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Colt Express: Bandits – Belle

Expansion for Colt Express

Colt Express: Bandits – Belle Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set-up
  • Schemin' phase
  • Actions
  • Bullets given to Belle
  • Belle and the Marshal
  • End of the game

Contents

8 Action cards (2 Moves, 1 Punch, 2 Robberies, 2 Charms, 1 Theft), 7 Jewel tokens.

This mini-expansion can be used with the base game Colt Express only (not with another expansion). Belle is played by the game, not by a player. Thus Belle may win the game.

Set-up

Set up the game as usual and place Belle to the First player's right. Then replace Belle's Action deck with the enclosed Action deck. Give her a Jewel instead of a Purse worth $250. Place one Jewel token, in each Wagon, in addition to the usual Loot. The remaining Jewels are put back into the box.

Schemin' phase

At Belle's turns, draw randomly the first card of her Action deck and play it to the common deck.

Actions

All the base game rules apply except what follows.

Belle's Move always turns towards the part of the train where there are the most Jewels on the ground, to the front in case of a tie.

Belle's Punch hits all the possible targets on her location and moves them backwards the train if possible.

Belle's Theft makes her take one Jewel from every Bandit on her location.

Belle's Charm makes move all the Bandits towards her location; if they are in the same Wagon, on a different Floor, they must change of floor. If they are in a Wagon other than the one where Belle is, they must come closer to Belle, without changing floor.

In a Robbery or a Punch, Belle takes or makes fall the loot in the following order:

Jewel > Strongbox > Money bag

Belle is affected by the Events in the same way all the other Bandits are.

Bullets given to Belle

When Belle gets a Bullet card, it is placed in front of her Character card; it does not go into her Action deck. If there are 3 Bullet cards or more in front of Belle when she is about to perform an Action, ignore that Action card then discard the three Bullet cards.

Belle and the Marshal

Belle can stay in the Wagon where the Marshal is. She does not get a Neutral Bullet nor flee to the roof when she meets him. She is able to Punch the Marshal.

End of the game

Belle does not run for the title of Gunslinger. Belle wins if she is the richest Bandit.