My Turn Yet?(paigew)United States
WA30 Days, 0 plays
Colt Express (a Snap Judgement review)
With a 3D train as the board, this game was on the radar early. When I heard it had programmed movement, I was even more excited.
Here's my snap judgement review:
- I love trains. I have had 3 large N-scale layouts in my house.
- I like gimmicky games/boards (ie: Tzolk'in gears, Niagara's waterfall, Survive's sinking island)
- I'm a computer programmer.
With that in mind, lets go to my snap judgement.
I love the train cars and locomotive. The 3D board really adds to the theme and ambiance of the game, giving you the feel of riding a train, running along the roof and stealing loot from the passengers.
I have big hands. The size of the assembled train cars often made it hard to pick up loot or get a hold of your meeple when they were inside the car.
This would often cause the cars to come uncoupled, and a couple of times the cars would come apart or dump their contents.
Also, many of the promotional pictures of the game have the train on a play-mat or board that is not included in the box. While this isn't a major issue, I would have liked to have it as well. (I know its available in the BGG Store)
The cards were a good quality, the cardboard was thick and the art was nice and suited the theme.
I liked the added extras, like the cactus and distant mountains (although they were just fluff). It helped add ambiance to the board.
The box was nicely done and held the assembled train cars well(see below).
The box has places for the cars and the engine, but they seem to stick up a little bit higher than the dividers and I worry that they will get smashed by the box cover.
Also, the extraneous bits (cacti, mountains, etc) don't really have a place to go in the box, unless you take them apart each time you put them away.
I like the twist that came with programming you movement where everyone could see what was coming. It provided for a lot of anticipation and finger pointing as you knew who was (possibly) going to shoot who as the cards were laid down.
I found the deck building mechanic to be a nice addition, although I think it could have been better (*see below).
While the deck building mechanic provided for some interesting choices, I have two main issues with it:
1) Several turns I drew a hand that didn't allow me to pick up money. This stopped me from scoring and there was nothing I could do about it.
2) Bullet cards were an interesting addition, making often limiting my choices. I liked that aspect, but with no way to rid them from my deck, I was left with several rounds where I could do nothing to gain points.
Both of these issues may be fixed by playing the "advanced" rules. I will try that next game. However, as is, the luck factor is a big negative without some ability to mitigate.
Finally, I was noticing that all games are five rounds, even with 6 players. This means that the 6th player will never be "first player". Wouldn't it have been better to make the game 4-6 rounds, depending on player count?