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FAQ: Colty Gang player cards
Answers to frequently asked questions about the Colty Gang deck of player cards.
Card-specific commentary
Stick of Dynamite
You kill any number of lawmen
characters. The combined firepower of these lawmen cannot exceed 3. You can't use this card at the The Bank at Repentance Springs battlefield.
Extra firepower tokens on cards count toward the total firepower of the card they're on.
"Fire at will, boys"
"Chew on this, gringo!"
"Come on, ya no-good polecats, I'll take yer all on!"
You kill one or two lawmen
characters, as stated on the card. Remove the card(s) from the game. Only cards at the current battlefield are valid targets.
When you kill a character with a True Grit token
, remove the token on that card. This character isn't
killed yet — but you may use the second kill (if applicable) on the same card to finish it off.
"Pack yer bags, we are LEAVING!"
Move the Turn Marker one space to the right.
The Turn Marker can't move to the next battlefield. You can't apply this effect when the Turn Marker is on the rightmost space — better save the card for later!
Lightning Reflexes
You may play this card when you lose one of your gang members during the Attack phase in your opponents turn. Lightning Reflexes prevents one bandit kill by any means, but only during the Attack Phase, not during the Play Cards phase — this means it cannot prevent a kill by, for example, Get the Rope Boys.
The attack failed! If the Colonel McReady player didn't kill any of your gang members during either his Play Cards phase or Attack phase then you may remove a cube token from the Mexican Border card, because he had failed to kill a Bandit Character this turn.
If the Colonel McReady player has won the Attack phase, but I prevent the bandit kill with Lightning Reflexes, do I still get to remove a cube token from the Mexican Border card?
You only get to remove a cube token from the Mexican Border card if no Bandit Characters were killed during the Colonel McReady player’s entire turn — Play Cards phase and Attack phase.
"Adios Amigo!"
You kill Colonel Ned McReady. The Colonel must be in play for you to remove him, but he may be at any battlefield. Ignore any True Grit tokens — he is shot to dead. You'll always draw a card (even when you didn't kill the Colonel).
Saddlebags
You may pick up one Firepower (
or one of your
) card (except Gatling Gun or Location cards) from play and add it to your hand.
The card becomes part of your hand just like any other card — to replay it you must pay any required costs again, just like an unplayed card.
"I only came along fer the ride!"
You remove two of your gang members from play to remove all lawmen characters (that is, all cards bearing a lawmen icon
) at the current battlefield, regardless of True Grit.
Any effects on killed gang members are still applied!
Sandstorm
Place this card beside the current battlefield — the Colonel McReady player now has a two-card limit at this battlefield (in the same manner that the Colty Gang player has a three-card limit). When the Colonel McReady player already has more than two cards he doesn't have to remove cards — but he can't play any further Firepower cards at the battlefield. He can choose to discard and replace cards as normal.
This card is a 'One-shot effect' card. It cannot be destroyed by any means except the Clear Skies card from Promotional Set: By the Gun They Died . Though it is a 'One-shot effect' card, it is ongoing — leave it on the table beside the affected battlefield as a reminder of the ongoing effect.
Sandstorm says that it goes beside the battlefield (not in a column). If I play it on the 3:15 Express from Rattlesnake Creek Station and later I derail the train, does Sandstorm get discarded too?
No. Sandstorm stays in play.
Does the Sandstorm card affect the playing of all Colonel McReady cards?
No. Its limitation only applies to cards with a firepower value played into the current battlefield column.
1866 Double Barrel Derringer
You may place this card at the current battlefield. The card is ignored when checking the three-card limit. These and similar cards make it possible to have move than three Firepower cards at a battlefield.
The same rules apply for Row-Blocking cards; ignore this card when checking the two- or one-card limit.
""Improvise! Darn It!"
""Let’s Shoot Our Way Outta Here!"
These cards can destroy a Row-Blocking card at the current battlefield only.
Yellow Boy Rifle
Play this card at the current battlefield to gain 2 firepower. You may discard a card to kill a lawmen
character at the current battlefield — or you may choose not to (unfortunately this is not made clear on the card).
The Jackson Clan
You may play this card at the current battlefield after discarding three cards. You don't have to discard any card when you play this on the 3:15 Express from Rattlesnake Creek Station battlefield.
The Jackson Clan can't be destroyed by the Colonel McReady player because this card has the Impervious icon
. The only way it is removed from the game is when the Colty Gang player uses the Derail the Train card.
General commentary
Can the Colty Gang player only use three cards in general at every location?
The Colty Gang player can play up to three Firepower cards at a battlefield, and as many other cards as he chooses.
As the Colty Gang player, can I destroy Row-Blocking cards on future battlefields if I have the card to do so?
No. Unless the card specifically says otherwise you will have to wait until you reach the blocked battlefield.