are the real thing.
- I would love to play it.
- We did Marvel United I think the very first box and I'm pretty sure we played with painted minis.
References (from this video)
- Exciting, cinematic feel; high interaction
- Potentially chaotic; learning curve with simultaneous play
- Western-style heist in a moving train environment
- A dramatic, action-packed train heist with a 3D train model
- Dynamic, chaotic, and cinematic
- Camel Up
- Wingspan
Mechanics (from transcript analysis)
- Card-driven movement and conflict — Players flip and play cards to influence movement, stunts, and outcomes, including shenanigans with other players.
- Simultaneous action selection — All players reveal actions concurrently and resolve outcomes in a dramatic sequence.
- Simultaneous Actions — All players reveal actions concurrently and resolve outcomes in a dramatic sequence.
Video topics + discussion points
Quotes (from this video)
- The weirder, the better. I love it.
- It's going to be a real hit.
- This is all in fun as per usual.
References (from this video)
- Chaotic, thematic, and cinematic feel
- Interesting push-your-luck elements
- Expansions can complicate the box and setup
- Negotiation may frustrate some players
- Western/crime and heist narrative
- A 19th-century train heist
Mechanics (from transcript analysis)
- Negotiation/interaction — Competitive play with potential for incidental misdirection.
- programming actions — Players lay out actions to rob a train; timing and order matter.
Video topics + discussion points
Quotes (from this video)
- this is a terrible game I have done a video about why you should never play Monopoly
- this is a cooperative word building game this is quite a clever idea you've got letter cards you can't communicate and you're trying to
- this is a big group game a massive group game that you can play with like 30 people
- Sushi Go Party is a brilliant gateway hand drafting game where you're trying to eat the best meal of sushi
- Forbidden Island this is a very simple cooperative game from Matt Leacock the designer of pandemic
- Santorini is a wonderful abstract game it looks amazing on the table
- Mysterium does an incredible job of showing how different and exciting board games can be to new audiences
- I love Pandemic the original game which is now in this box
- it's a huge entertainment experience that has a lot of storytelling potential and a social component that keeps people engaged
References (from this video)
- Slapstick humor and chaotic heist vibes
- Fun at higher player counts due to simultaneous play
- Raising Robots
- Blob Party
Mechanics (from transcript analysis)
- Simultaneous card play; program and reveal — Players secretly program moves, then reveal to enact a heist with multiple players acting in parallel.
Video topics + discussion points
Quotes (from this video)
- All of our games must play from at least one to five players but a lot of our games also play up to six players.
- We want the heights of six players to be accessible to solo players, partners, and larger game nights alike.
- Simultaneous play keeps the game moving and prevents downtime from stalling the table.
- Trick-taking is a great example of short, simple turns that scale well with more players.
- Planet Unknown is a simultaneous game that plays well up to six players out of the box.
References (from this video)
- visually striking 3D train
- fun chaos
- decisions can feel inconsequential
- not the right fit for the player's group
- action, chaos, toppling plans
- train heist / western-inspired
- cinematic chaos
- Escape: The Tomb of Recluses
- Ticket to Ride
Mechanics (from transcript analysis)
- simultaneous card play / resolution — players choose actions, then resolve rounds in order
Video topics + discussion points
Quotes (from this video)
- the bigger the collection gets the harder it is for new games to find your place
- nostalgia can get you
- we love hard cooperative games
- there's always the thing of like how many times do I try a game
- it's not always about the ending, I'm there for the journey
References (from this video)
- high-energy backpack of chaos
- great group dynamics
- rules can be confusing for newcomers
- ensemble planning with dynamic events
- Wild West train heist
Mechanics (from transcript analysis)
- programming / simultaneous action selection — players secretly plan actions to execute on the train
Video topics + discussion points
Quotes (from this video)
- Google it. Please Google nuthatch right now.
- This is the greatest game ever.
- This is such boy energy right now.
- I achieved Nirvana. On that day.
- What kind of bird is that? A nuthatch maybe.
References (from this video)
- High interaction and sharp social play; strong theme and chaos; flavorful character abilities
- Complex tracking of actions and bullet cards can be confusing; visual clarity on the table could be better
- Bank heist and competing bandits with unique abilities
- The Wild West on a moving train
- Card-driven action sequencing that unfolds as a chaotic heist
Mechanics (from transcript analysis)
- Card-driven action order — Players choose and reveal action cards; the order of play drives outcomes and potential interference.
- End-of-round hostage/bullet mechanic — End-of-round produces bullets to be added to hands and hostage condition gives bonuses.
- Loot tokens and valuables — Gems, bags and strong boxes with different values affect scoring.
- Marshal movement — The Marshal moves to different carriages and can force consequences on players.
- Movement between carriages — Bandits move left/right within the train or up/down between carriages.
- Shooting and punching — Attack actions resolve with line-of-sight rules and can push opponents.
Video topics + discussion points
Quotes (from this video)
- this game is a programming game
- it's a glorious mess
- one big pile of cards
- the heart of what makes this a programming game
References (from this video)
- Thematic and highly interactive
- Engaging take-that interactions
- Great family-friendly pacing and chaos
- Can be chaotic and a bit fiddly at times
- Some players may want a deeper strategy layer
- Gang of bandits robbing a moving train
- Wild West train heist
- Cinematic, light-hearted yet tense
Mechanics (from transcript analysis)
- Action programming / take-that — Players plan and execute actions to ambush opponents during a shared turn sequence.
- hand management — Keep track of actions and cards for coordinating robberies.
- Modular board — A moving train with interactive components and 3D elements.
- Modular/3D board — A moving train with interactive components and 3D elements.
Video topics + discussion points
Quotes (from this video)
- enter from a place of curiosity not judgment
- what is my desired result, is it helpful and is it kind if it's not helpful and it's not kind you probably shouldn't say it
- recognizing intent but speaking to impact
- play testing is the most exciting, most important part of play testing
- it's about entering conversations with curiosity and not judgment
- don't judge Monopoly, don't judge people who enjoy different games
References (from this video)
- hilarious chaos with friends
- high replay value with different outcomes
- shooting mechanics can slow pacing
- requires planning and coordination among players
- chaotic train robbery and madcap capers
- Wild West train heist
- simultaneous planning with dramatic reveals
Mechanics (from transcript analysis)
- Hidden movement — characters move between carriages and can shoot other players
- hidden movement / shooting — characters move between carriages and can shoot other players
- programming actions ( simultaneous ) — players choose actions in secret and execute, creating chaos
- Simultaneous Actions — players choose actions in secret and execute, creating chaos
Video topics + discussion points
Quotes (from this video)
- it's free it doesn't need a fancy computer
- it's a race to get to the top of three parts and when someone finishes one that path is closed
- perudo is an old classic that still holds up
- it's a game of survival
- it's like traversing an IKEA where there's only one of everything
- six nymph is fast chaotic fun
- it's every man or woman for themselves at each other's throats
- Cult Express is a rollicking fun not to be taken seriously
References (from this video)
- Innovative 3D train board
- Interactive and fun
- Family-friendly
- Some players may find it complex
- Longer play time
- Train heist and mischief
- Old West
Mechanics (from transcript analysis)
- hand management — Interplay with other players as actions interact and cards are revealed.
- programming/hand-management — Players place action cards to move and perform actions on a 3D train board.
Video topics + discussion points
Quotes (from this video)
- this is essentially kind of like a tug OFW Style game
- it's super simple anyone can play it and it's just it's silly fun
- it's so easy
- it's a no-brainer it's super fun
- we play this one a lot with our friends
- it's hilarious it invokes so much laughter every time you play it
- it's portable tiny tin games and they p like so much fun
- it's basically a lottery ticket in a board game
References (from this video)
- very digestible and gateway-friendly
- highly replayable with accessible rules
- some groups may crave deeper strategic depth after multiple plays
- autonomy and control can feel limited for seasoned gamers
- action programming on a 3D train
- Wild West train heist
- light-hearted, cinematic heist feel
Mechanics (from transcript analysis)
- action programming — players plan several actions in advance to execute a heist
- modular 3D train and loot collection — navigate a moving train to collect loot and interact with other bandits
- unpredictable player interaction — hidden sequencing and simultaneous tension create a dynamic play experience
Video topics + discussion points
Quotes (from this video)
- the tile placement itself was meaningful
- the randomized grid of cars with all these different scoring criteria on them
- I still do think highly of this when it still holds my shield of quality
- didn't stay in the collection because it didn't stay played
- the more and more I played it the less satisfaction I got from it
- extremely highly rated
- gateway level game and the gameplay is fun, it's unpredictable, it's wild
References (from this video)
- adds to the chaos in a fun way
- great party-game energy for larger groups
- can be chaotic to teach
- not ideal for very small groups
- chaos, bluffing, cunning
- moving train heist
- cinematic and action-forward
- Libertalia Winds of Galerest
- Scout
- No Thanks
Mechanics (from transcript analysis)
- chaos / spatial disruption — Social dynamics and unpredictable events drive the chaos aboard a train.
- programmed actions — Players pre-plan moves using a card-driven action order.
- programming — Players pre-plan moves using a card-driven action order.
Video topics + discussion points
Quotes (from this video)
- This collection's bloated and ugly and I heard it struggling to perform on game night. There's no sh there's only some shame in it.
- If you want me to answer your collection concerns, then become a patron of the channel. I would love to soothe your shelves and caress your callax until all your pain is gone.
- It's about trying to play to the situation, finding games that you like that these people would play.
- Sleeping Gods is like a epic kind of narrative driven thing, and that's not something that really exists in a compact format that you can teach in 15 minutes.
- Like Sleeping Gods... you got to set that aside possibly selling them because it's unlikely you're going to get that experience that you want right now and investing in games that you can play.
- This video is sponsored by Hule and I'm going to make myself a meal right now.
- Top tip for anyone, just buy one of these crime games, finish it, then move on to the next one because you've also got like five boxes of Chronicles of Crime and then there's the expansions down the bottom.
- If you're new to the hobby, don't just be buying the new stuff that they're pitching to you at GenCon because that is not the best games.