First up we ride the rails to loot, dodge, and shoot in Colt Express
Next up we ride the rails to lazily avoid walking even the tiniest block in On the Underground 
And lastly our dice are on rails up to the mountain peak in Can’t Stop

Colt Express

Designed by: Christophe Raimbault
Published by: Ludonaute (2014)
Players: 2 – 6
Ages: 10 & up
Playing time: 40 min

In Colt Express, you are a bandit robbing a train at the same time as some other bandits, and you’re all tryin’ to become the richest outlaw of the Old West. 

Each player starts a round with a hand of action cards from your personal deck:

  • Moving forward or backwards,
  • Climbing up or down the car 
  • Shooting a bandit
  • Punching a bandit in the same location
  • Calling out the Marshal
  • and of course Robbing!

Each round has two phases:

Schemin’: where 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.

Stealin’: where 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!

After five rounds; whomever fired the most bullets receives a $1,000 bonus, and whomever bagged the richest haul wins!

On the Underground: London/Berlin

Designed by: Sebastian Bleasdale
Published by: LudiCreations (2019); Original edition published in 2006
Players: 2 – 5
Ages: 14 & up
Playing time: 60 min

In On the Underground, the players build the Underground in London or the U-Bahn in Berlin. Controlling 2-4 different lines, depending on the number of players.

On each turn, four destination cards are available, corresponding to stations on the map. You can take up to four actions; either building track by or taking a branch token. A player needs two branch tokens to branch out of an existing line.

After each player’s turn, the passenger token is moved along lines, avoiding walking as much as possible, to reach one or two destinations determined at the beginning of the turn. The visited destinations cards are then replaced by new ones, then the next player takes their turn.

Players score points in two ways: By building track and connecting their lines to various types of stations, by building a circular line (in London), or by having the passenger use their lines when moving.

After all destination cards have been drawn and all players have taken the same number of turns, the game ends. The player with the most points, Wins!

Can’t Stop

Designed by: Sid Sackson
Published by: Parker Brothers (1980)
Players: 2 – 4
Ages: 9 & up
Playing time: 30 min

In Can’t Stop, a Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. 

The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. 

On their turn, a player rolls four dice and arranges them in two sets of two dice. The player places or advances progress markers in the open columns associated with their chosen sets, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. 

If a roll doesn’t result in any legal plays, the turn ends losing ALL of that turn’s progress.

The first player to close out three columns wins the game!

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