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Colt Express: Bandits – Tuco

Expansion for Colt Express

Colt Express: Bandits – Tuco Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set-up
  • Schemin' Phase
  • Actions
    • Move
    • Fire and Punch
    • Punch
    • Marshal
    • Swap
  • Bullets Given to Tuco
  • Meeting
  • End of the Game

Contents

8 Actions cards (2 Moves, 1 Punch, 3 Fires, 1 Marshal, 1 Swap), 6 Bullet cards and 6 Wanted tokens, worth $500.

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

Set-up

Set up the game as usual and place Tuco to the First player's right. Then replace Tuco's Action deck with the enclosed Action deck. Add the 6 extra Bullet cards to the 6 usual Bullet cards. Give Tuco as many Wanted tokens as there are players, but do not give him the usual starting Purse.

Schemin' Phase

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

Actions

All the base game rules apply except what follows.

Move

Tuco's Move always turns towards the part of the train where there are the most Bandits, to the front in case of a tie.

Fire and Punch

Tuco's Fire and Punch hit all the possible targets, Belle included.

Tuco may give several Bullets in one Fire action. Tuco uses his special ability of shooting through the roof. If Tuco emptie his both Colts (12 Bullets), he uses the Neutral Bullets when he shoots.

Punch

Tuco's Punch moves his targets backwards the train and makes them loose their loot in the following order: the suitcase icon > the jewel icon > the money-bag icon.

Marshal

Tuco's Marshal action takes the Marshal away from Tuco, if possible.

Swap

The Swap action swaps Tuco's and the Marshal's places.

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

Bullets Given to Tuco

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

Meeting

If a Bandit plays an action (Marshal or Punch or Django's Fire), that brings the Marshal and Tuco on the same location, Tuco does not get a Neutral Bullet but he gives a Wanted token to the player who is responsible for this meeting, if the latter does not have one yet. If Tuco meets the Marshal after his own move, he does not lose a Wanted token.

Each time Tuco and the Marshal meet, Tuco is moved to the Locomotive. If they meet in the Locomotive, Tuco is moved in the Caboose.

End of the Game

Tuco does not run for the title of Gunslinger. Tuco's loot is of $250 per Bullet he has shot (max. $3000), plus the Wanted tokens he still has. The Wanted tokens won by the players count for their loot. Tuco wins if he is the richest Bandit.