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Colt Express Marshall and Prisoners

Colt Express Marshall and Prisoners

Regular price €18,90 EUR
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2 to 5 players 15 min 10 years and up

Colt Express takes a new turn with Marshal & Prisoners.

Marshal & Prisoners is the definitive asymmetrical expansion for Colt Express, designed by Yoann Levet and illustrated by Pauline Detraz. It radically transforms the game's dynamic by giving one player the role of Marshal Samuel Ford — with his own Action cards, overpowered guns, and secret objectives — while the others still embody the bandits. It also adds a Prison car to the end of the train, the new bandit Mei the acrobat, prisoners to free, and the new Brilliant Idea action. A generous expansion that completely renews the experience for groups who have mastered the base game.

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How to play Colt Express – Marshal & Prisoners?

Game Setup

  • Add the Prison carto the end of the train, next to the locomotive.
  • Designate the player who will play Marshal Samuel Ford—they receive their 23 Marshal Action cards and secretly draw 2 Objective cardsfrom the 14 available.
  • If you want to play Mei, add her Character sheetand her 18 Action cardsto the pool of available bandits.
  • Deal the 7 Wanted cardsaccording to the rules (one per bandit), the 7 Genius cardsinto the bandits' decks, and the 3 Brawl cardsto their designated spaces.
  • Place the prisonersinside the Prison car according to the instructions. The rest of the setup follows the usual rules of Colt Express.

Gameplay outline

The game takes place over 5 rounds, with the same programming and resolution phases as the base game, with the following additions:

  • The Marshal plays differently: he has his own Action cards — faster movement (2 cars inside, up to 4 on the roof), two pistols whose bullets disarmhit bandits, and an ability to send any bandit in his car directly to jail.
  • Marshal's Objectives: he wins the game if he accomplishes his 2 objectives before the end of the 5th round— capture a specific bandit, shoot all bandits on the train, prevent the mailbag from being stolen... His objectives are revealed at the end of the game.
  • The Prisoners: bandits can free prisoners locked in the Prison car using a Brilliant Idea. Each freed prisoner offers a special power or steals loot for you.
  • Brilliant Idea: new action available to all bandits — it allows you to escape from prison, free a prisoner, or copy the last action playedby another bandit. Versatile and tactical.
  • Golden Fist: a bandit who punches the Marshal in close combat wins one of the 3 Brawl Ace cards(Gold, Silver, Bronze), which are worth points at the end of the game — and quite a reputation.
  • Mei the Acrobat: when she changes floors, she can move diagonallyto the adjacent car — a unique mobility that makes her particularly difficult to capture.

Win/Loss Condition

  • Bandits winby accumulating the most loot, as in the base game — the richest player wins.
  • The Marshal winsif they achieve their 2 objectives before the end of the 5th round.
  • If neither of these conditions is met, the Bandits win by default.
  • As a Marshal: read your objectives before scheduling

    Your objectives define your entire strategy. Capturing a specific banditrequires being in the same car as them at the right time. Preventing the mailbag from being stolenplaces you in the mail car. Each objective calls for different programming — adapt your actions accordingly from the very first round.

  • As the bandit: escape the Marshal by staying on the roof

    The Marshal is formidable inside the train cars. On the train roof, his range is longer but he can be blocked by other bandits between you and him. Advancing on the roof while staying behind a "human shield" is often the best way to rob in relative safety.

  • Release the prisoners as soon as possible

    Prisoners offer immediate and valuable powers—some steal loot, others provide extra cards. A Great Idea used to free a prisoner as early as round 2 can change the course of an entire game.

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FAQ – All about the Marshal & Prisoners expansion

Is the expansion easy to pick up for someone familiar with the base game?

Very easy. The new mechanics — Marshal's objectives, Prison car, Great Idea — integrate naturally into the core game's vocabulary. A quick read of the rulebook is enough to launch an enriched first game the same evening.

Is the Marshal too powerful against the bandits?

On the contrary, the balance is well thought out. The bandits benefit from the Golden Fistto counteract the Marshal and a natural numerical advantage. The Marshal must complete their objectives before the end of the game — which creates a real race against time rather than total domination.

Can one play without appointing a Marshal, in bandit-only mode?

Yes. All new cards (Mei, Brilliant Ideas, Prison car, Prisoners) can be used without the Marshal mode, simply integrated into a standard game of Colt Express. This adds even more variety to regular games.

Is this expansion compatible with the other Colt Express expansions?

Yes, Marshal & Prisoners is fully compatiblewith Horses & Stagecoach and the Bandits packs. Combining several expansions at once makes for particularly rich and chaotic games—perfect for experienced groups.