Is Colt Express good for kids? Age and difficulty
You play a bandit robbing a train in the Old West. Each round you take turns adding action cards to a shared pile, then they play out in order as you run along the train, grab loot, punch and shoot each other and dodge the marshal. Plans go wrong, which is half the fun. The richest bandit wins.
What age is Colt Express for?
Box says 10+
We suggest 9+ with an adult helping, 10+ on their own.
Planning your cards in advance and then seeing them resolve in order is the tricky part, and it takes a game or two to see how a plan can be wrecked by what others play. A 9 year old can play with an adult helping, and 10 is when they can plan and take being shot at on their own.
- Medium to learn
- 2 to 6 players
- 40 minutes
- About 8 minutes to set up (our estimate)
- Competitive
Players can hurt each other's plans directly. Players can steal from each other. Content: The rulebook describes heavily armed bandits mercilessly robbing the passengers. The bandits also shoot and punch each other. Shooting uses bullet cards, which the rulebook calls injuries, and a shot gives the target a useless bullet card. The bandits are drawn in a cartoon style.
Rated from the rulebook, checked 2026-10-11
Rules as of the Ludonaute English rulebook, 2016.
How do you set up Colt Express?
Checked against the Ludonaute English rules for Colt Express (2016). Page numbers are the printed numbers; the cover is page 1 and most PDF sheets hold two printed pages, but the first sheet holds only the cover and the last only page 12.
How do you teach Colt Express to kids?
The box says 10 and up. We suggest 9 and up with an adult helping, and 10 and up on their own. The rulebook describes bandits mercilessly robbing the passengers, and shooting someone means giving them a useless Bullet card (pages 1 and 6).
Say this
- You are a bandit on a train. The goal is to end with the most money.
- There are 5 rounds. In each round, first we plan, then we act. While planning, we take turns putting cards in one shared pile. Nobody can change the pile.
- When the planning is over, we flip the pile and do every card in order, starting with the top one. Other players' cards can wreck your plan.
- Your cards are Move, Change Floor, Shoot, Punch, Rob and Marshal. Rob takes loot without looking at its value.
- The Marshal chases you out of his car and onto the roof, and you get a Bullet card when he does.
- After round 5 we add up our loot. The best shooter gets $1000 extra.
The rulebook says that after page 7 you know all the rules for a first game. The character powers, events, 2 bandits per player and the Expert variant come after that (pages 7 to 11). It has no other beginner variant, so the ideas below are house rules.
First-game simplifications
- Official variant For the first game, use the basic rules and the standard Round cards only, with no character powers and no events (pages 2 and 7).
- House rule Let a grown-up say aloud what each card in the pile does as it is flipped in the Stealin' phase.
- House rule Let a grown-up help kids pick their cards in the first round, then let them plan on their own.
Watch-outs for kids ages 9 to 10
- On your turn you must either play one card on the pile, or draw 3 cards instead (page 4).
- Every action in the pile is mandatory. If you can do it, you must (page 5).
- When a bandit and the Marshal end up in the same car, that bandit jumps to the roof and takes a Neutral Bullet card (page 7).
- You can't rob from the roof if the loot is inside the car, and the other way round (page 7).
- You can't shoot someone in your own space. Inside a car you can only shoot into a next-door car. On a roof you can shoot any bandit you can see along the roof (page 6).
- You can't look at the value of loot you take or punch off someone (page 7).
- After a round, shuffle all your cards together, including any Bullet cards you were given (page 5).
Back for another game?
- There are 5 rounds. Each has Schemin' (play or draw 3 into a shared pile for as many turns as the Round card shows) and Stealin' (play the pile out in order) (pages 4 and 5).
- The Round card sets the turn type: standard (face up), tunnel (face down), speeding up (two turns in a row) and switching (turns go counter-clockwise) (page 5).
- Start of a round: draw 6 cards. Leftover cards go back on top of your deck at the end of Schemin' (page 4).
- Move: inside to the next car, or on a roof 1 to 3 cars along. Change Floor: inside to roof, or roof to inside (page 6).
- Shoot: give a Bullet card from your cylinder to another bandit's deck. Punch: they drop one loot token and get pushed to the same floor of an adjacent car. Rob: take one loot from your space (pages 6 and 7).
- Marshal: move him to the inside of an adjacent car. Any bandit in his car, or who he moves in on, jumps to the roof and takes a Neutral Bullet card (page 7).
- After the Stealin' phase, the player to the left of the First Player becomes First Player (page 5).
- After round 5: the most money wins. The Gunslinger prize is $1000 for the most bullets shot. A tie goes to the tied player who received the fewest Bullet cards, and after that you share the win (page 5).
How do you score Colt Express?
After round 5, add up the loot on your sheet (page 5). A purse is worth $250 to $500 and you can look at your own, so add up the purses yourself and type the total in dollars. Each jewel is worth $500 and each strongbox $1000 (page 2). The Gunslinger prize is $1000 for the player or players who shot the most bullets, meaning the fewest Bullet cards of their own colour left in their cylinder (page 5). The richest player wins. If you tie, the tied player who received the fewest Bullet cards wins, and if that ties too you share the win (page 5). The total shows in dollars. With 2 bandits each, add up the loot of both bandits, and don't count shots between your own bandits for the Gunslinger prize (pages 10 and 11).
Your pocket card
For the table. The front is a round, the back is how you win.
Colt Express, the short version
- 1. Schemin': take turns playing a card on the shared pile, or draw 3.
- 2. Stealin': flip the pile and do every card in order.
- Cards: Move, Change Floor, Shoot, Punch, Rob, Marshal.
Meeting the Marshal sends you to the roof with a Neutral Bullet.
How to win
- Play 5 rounds.
- Add up your loot. The best shooter adds $1000.
- The richest player wins. A tie goes to the player who received the fewest Bullet cards.
Where do these facts come from?
Age, players and play time come from the publisher. The difficulty and our age suggestions come from reading the official rulebook. We have not built an interactive lesson for Colt Express yet.
- The publisher's page, checked 2026-10-11
- The rulebook we rated it from
What else could you try?
- 7 Wonders Duel: Build a city and wonders in a tense two-player duel with three ways to win.
- Abandon All Artichokes: Build a deck and dump the artichokes before anyone else.
- Splendor: Collect gems, buy cards and build a discount engine to 15 points.
- Catan: Settle an island, trade with rivals and race to 10 points.
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