Wasteland Express Delivery Service is the depraved brainchild of a superstar team of acclaimed game designers: Jon Gilmour (Dead of Winter), Matt Riddle (Fleet, Morocco), and Ben Pinchback (Fleet, Morocco), brought to technicolor life by award-winning comic artist Riccardo Burchielli (DMZ, Batman Black and White) to create the perfect marriage of emergent thematic gameplay and balanced strategy.
Take on the role of the half-insane drivers for the last delivery company left of earth: the Wasteland Express Delivery Service. In order to scratch out a living in this deranged universe, drivers will deliver goods and guns between the handful of settlements pockmarked throughout the hellscape that you call home and take on missions from the handful of factions still trying to hold onto the last dregs of civilization.
Course, none of this is easy. Inhabiting the post-apocalyptic wasteland are unhinged characters set on unleashing mayhem at every turn. If you want to survive, you'll have to battle through the psycho raiders who occupy the void between cities. Maybe the world can be saved, maybe you can bring humanity back from the brink. Band the world back together to fight back against the void. Then again, what the f*&% do you care? You're here to get paid and live another day free. Outfit your truck, get loaded for bear, hire some allies, get paid, and just keep on truckin'.
- compact box design that supports quick setup and teardown
- clear personal trays and organization for components
- supports expansion and future content within a unified system
- box content can be dense; requires planning to maintain order after play
- logistics, supply chains, and frontier commerce
- post-apocalyptic cargo routes across a map
- functional, utilitarian
- Parks
- Five Tribes
Mechanics (from transcript analysis)
- hand management / engine-building elements — players curate a personal set of actions and upgrades to improve performance over the campaign
- route planning and vehicle/cargo management — players plan delivery routes, manage cargo, and optimize turns to maximize efficiency and profit
Video topics + discussion points
Quotes (from this video)
- everything to me has sort of built around and built off of wasteland express
- this tub which is color coded to the player pieces
- the insert has transformed what is the absolute worst aspect of this game and made it this beautiful premium
- sleeving is a hobbyist mentality
- open like a feast as soon as you open the box
- the central basin allows you to get everything successfully into the box and the lid closes
- box mapping removes all inserts
References (from this video)
- high-quality components and miniatures
- great artwork and themed presentation
- retail version includes robust component trays
- high replay value due to map randomness and campaign options
- strong theme evoke of Mad Max atmosphere
- pickup-and-deliver mechanic can feel repetitive
- long setup and long playtime, especially at 4 players
- rules are heavy and not always intuitive; frequent rule checks
- faction jobs can feel generic; limited narrative depth
- not a narrative-driven experience; anticlimactic finish
- logistics and raider conflict in a harsh frontier
- Post-apocalyptic, Mad Max-inspired wasteland
- flavor text present but not heavily narrative; mechanics drive play
- Star Wars: Outer Rim
Mechanics (from transcript analysis)
- combat_and_raiders — encounters with raiders that can disrupt deliveries and offer combat choices
- faction_contracts_and_jobs — short-term contracts and long-term faction tasks with risks and rewards
- pickup_and_deliver — move resources between locations using a stylized truck and upgrades
- turn_action_mechanics — each turn comprises up to five actions guided by a turn sequence and momentum
- upgrades_and_trays_component — physical components like modular trays and upgrade paths; storage-focused
- variable_map — a modular, changing map geometry across plays
Video topics + discussion points
Quotes (from this video)
- I think it's a solid 7
- it's pricey but you are getting your money's worth with those game trays
- replay value is definitely there
- the map is 16 tiles and the map will look completely different from game to game
- the downtime is definitely quite high
- you'll be kept amused for as long as possible
References (from this video)
- unique apocalyptic theme
- vehicle upgrades
- tension between routes
- steep learning curve
- survival logistics, raiding, and vehicle upgrades
- apocalyptic wasteland with caravan routes
- gritty, survival-focused
- Dune: Imperium
Mechanics (from transcript analysis)
- combat_and_raiding — opponent actions and raiding of others add tension
- pickup_and_delivery — players deliver goods between settlements under varying conditions
- resource_management — manage scarce resources and loot
- vehicle_upgrades — upgrade truck with compartments, weapons, and equipment
Video topics + discussion points
Quotes (from this video)
- this is a really interesting game there aren't that many you know apocalyptic pick up and deliver games
- look at the laboratories and yet the men it was scientists you're working with DNA
- it's a fantastic game I love it
- I think it's an excellent game I think that it runs the gamut of all of the aspects of what you would want to have in a dinosaur park game
References (from this video)
- Excellent production inserts and organization (Game Tray Inserts) that reduce setup/teardown friction
- Strong theme and pacing tied to job-based progression
- Clear win condition via three big jobs
- Limited direct player interaction can feel Euro-like and isolating
- Rule complexity and setup time can be heavy
- Some players may prefer more sandbox-style play
- Logistics, trucking, and survival as you deliver cargo across a dangerous map
- Post-apocalyptic wasteland inspired by Mad Max
- Flavor text and world-building present in the book and icons
- Merchants & Marauders
- Merchants & Marauders: Firefly
Mechanics (from transcript analysis)
- Cargo and truck management — Manage storage, upgrades, and assets to improve efficiency.
- Interaction via Raiders / NPCs — Raiders introduce threats and occasional conflict; limited direct player vs. player interaction.
- Pick-up & deliver / route planning — Move cargo across a modular map, completing jobs for points or cash.
Video topics + discussion points
Quotes (from this video)
- this is a beast of a game that was kick-started a couple of years ago
- it's a rich exploration game
- the storytelling is amazing
- I'm having a blast with it
- it's by far the best board game insert set I've ever seen
- I absolutely love this game and so for that reason I'm gonna give Word Slam an actual love seal