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Posted on /by Nathan McNair/in Dinosaur Island, King's Life, News, Pandasaurus Games, Red Scare, State of the Saurus, Wasteland Express Delivery Service/ 1

State of the Saurus – July 18, 2017

About a year ago this was a semi-irregular blog post that we would post on our website to let you know what we are doing, what we have going on and what you have to look forward to.  Then, like lots of good ideas it sort of fell by the wayside because the business of making board games got in the way.

This is the official relaunch of State of the Saurus.  It will likely morph into a multi-media thing over the next few weeks in the way of a video blog and may include things like interviews with our friends in the industry, designers we work with, etc.

So, what’s going on in Pandaland?  A lot actually, and we’ll start with a warning, there are going to be lots of instances of “Project I can’t talk about” in this week’s post.

A friend appears

Last Friday JR Honeycutt made the 3.5 hour drive down from Ft. Worth Texas to come hang with us.  Well, hand with us and give us the first look at one of our 2018 game releases.  We’ve heard a lot of good buzz about playtests from other publishers and game designers but had not actually seen this secret project ourselves.

Also, he brought Kolaches from Czech Stop in West, Texas (the city, not the direction).  If you have not had these, I am sorry.  It’s a rite of passage of the drive from Austin/San Antonio to the DFW metroplex.  Halfway between both cities and just North of Waco.  You can wait in-line for the confections for upwards of 30 minutes and it’s super worth it.

On Friday night Molly and I played the game ourselves while JR took notes.   Everything about this was far more amazing than I can imagine.  You are all in for a hell of a treat come next Summer.  It’s one of the most amazing experiences I’ve had playtesting one of our games.  JR and his [REDACTED] co-designer have done a hell of a job [REDACTED ENTIRE SENTENCE].

Saturday we invited some friends and family over to play through the game a few times while we took notes.  A couple of good notes that we took away and will make a few slight tweaks to the reward system for [REDACTED].  Overall, that playtest went really well.  Gamers and non-gamers alike were at the table and everyone could follow along and have fun.  We’ll show the game to [redacted] at GenCon and probably have to travel to [redacted] for final approval of everything.

Saturday night we headed up to the Emerald Tavern (a game café in North Austin) and took a look at Restoration Games’ Downforce along with Hunter from Steve Jackson Games and Brent from Studio Woe (Gruff).  The game is really something special.  Though, I think I commented that they took the best game about the best Southern sport and turned it into some kind of fancy New England/European open wheel racing.  Something lots of people don’t know about me is that I was a young red-neck child which included traveling to Talladega, Darlington and Bristol for Nascar races.  Which means, I owned and played a ton of Downforce in a previous iteration when it was called Daytona 500.  The game is very true to the feeling of that game, but has streamlined the bidding process in a way that works *really* well.  This is a game you should all be playing.

Wasteland Express Delivery Service

Wasteland Express Delivery Service finally hit our warehouse and is now starting it’s journey to customers who pre-ordered the game with us on our website.  It will be released to FLGS and OLGS day and date with GenCon, and boy do we have some fun marketing and events coming up for that.

We will communicate more later, but we will have IN STORE demos of the game the week of GenCon.  So, for all you GenCant’ers out there we’ll have something fun for you to do the week of Wasteland release.

Wasteland express is completely 100% sold-out at the publisher level, and it looks like more than a few stores are also sold out.  So, if you want a copy of the game at release you have a few options 1) Call your FLGS and make sure they have a copy with your name on it.  2) Find us at GenCon.  We have copies for sale there, but suspect we will sell out during the show.  So, come to our booth early and often.

We are going to have a re-print of WEDS hitting in October of 2017 with another smaller shipment in November of 2017.  So, if you missed out on the first printing you will be able to get it this holiday season.  We stepped out on a bit of a ledge here with this reprint (it’s larger than the first printing), so it would mean the absolute world to us if you let your FLGS and OLGS know how much you want WEDS.  We’re doing a lot of marketing on our end, but we can only do so much without the help of our fans.

Also, get ready because in early August we will have a content creation contest for Wasteland Express.  We will be putting up on dropbox *all* of our PSD file templates for the Event deck, Raider Deck, Ally Deck, 3 factiond decks and priority-first-class-contract decks.  We may even put up files for the creation of new Truckers.  This will allow the Wasteland Express community to create original content for the game that looks as good as the existing in-game assets.  We will be selecting winners to get a free copy of Wasteland Express for their work, so get to brain storming what you would like to see in the world of Wasteland Express.

Also, if you haven’t been keeping up, some of the early WEDS reviews are in.  Geek and Sundry, Ars Technica, Bleeding Cool and Man Vs Meeple have all fallen in love with Wasteland Express.  Charlie and Raf of G&S and Ars have both named it to their top 5 games of the year to this point.  It’s always great seeing the early reaction to a product be as good as you thought it would be.  After years of blood, sweat and tears going into this game, it’s really validating.

Other things

Lots of other stuff this week.

  • We got final-final confirmation that Red Scare and King’s Life will make GenCon and hit retail in September after that.
  • We are about to get proofs of Dino Island plastic bits, which is really really exciting and once we confirm everything looks good we’ll have a better idea on pinning down when the game will ship.
  • We got our final 2017 game off to the printers. I can’t talk about it till GenCon, but oh man this is something really cool and very very unique.  Should have a mass-produced copy at GenCon as well to show off on camera.

I think that is it for this week’s State of the Saurus!  Thanks for checking it out, and be sure to come back next week where I’ll spend some time talking about games that we’ve been playing (I could have spent a lot more space here about a great Scythe playthrough, Great Western Trail or Flipships).

Till next week,

  • Nathan


Posted on /by Molly Wardlaw/in Wasteland Express Delivery Service, Wasteland Wednesdays, Wasteland Wednesdays/ 2

Wasteland Wednesday – Gone Gold


It’s been a while since a Wasteland Wednesday, primarily because there has been a lot going on in Pandasaurus Land that you’ll all be hearing about very soon.  And secondarily because Wasteland hit a point of nitty gritty detail work that was not as sexy to show as some of the earlier artwork that had been finished.

So, today we have the final! Rulebook (sans the story mode so you don’t all going spoiling yourselves before the game is out), and we have final production dice and miniatures.  Those will be at the bottom of this post, if you don’t want to keep reading, but I suggest you do!


Today I want to talk about production design on a game.  Most of the time when you get a game back from a designer or design team there are lots of paths you can choose.  Some of these seem rather obvious like:  Do I include wood in the game?  Does it need miniatures?  Should that player board be punchboard or cardstock?  Should we put flavor text on the cards or not?  Should all the cards have unique artwork?  Does the art on the board need to look like a map or like a birds eye view of the world?  Does the player board need art on it or just boxes to make your action selection on?

We wound up answering in the most complex (and expensive) way we could on all of these questions.  We also added a few more like:  should we include custom gametrayz that will fit all of the pieces, not just as a storage method but as an integrated part of the gameplay experience?  Should we model all of the goods cubes?  Should we have them nest in the back of player trucks?  Should we hire a super talented famous comic book artist to illustrate the game?  Should we chuck the cardboard action selection and turn them into amazing 3d modeled cogs?


This has led Wasteland Express to be the most overproduced game I have ever been involved with.  Overproduced does not mean we made the wrong decision.  We just made the expensive decision that added a lot of complexity (and time) to the production process.   The production budget (art, 3d modeling, etc) is probably equal to every other game that we have put out combined.   I know for a fact that it is higher than lots of very big games from publishers that all of you love because this industry has super friendly people who have told me our budget is way North of theirs.   This might mean that I am a big dummy and should not have spent as much or put as much into this game as we did.

But I also know one very important thing:  This game is really special.  I’ve had an inkling ever since I first saw the prototype and got the elevator pitch.  I knew it for a fact the first time I ever played it.  I doubly knew it was true when my brother in law asked if he could play it again after his first playtest of the game.  I believe this is one of the best board games I have ever played, and I knew that if we nurtured it just right we could have a game that is something extra special for players.  Jon, Matt and Ben trusted us to handle a world and a game that could be one of the best of the year, and we wanted to do it justice.


Now that we have gone gold and I look at what we have put together, I am confident that we accomplished what we set out to.  From the insane amount of effort put into the story.  To the number of eyeballs we put on the rulebook (and the number of tiny revisions before everyone was happy with it).  To the work that Noah is still doing on getting the Tray inserts just right.  I am really, really proud to put our logo on the front of the box of this game, and I think you will all be extremely happy with the results.

So, that leads us to where are we now?  The miniatures and dice are fully and completely ready to ship.  The printed components are being finalized now.  Once the white-core PPC copy (a white game that punches out with no artwork) is to Noah at Gametrayz (www.gametrayz.com) he will finalize the tray design and those will be injection molded and added to the game.


So, when you get your Wasteland box early next year you are going to notice something strange.  The lid of an already very large box (Descent size for reference) is not going to close.  The cardboard punch will rest above the box bottom and be shrink wrapped shut.  Once you have punched all of the components and slotted them into the Trayz where they go the lid will shut exactly as designed and you’ll have a snugly packed box of plastic tray inserts.   You’ll also never have to separate any components to play the game or messy up the table with piles of cardboard since the trayz will be used during gameplay to keep everything tidy on the table.

Your next Wasteland Wednesday will be a way off.  Probably when we have a production copy or a cool update on the trayz.  But for now, the game has gone gold and I couldn’t be happier.  We’re gonna keep pre-orders open for a little longer because there is no real reason not to at this point, to feel free and pre-order WEDS here:  PRE-ORDER WASTELAND EXPRESS TODAY!

Wasteland Express Delivery Service Rulebook


Posted on /by Nathan McNair/in Wasteland Express Delivery Service, Wasteland Wednesdays, Wasteland Wednesdays/ 1

Wasteland Wednesday – All the Rest



Short update today.  Mostly odds and ends we haven’t shown you yet.  Character standees and the Not Welcome standees (these represent where you last sold goods, and where you are not welcome for a while because you were a jerk).    We also have the market price/Artifact price board.  Market price adjusts based on the demand from cities for various goods, so you’ll have food, water and weapon sculpts moving around the price wheel.  The artifacts are a constantly increasing price.  So as players buy artifacts, the price will only ever go up.  Also showing off the trailer, which Jason did a fantastic job of looking like a post-it note that someone took a sharpie to in order to make it “match” the dashboard.  Lots of fun little details in the game that really make the world feel very lived in.

Other than that, lots of cards in their final layout.

Next up is the rulebook.  Well, most of the rulebook 🙂  We’re gonna keep the campaign mode secret.  We’ve had 5 different rulebook editors plus the design team and Pandasaurus pour over the text of the rulebook and are finishing up the layout now.  Then it’s box back and we’re off to the races 🙂  We’re gonna keep pre-orders open for a little longer because there is no real reason not to at this point, to feel free and pre-order WEDS here:  PRE-ORDER WASTELAND EXPRESS TODAY!


Posted on /by Nathan McNair/in Wasteland Express Delivery Service, Wasteland Wednesdays, Wasteland Wednesdays

Wasteland Wednesday – All of the Raiders and Allys



Hey everyone!  This week we are showing off a gallery of a ton of Riccardo’s artwork.  This is most of the Raiders and Ally deck of cards, though not 100%.  I also wanted to give you a rough look at the card layout for the Raiders so you get an idea of how these guys are going to work in the context of the final product.


Oh, and a potato phone image of some custom dice!


Next up is the rest of the board and and the rulebook.  We’re gonna keep pre-orders open for a little longer because there is no real reason not to at this point, to feel free and pre-order WEDS here:  PRE-ORDER WASTELAND EXPRESS TODAY!


Posted on /by Nathan McNair/in Wasteland Express Delivery Service, Wasteland Wednesdays, Wasteland Wednesdays/ 3

Wasteland Wednesday – The One with Mini Tooling Masters



Hey guys, it’s been a few weeks of much needed vacation for team Pandasaurus, and a long overdue Wasteland Wednesday that is coming at you one day late because we were hoping to get these boss miniature proofs in.  Obviously the colors are not the actual color and these dudes are made out of resin.  I also tried to take some good photos, but my lense is probably not exactly the right one for these dudes.

Next week, we’ll share the rest of Riccardo’s artwork, and after that the rulebook.  We’re gonna keep pre-orders open for a little longer because there is no real reason not to at this point, to feel free and pre-order WEDS here:  PRE-ORDER WASTELAND EXPRESS TODAY!


Posted on /by Nathan McNair/in Wasteland Express Delivery Service, Wasteland Wednesdays/ 3

Wasteland Wednesday – The One about Pre-Order Bonuses

Wasteland Web Header


So, this is a day late, and it going to be much, much shorter than normal.

Today, I want to go over the Pre-Order Bonuses for Wasteland Express Delivery Service.   I’m not including any of the story bits in this description because those are a work in progress still.

At a high level,

Events take place at the start of a round and do something good or bad for players.  This is a deck that can be removed if you don’t like such things, but generally add a lot of thematic flavor to the game.

Allies are characters that you can hire to ride with you and bring certain skills along with them.

Faction Jobs are missions that you get at the three faction capitals.

Priority First Class Deliveries are the “game end” conditions.  Normally you have to complete 3 Priority First Class Deliveries to win a game (either the three publicly available ones, or by finding them in the Faction Jobs deck).

The Game Trays insert that comes with all copies of the game.
The Game Trays insert that comes with all copies of the game.


All players may immediately Transport  to any city

Aftershock – All players take one damage

The Summit – All three Capitals are closed – cannot pass thorough them or activate them in any way

Loaded to the Hilt – stack player count bombs on the depot, players may take one during the round

The Raid – 4 DEF Raider attacks players in turn order, player win = safe, player lose = damage, -$3

Three Faction Jobs

Archivist deck = smuggle any 3 goods to New Chernobyl, take a sleeper cab, any temp mod, and keep as rider – reroll one combat die

Republic deck = smuggle any 2 goods to The Rock, get a sleeper cab and keep Lucky Carl as a rider, when delivering roll an attack die add $1 per hit

Oracle deck = Any 2 goods to Attica, get a sleeper cab, temp escort, and keep creepy sad clown Bob, Bob is +6 ATT, discard after use (suicide bomber basically lol)

Meet Zed. He's an Ally. We'll talk about them more later. I've been rambling too much and felt y'all needed a cool image.
Meet Zed. He’s an Ally.

New Allies

Child of War = +3 damage, discard on use

The Zealot = Discard to not take damage

Scout = may reveal a 2nd raider card (replacing the first) in a battle

Priority First Class Delivery – The Fall

Single Goal Scenario (no other goals, first to complete the mission wins) – Have 75 $crap. Rules are there is no supply chits (can only gain goods by stealing from Raiders) and all raiders roll 2 combat and add hits to their revealed DEF.  All players begin with A gunner.


Posted on /by Nathan McNair/in Wasteland Express Delivery Service, Wasteland Wednesdays/ 2

Wasteland Wednesday – The One about the Magic Circle and Player Interface    


So, this is going to be a rambly post about game philosophy and how we interact with the ‘play’ spaces and why we have steered Wasteland Expresses graphic design and components in certain directions.  If that sounds horribly boring, you can skip to the end and see a work in progress render of the amazing work that Game Trayz is doing for the mod shop for Wasteland Express.

Oh hey, you are still here.  You are way better than those people who skipped to the bottom to see awesome renders of Gametrayz.

So, I am going to go slightly off the rails to start, but I promise, this is headed somewhere.  Playing a board game (or any game) is at some level an exercise in playing pretend.  There is no universal reason that moving a hunk of pig flesh across a particular white line 100 yards away from another identical white line matters.  But, try telling that to the NFL or the millions of fans of American football.   There is absolutely no reason why pushing forward on a joy stick and pressing A should result in a set of pixels on a TV mimic a forward jump.  But, we all take that for granted as step 1 in 3d games (or pushing Right and pressing A should result in a righthand jump for those of us who were around for the good ole days).

This are two different but similar concepts at play.  One is the magic circle, and the other is intuitive interface design.

The Magic Circle

Let’s start by tackling the magic circle.  The magic circle is super simple.  It is a play space that humans regularly enter where we all agree to a set of rules that otherwise make no sense, but we imbue in those rules all the meaning of the world.   When we play an RPG we know the construct of the world, we know what kind of checks are possible and what sort of encounters we can expect to run into.  We know what upgrade paths exist and which don’t.  As much as we might want to at times, throwing our drink at the DM is now going to help our success with a skill check, because it’s not part of the rules of the game.

The player’s role in the magic circle is really simple:  You have to be willing to entertain the idea that the world that exists in the magic circle matters.  Do you care about your sports team?  Do you want to really get into World of Warcraft?  Did you cry with Aerith died (spoilers, and for the record I had something in my eye)?  This is all part of allowing yourself to be immersed in the play space that you are entering.  Board games are a form of magic circle.  It’s probably easiest to see the magic circle in a game like Pandemic Legacy because the world continues to live from game to game.  Rob Daviau is a super smart guy, and he created a board game world that really becomes you and your friends shared world from game to game.  You really care about that planet by the time you have made it through the year.


Our job is harder.  We have to create world that is immersive, engaging and something that you really want to know more about.

In Wasteland Express (ON TOPIC!), we have a world that we think is really compelling.  We have a band of pretty interesting main characters that each have their own motivations.  Zero might look like “character that drives an army truck and starts with better weapons and armor”, but in the storyline we’ve crafted she is a former leader of the New Republic Army whose entire squad was killed during a major battel between the Raiders and the New Republic Army.  It left Torque (the Raider leader) horribly wounded, the New Republic Army in pieces and Zero personally devastated and looking for answers.  As the New Republic Army retreated from trying to establish order in the Wasteland, Zero found her own goals no longer aligned with her faction, so she left.  She wanted to be out there fighting Raiders, and she found a place that she could accomplish her goals while making enough money to live.  The fallout from that battle also shaped the motivations of the New Republic Army and sent the Lord Grand Emperor Torque to extreme measures to make himself stronger.  That single encounter is what set the world of Wasteland Express spinning out of control, and is the starting point for our campaign mode.   You’ll run into other characters in the world both major and minor whose back-story was fleshed out by the battle between the New Republic Army and The Raiders.  It is going to have massive repercussions for the world of WEDS as you play through the campaign that will eventually touch all of the characters in the world, not just those that were part of the battle.

Bandit Also has a backstory. We're keeping that secret.
Zero will absolutely kick your ass.    Bandit Also has a backstory. We’re keeping that secret.

This is just a small taste of the world that we are building for WEDS, and it’s one that we like to think is pretty compelling.  Hopefully compelling enough that people want to keep coming back to the WEDS world for years to come for spin offs and expansions and sequels (we have big plans for this game).

But, all of that is sort of pointless if the game isn’t fun.  The good news is, the game is really fun.  It is also really pointless if we built this entire world for a game that turns into a Feld resource management game.  I mean, I love Feld games, but I don’t think anyone really wants to dive into a post-apocalyptic wasteland in order to move cubes around and score Victory Points.   So, the guys created a very immersive world.  You aren’t trying to score VPs.  You are trying to complete contracts for the Wasteland Express Delivery Service and missions for the factions.  There is a core Euro economy at the heart of the game, but the ways you play the game and the ways you win the game are increadibly thematic.  So, we have what we think is a really cool world and a really cool story and really immsive gameplay.  So, what could possibly go wrong?

Player Interface.

Remember 5 hours ago when you started reading this blog?  And I mentioned the thing about pushing forward and pressing A to jump forward?  That’s player interface.  Video Games are an easy analogy.  If you had to press Back Right the Left trigger and the Y button to jump you would have a whole lot of people not wanting to play your game no matter how awesome it is.  Because your player interface is bad, and it draws you out of whatever world you are creating to stare at your controller.

Virtual On: Oratorio Tangram was one of my favorite Dreamcast Games.   I was even one of the weird kids with a Sega Saturn and played the hell out of Virtual On there.  I saw a Virtual On arcade cabinet recently and pumped a ton of money into it.  Virtual On was not a big hit for a lot of reasons.  Not least of all is the fact that the controls are super hard to get down.  To turn right you have to push up on your left thumb stick and back on the right stick.   Once you get the controls down the game works pretty well, but the twin stick controls that were born out of the arcade cabinet did not lend itself to new players well.  You pretty much had to decide you wanted to play this game and then spend the next few weeks pounding nails into your leg to git gud (I think the kids still say this).  Fighting Games and Rocket League are pretty similar.  They are kind of intentionally obtuse games that exist primarily for Meta Gaming (or competitive gaming).  Immersion in the world of Rocket League is far less important than being good at Rocket League.  It’s Magic Circle is closer to that of the NFL team we talked about.  It’s not trying to create an immersive world; it’s trying to create a competitive meta-gaming world.  So, sort of hard to control trucks that can fly through the air in ways that still baffle me works really well for that game.

Things I cannot do.
Things I cannot do.

In the world of board games, this is why a Feld game or a game of Antiquity can look like this, because their goal is not immersion in a game world, but meta-gaming and efficiency engines:



Wasteland Express is not one of those games.  Balanced though it may be, the goal here is immersion.  I want you to make truck sounds, and start singing really bad pop-punk songs about being an arms dealer like my sisters-in-law were doing over the weekend while playing the game.

We cannot look like a Feld game.  We need your actions to be simple, streamlined and thematic.  It’s why we spent so much time on the player’s dashboard.  We wanted it to look like a control display on your truck.  We wanted it to be simple to follow and as thematic as possible without getting in the way of gameplay.  It’s the most important part of the player interface.

But, with a board game every component of the game is the player interface.  Your truck, the board, the cards, the characters, the miniatures, the dice.  All of it is your interface with the game.  Because Wasteland Express is at some level an idea out there.  The cardboard chits that you interact with are just the language the game speaks.  The game is something more ephemeral than the pieces on the board.  It’s a shared play space between you and your friends.  The rulebook and the components are just the physical representation of this metaphysical idea of the game “wasteland express” that exists.

If you’ll allow a former Philosophy major to go totally off the rails for a moment:  One of my favorite philosophers is a man called Ludwig Wittgenstein.  He was fired as a teacher for boxing kid’s ears, so he was also kind of a jerk.  But, he had a very important idea about language that until the 1950’s when Chomsky came along sort of ruled the world of linguistics.  The basic idea is that words are pictures.  Inadequate pictures that we use to try and describe the world around us.  The color blue for instance is not the word blue.  There is out there a thing that exists that we see that we call “blue”, but the word we use is not precise enough to fully and adequately describe what we are trying to describe with it, but we all understand what we are trying to describe when we use the word.  In epistemological terms he was attempting to come to terms with the fact that human language is trying to describe something out there, but the language is not the thing it is describing.

Look at this hipster
Look at this hipster

I think this same thing applies to all games.  The Legend of Zelda is not a TV screen in my living room and a controller in my hands.  Nor is it Miyamato and the team at Nintendo who created it.  It’s something that is in a way living and breathing, and the “rules” of the game are just a starting point for an interactive experience that is created when I play the game.  With board games it’s very similar.  The components sitting on the table are a crude interpretation of this shared play space that you and your friends are entering.  You are driving a truck across the desert, battling Raiders and creating a shared story each and every time you play Wasteland Express.

So our job is to make sure you are pulled out of that world as little as humanly possible.  It’s why your truck is an awesome miniature.  It’s why we just upgraded the player action chits to these awesome sculpted cogs.  It’s why we molded the goods cubes, and why they nest in the back of the player trucks.  It’s why we have Riccardo Burchielli creating amazing artwork, and why Josh Cappel and Jason Kingsley are making amazing graphic design for the game.  It’s why we are putting so much story and backstory into this world.  Not because things like this are awesome (they are!), but beacause they are the players gateway to this shared adventure that is Wasteland Express and we need to make sure that we are doing what we need to do to help you and your friends transport yourselves there for a couple of hours.

It’s also why we are working with Game Trayz to make custom inserts for this game.  Not because it’s handy to set the game up in 5 minutes, or because it looks cool in the box, or because it’s a good marketing check box.  These things are all true as well.  But because we want you to have as seemless an experience in the world of Wasteland Express as you can.   And sorting through 25 kinds of chits and taking 20 minutes to set up the game isn’t going to transport you there.

With all of that said, I present to you a first draft of the Mod Shop.  One of several custom inserts that will be part of Wasteland Express.  Not just to help you set the game up in less than 5 minutes (though, that is a goal for sure), but also to keep you in the world of the game.  Here are your truck upgrades, all in one place.  The store that sells them to you.  No rifling through the box or baggies or piles of chits looking for the part your truck needs.  It’s right where it should be, on the store shelf.


Note: everything is non-final here:

modshop3modshop4 modshop2 modshop1 modshop5



Posted on /by Nathan McNair/in Wasteland Express Delivery Service, Wasteland Wednesdays

Wasteland Wednesday – The How to Play Video


Hey guys, welcome to a really low quality potato camera shot how to play video of Wasteland Express Delivery Service.  Obviously I am not Rodney, so I jump around a bit in my thought process, but this should give you a good overview of how the gameplay of WEDS works.  Head below the fold for some more shots of final game components.  You can see some of the player vehicles, the Raider vehicles are going to be the guy with the empty truck bed, and the goods cubes will be actual molded bits that nest in the back of the Raider trucks.

You can also see the standees for Wasteland Express.  These will be used to mark the completion of the three end-game objectives.  There will also be a black and white version denoting that you aren’t wanted any longer to mark the last city you traded with as a reminder that you can’t deliver goods to that city until you’ve delivered somewhere else.

Don’t forget to check out the pre-order page for exclusive pre-order bonus missions!

We’ll be back next week to talk about Game Trayz.  Why we are partnering with them, why they are the best thing ever and why you are going to be really happy to have a Game Trayz insert in your copy of Wasteland Express.  For now, you can head to GameTrayz to check out their wares.

Read more

Posted on /by Nathan McNair/in Demo posts

Standard Post: A Simple Standard Post for Starters

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Posted on /by Nathan McNair/in Demo posts

Slider Post: A Simple Slider Post for Starters

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