When Colt Express won the Spiel des Jahres back in 2015, it caught everyone's attention with its gorgeous 3D train and wild west theme. This is a game about bumbling bandits trying to rob a train while constantly getting in each other's way. For 2-6 players (though it really shines with 5-6), you're looking at about 40 minutes of chaotic fun that feels like a slapstick western movie. With a 7.1 rating and moderate complexity, it's accessible enough for families but entertaining for seasoned gamers too.
The beauty of Colt Express lies in its programmed movement system. You'll plan your actions in advance, then watch helplessly as your brilliant schemes fall apart when other players mess with your plans. It's frustrating in the best possible way.
Each game unfolds over five rounds, and every round follows the same two-phase structure. First comes the Schemin' phase, where everyone plays action cards onto a shared pile. Sometimes you play them face-up so everyone sees what you're planning, other times face-down to keep your intentions secret. The round card tells you exactly how this works.
Your action cards let you move between train cars, climb onto the roof, punch other bandits, shoot them, or steal loot. Each character has a unique power too. Some start with extra cards, others can hide their first action, and one even gets to pocket loot when punching people instead of leaving it on the ground.
Then comes the Stealin' phase, where all those cards get resolved in the order they were played. This is where the magic happens. Your plan to move into the passenger car and grab that juicy suitcase might work perfectly, or you might find that someone punched you into the next car before your steal action even triggers.
The 3D train isn't just for show. Position matters enormously. You can only punch bandits in the same car, but you can shoot into adjacent cars or anywhere on the roof if you're up there. The Marshal moves around too, shooting anyone unlucky enough to share his space. Every bullet you take goes into your deck as a dead card, clogging up future hands.
The production quality deserves every award it won. That cardboard train looks fantastic on the table and makes the spatial relationships crystal clear. You immediately understand who can shoot whom and where the loot is. It's functional art that enhances gameplay rather than just looking pretty.
The programmed action system creates incredible tension and hilarity. You'll spend the planning phase crafting what seems like a perfect sequence, only to watch it crumble as other players inadvertently (or deliberately) sabotage your moves. When your brilliant plan works, you feel like a mastermind. When it fails spectacularly, everyone laughs together.
Player interaction is constant and chaotic. You're not just competing for resources; you're actively messing with each other through punches, shots, and positioning. The game rewards both clever planning and opportunistic play. Sometimes the best move is shooting everyone full of bullets, not grabbing the most loot.
The scalability works brilliantly across different player counts. With more players, the train gets longer and the chaos intensifies. With fewer players, there's more room to execute plans, but less predictable mayhem. Both experiences feel distinct and engaging.
Each character's unique ability creates meaningful differences in how you approach the game. The extra card, the hidden first action, the loot-stealing punch – these aren't game-breaking powers, but they're significant enough to influence your strategy and create replay value.
The memory element can be genuinely frustrating for some players. When cards are played face-down, you need to remember not just what you played, but what everyone else played and in what order. If someone at the table has a much better memory than others, they gain a significant advantage that has nothing to do with strategic thinking.
Analysis paralysis can slow things down, especially with new players. The planning phase should be quick and intuitive, but some people will agonize over every decision, trying to account for all possible outcomes. This kills the game's momentum and reduces the delightful chaos that makes it special.
The randomness factor won't appeal to everyone. Sometimes your carefully crafted plan fails through no fault of your own, and sometimes you'll win by pure luck. Players who prefer games where skill clearly determines the outcome might find this maddening rather than amusing. The bullet cards can also create runaway leader problems – once someone starts accumulating them, they become increasingly ineffective.
Colt Express is perfect for groups who enjoy interactive, chaotic games with gorgeous production values. If you love the idea of planning elaborate heists that immediately go sideways, this delivers in spades. Families will appreciate the approachable rules and fantastic theme, while experienced gamers will enjoy the tactical depth hidden beneath the slapstick surface.
Skip this one if you prefer serious, calculable strategy games or if anyone in your group gets genuinely upset when their plans get derailed. But if you want 40 minutes of Wild West mayhem with beautiful components and plenty of "I can't believe that just happened" moments, Colt Express remains one of the best family-weight games ever made. That Spiel des Jahres win was well-deserved.
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!