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A New Wasteland Awaits

Step into the boots of a Courier in Courier - Repacked, an immersive post-apocalyptic adventure. In a world-after the end, mutant beasts roam, raiders pillage, and rogue robots plot. You are the lifeline connecting isolated factions and desperate survivors.

Navigate the Wasteland: Travel across the vast world populating locations as you explore. From desolate ruins, faction settlements, and unique locations, every corner of the wasteland holds something to find.

Fulfill Contracts: Take on diverse contracts for one of the many factions, each with their own motives and agendas. Your choices will shape the balance of power in this fractured world.

Combat and Survival: Engage in intense battles against savage raiders, deadly mutants, and malfunctioning robots. Scavenge for resources, trade for essential gear, and upgrade your equipment to survive the threats of the wasteland.

Play Your Way: Whether you prefer to journey alone or team up with friends, Courier - Repacked offers a flexible gameplay experience. Play solo to immerse yourself in the story, or join forces in cooperative mode to tackle challenges together.

Endless Adventure: Experience a narrative-driven game where your decisions matter. Every Contract completed, every alliance forged, and every enemy defeated leaves a lasting impact on the world.

Courier - Repacked: Delivering more than just packages—delivering hope, power, and change in a shattered world. Are you ready to take on the wasteland?


What is Different

Courier - Repacked is a complete system overhaul of the original Courier published in 2021. Every component has been re-done or retouched in some capacity. For all intents and purposes, Courier - Repacked is the ultimate vision of what Courier should have been.

  • A new faction systems that supports faction fighting and territory management
  • A new mapping system for creating your own personal wasteland as you explore
  • A streamlined combat system making things faster and more deadly for both sides
  • Loads of new weapons, armour, and equipment to purchase and find
  • A new system for tracking contracts and cargo held by the Couriers


Who Made This

Cody B. - Game designer, writer, and creator. Publishes under Sleepy Sasquatch Games.

Sammy W. - All art for Courier! Find their work here.


Physical Copies

Use the Physical Copy link provided on this page to grab a copy. Provide all shipping information when prompted. Games ship once per week, on Fridays.


Upgrade from Old Courier

Upgrade to the new version of Courier at 50% off using the following link: https://itch.io/s/129445/courier-upgrade-coupon


Courier - Repacked © 2024 by Sleepy Sasquatch Games is licensed under CC BY-SA 4.0  All rights reserved. You are free to create and publish new content for Courier - Repacked.

Updated 6 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 4.8 out of 5 stars
(8 total ratings)
AuthorSasquatch Games
TagsCo-op, courier, death-stranding, fallout, GM-Less, mad-max, mail-delivery, Post-apocalyptic, solo, Solo RPG
Average sessionAbout an hour
LanguagesEnglish

Purchase

Buy Now$11.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $11.99 USD. You will get access to the following files:

Courier - Repacked (Digital).zip 51 MB
Courier - Repacked (Print Friendly).zip 76 MB
Courier - Repacked (bookmark).pdf 671 kB

Download demo

Download
Courier - Repacked (Character Sheets).zip 666 kB
Download
Faction Tracker (Trackers Only).pdf 112 kB
Download
Character Sheet (v3).pdf 50 kB
Download
COURIER (Repacked) - FAQ v1.pdf 82 kB

Development log

Comments

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(+1)

Thanks for the FAQs document. I'm very happy to read that you'll upgrade the whole book in the near future.

I'll stay tuned, I really want to re-play this one with my friends.

(+1)

Hi! What happen if I roll "Mutants" for the enemy type? I see no "Mutants" type table. 

I see there are some "mutant..." (for example the Bear) in OTHER tables. 

Can you give me some enlightenment?

Mutants use the "Mutant Alliance" stats found on page 48, where X is their current Faction Strength. 

(+1)

Thanks! I'll better check the older entries here below, I see that several things were already asked. 

I hope I'll have time to put together a sort of FAQs document, if I'll have the chance to play again (this night we played sooooo wrong... :/ ).

In the meantime, thanks for the support.

You're welcome! I have a FAQ partially completed, which I'll get finalized this weekend. Watch for the update in your inbox.

(4 edits) (+1)

Here other feedback, if you like it:

- MISSIONS

It's confusing that it's a "chapter" separate from ACTIONS. Yesterday we started playing, and we totally skipped that one ('cause we thought that it should have come from another place/moment in the rules). Instead, reading it today, I see that it seems a sort of alternative to Settlement>Contracts action. This is confusing. I suppose it's better to call that action Contracts/Missions, and in the text explaining it should read something like "The player can create several Contracts (keep reading) and/or a single Mission (check the next chapter, Missions).

Again, about missions, while it's generated in a way similar to Contracts, does it AGE the actual Contracts (also inflicting -1 Rep)?


- DEFEAT

It could be useful to describe similar parts in a similar way. For example, about Missions you write:

3. Remove the current Mission for the Courier and add -1 Faction Reputation to the Faction that gave the Mission.

So, I'd write something like:
2. Remove all the Contracts from the Contract Tracker for the Courier and add -1 Faction Reputation to the Faction that gave each Contract. Remove all Cargo from the Courier.

(PS: about this last part, if I have 3 contracts with the same faction, I'll lose 3 Faction Reputations, or just 1?)

This are just minor suggestions:

About H.O.M.E, I'd call it H.O.M.E. instead (with the last ".").

About the tables: where you have tables that need multiple rolls (for example Location Reveal or Exploration Tables) I'd put a d12 on each column title (to remind that you need several rolls, not just a single one), AND vertical lines separating the various columns, to have a visual help that those aren't rows that you need to take "whole". In comparison, UNIQUE LOCATIONS TABLE or COMPANIONS tables don't need those vertical lines.

PAG.25 In the first row, I'd put simply "Combats", instead of "Combat Tests".

Then, under the paragraph COMBAT XP, this phrase should be similar to the next one (that about Sneak, Bribe etc.), so I'd write something like "Combat rewards XP by defeating and enemy (see pag.23), equal to the enemy’s total HP etc.etc."

(2 edits)

In the meantime, I add other requests:

- CARGO BOT (pag.20)

How does it work? From what I understand, it's something like a remote, free, Settlement > Contract action.

  • Should I then roll on the table at pag.56, skipping the 1st d12 roll (that informs me about the Cargo dimension), and then rolling for the other d12s giving me Distance Faction and Reward?
  • Is the contract auto-generated every time I do the Rest Action, or I can choose to not generate it?
  • Can I freely refuse this new Contract, or do I suffer the usual -1 Rep.?
  • Does the other contracts age as standard rules (also inflicting the -1 Rep.)?

Or, is this Cargo Bot following different rules, so I don't need to follow some/all of the standard Settlement > Contract action?

(4 edits)

About Weapons, IMHO, 1d4+1 (exploding) damage and 1d6 (exploding) damage are so similar in output that Old Pistol and Pipe Rifle should be switched; ie. the Old Pistol should be 10 Cost, while the Pipe Rifle should be 5 Cost AND be made the default weapon for the couriers (indeed, the -1AGI here it's a bigger hindrance, this is why the lower cost and the starting weapon).

Flamer: if I roll "6" (so the die explodes), and then I roll "4", should I add +2 Harm or not (ie. it's the first roll that make true the bonus harm, or the last rolled value?)

Scrap Cannon: do I need to pay BEFORE to do the d20 roll? If I can choose later (ie. on a sure hit), do I need to pay before to roll the first d4 Harm? 
Also, just for comparisons 2d4 exploding is on par with 1d10 exploding.

Cryo-laster is the name you chose, or should it be Cryo-laser?

Syringe Rifle and Zap-shot are similar weapons, with similar effects, but the Effect is written in a very different way. I think could be better to have just a single "rule", probably the one based on dX result, because the other could be influenced by other abilities that add Harm and that turn the special effect indeed automatic. What do you think?

Here the link to AnyDice for calculations about damages: https://anydice.com/program/3cbee

Other feedback, if you don't mind.

To really improve the usability of the book, and ease the play, I suggest to repeat some concept along the pages, in useful places. For example, at page 12, on Skill test results (or just after it), I'd put a phrase suggesting that on a successful test the courier gets also XPs (see pag.25).

Eventually if there's enough space, repeating all the rule that it can be found at pag.25.

I'd do it on Combat paragraph at pag.22, for example, and also on Delivery (pag.15), Missions (pag.18) etc.

Also, under the relevant tables, for example at pag.56 under the Contracts table.

(5 edits) (+1)

OR, much better, IMHO, prepare an additional ENEMY TABLE, dedicated to Not-Human-Faction-Mutant encounters. Here's my proposal:

NEW ENEMY TABLE (here "X" is used as usual in all the enemy tables, NOT as Faction encounters)

Let's suppose that (as in our last test play) we don't have Mutant Alliance on the actual map. I see, in another answer you gave to another user, that you indicated "0" as Power (I suppose because they aren't on the map); it makes sense, of course, while it's a bit strange rule-wise because in this way they start weak, if their faction is off-map: Faction Encounters uses the Faction Power for their "X" bonus, while all other enemies, standard Human included, use the Location Difficulty.

EDIT: I was wondering: in the end, all those "Mutants" entries in the Exploration Tables simply point to a single enemy... the Mutant Brute in the Faction Encounter Table. Probably it's really simpler to indicate in Explor. Table the voice "Mutant Brute" (and eventually put a specification about the "X" if the Faction isn't on the map).

Ok, about this answer of yours:

Mutants use the "Mutant Alliance" stats found on page 48, 
where X is their current Faction Strength.

Let's suppose that (as in our last test play) we don't have Mutant Alliance on the actual map. I see, in another answer you gave to another user, that you indicated "0" as Power (I suppose because they aren't on the map); it makes sense, of course, while it's a bit strange rule-wise because in this way they start weak, if their faction is off-map: Faction Encounters uses the Faction Power for their "X" bonus, while all other enemies, standard Human included, use the Location Difficulty.

EDIT: I was wondering: in the end, all those "Mutants" entries in the Exploration Tables simply point to a single enemy... the Mutant Brute in the Faction Encounter Table. Probably it's really simpler to indicate in Explor. Table the voice "Mutant Brute" (and eventually put a specification about the "X" if the Faction isn't on the map).

OR, much better, IMHO, prepare an additional ENEMY TABLE, dedicated to Not-Human-Faction-Mutant encounters. Here's my proposal:

NEW ENEMY TABLE (here "X" is used as usual in all the enemy tables, NOT as Faction encounters):

MUTANTS TABLE
d6| ENEMY                  |HP |FIG|HARM |Keywords              |Rewards
1 |Mutant Ungulate         |X+3|10 |1d6  |1d4 PRO, Monster      |1 Find
2 |Mutant Spider           |X+3|10 |1d4  |Nest, Vermin          |1 Find
3 |Mutant Savage Fetus     |X+3| 9 |1d4  |1D4 PRO, Feral        | - 
4 |Mutant Savage Lurker    |X+5|12 |1d6+X|1D4 PRO, Fast, Feral  |2 Finds
5 |Mutant Savage Brute     |X+7|10 |1d8+X|1D6 PRO, Pursue, Feral|2 Finds
6 |Mutant Savage Juggernaut|X+9| 9 |1d8+X|1D8 PRO, Pursue, Feral|3 Finds
New Keywords
Nest: if not beated in the combat round, it summons other Spiders; add
        this to its stats: +1HP +1FIG +1Harm (do this every round)
Savage: this enemy is not Human, so it doesn't belong to Mutant Faction,
         and it doesn't inflict Reputation modifiers.
(1 edit)

Hi, me again! After some play (fun!) some more questions popped up, I hope you don't mind! 


On the faction tracker sheet there is a box for reputation level bonuses. I can't find those in the book, is that official or more like a houserule?


When I move into a settlement, on which table should I rule the travel encounter? 


When a faction grows 1 or 2 hexes per settlement, I guess each settlement grows 1 or 2 hexes? 

Reputation level bonuses are what you get when you reach that level of reputation with a faction. These stack from 0 up, or 0 down, depending on your reputation level. These aren't listed in the game book as it is an optional component.

When you move into a settlement you don't roll for an encounter. There are no Settlement Encounters at this time.

When a faction grows they do so from each settlement they control, just as you have mentioned.

(+1)

Awesome! Thanks again!

Hi there, quick question about stats: "max 15, including bonuses" is that only referring to the bonuses from backgrounds or ALL bonuses, like from weapons or protection? 

(+1)

That is the hard max for the stat, which includes all bonuses from any source. So if I have a base of 11, plus 1 from my background, plus 4 from my weapons and equipment, I would round down to 15 (from 16).

Pew, OK, that frees up some equipment choices at least, because I was very lucky with my roll :)

Thanks for the quick answer! 

(+1)

Hi! I've been having so much fun but I have a lot of questions and can't find a forum or something like that.

1. When you encounter a unique location, controlled by Raiders and enter that location, you do a faction encounter? or can you enter freely? (I know I could use the oracle for that, but I don't think you encounter only one enemy).

2. If you place a settlement at the border of the map, how do you control the territory gain? Do I need to expand the map?.

3. When rolling for contracts it states ONCE, does it means I can only roll for one contract each turn? or I can roll up to the max of the settlement each turn? 

(1 edit) (+2)

I'm working on a Discord for Sasquatch Games, games. Slow progress but coming soon!

1. If you have a neutral (0) or positive (1+) reputation with the raiders then you can enter freely!

2. If there is no space to place territory just ignore the remaining requirements. 

3. The rules as written state contracts equal to the level of the settlement, plus 1, per Contract action. The Contract action can only be taken once per turn.

Let me know if you have any other questions!

- Cody

(+1)

Hi, found your answer while browsing here after getting your fantastic game! Was a little surprised by the answer to question 3 about the contracts: The rules are not that clearly written imo. The settlement action overview the plural "find new contracts" and second paragraph under contracts also uses the plural "the player creates new contracts up to..." paragraph 3: "for each new contract added...." also implies it could be multiples. 


So, if this is not intended I think it could be written a little bit clearer. 


Cheers! 

(+1)

You're correct on the Contracts - I responded in the mindset of taking the Contracts action once per turn. You can fill contracts up to the total level of the settlement, plus 1, as long a you have contract space. I've correct my original response to reflect this.

I appreciate you pointing out the error in my original answer!

(+1)

Thank you!

(+1)

Are there somehow other languages available? :)

A French and Polish translation are in progress. No ETA on them at this time. 

Is there still a way to get a physical copy?

(+1)

I have on-hand 50+ copies sitting in storage right now that I cannot send out due to a postal strike in Canada. I would love to get those to people and will take a look into an alternative shipping option. Keep an eye on your notifications as I'll make a general post about it if I have good news!

(+1)

Sounds good, thanks. 

Hi Cody, a few questions about missions, if you don't mind clarifying some stuff :)

When rolling for location type, I guess the type that you roll dicates where you go in order to complete that mission. Do I have to identify an existing location on the map (that fullfills the distance requirement as well) to mark as the 'target' for the mission?

If so, what do I do if I'm trying to create a mission in the first settlement before I've even started exploring? In this situation, there are no locations on the map yet (except Settlements).

Hey!

Delivery locations are always settlements owned by factions. When rolling for a destination you can only use results for locations owned by faction listed on your map. So, if I roll for Strand Society but they aren't on my map, I just roll again until the result is valid.

I see that the digital version of the game has missing headers for the Contract table, so I'll update that today. That might be where the confusion is coming from concerning how contracts and deliveries work.

Thanks for your response! Are we both talking about missions? (You made several references to Contracts in your response, and those are a different thing right?) 

For missions, you roll for a location type. For example, you might roll 'Wastes' and then presumably your have to complete your mission by heading for a 'Wastes' location at the appropriate distance. My question was what if there are literally no location types beyond settlements currently represented on the map (i.e. you haven't left your starting settlement yet). 

Apologies if I have misunderstood something! If that's the case - don't worry about it - no doubt I'll realise where I'm going wrong

(+1)

Oh yeah, I totally misread your original comment. You are correct!

Missions require at least some locations to be revealed (the more the better). If you do have locations revealed but roll an invalid location type (as in it doesn't exist on your map), you are to roll again until a valid location results. Alternatively you can place the location based on the distance given for the mission to start doing the missions right away. I typically have new players explore the map a bit doing Contracts before taking on Missions as it helps to fill-in the map.

(+1)

Great - that all makes total sense, cheers Cody!

Is there a character sheet for the Repacked edition?

(+1)

Check the "Courier - Repacked (Character Sheets)" file in the 'Demo' section of the page. 

(+2)

Hi, I've got a few questions.

  • The "Enemy Type" for encounters includes results of "Mutants". I couldn't really find an explanation for these, since there is no enemy table for mutants. Is that supposed to be a faction encounter with the Mutant Alliance, and can only happen if that has gotten onto the map?
  • How does Contract generation work, should I roll once on the table and take the size, distance, target, and reward from that? But why would the "cargo size" then be a parameter for the reward. Or should I roll for each part separately? I also assume that when I take a contract I directly "get the cargo", and it counts against my cargo limit? When I roll up the contract, do I have to take it? And need to "discard" any that I can't/don't want, for the -1 reputation cost, "Contracts may be discarded at the cost of -1 Reputation with the Faction
    that gave it." ? Or can I roll up contracts and choose, and only if I want to discard some later I loose reputation?
(+1)

Hey! Answers for you:

  1. Mutants are the base Mutant Alliance enemy for the faction. X would be 0 for the modifier.
  2. Roll for each column in Contract generation following the steps listed (Start Location [your current space], Size, Distance, Faction Target, Reward). I used cargo size (total cargo for the delivery) as the base reward value as more cargo to deliver gives more rewards, plus travelling further, etc. When you generate a contract it doesn't automatically get added to your current cargo or contracts, you choose if you want to take it at that time. That's why the Contract Table has so much info, you pick and choose if you want to take the contract right then and there. Contracts can be discarded to make room for more.

So, say you generate a contract with 5 cargo. The target is waaaaay on the other side of the map. You decide you cannot do it but you have no contract slots left on your Contract Table. You discard it, remove it from the table, and lose 1 reputation with the faction that gave it (the faction which space you were on when you generated it). 

Hope that helps!

(+1)

Thanks, that makes sense

(+1)

Sorry to bother you, I preordered the physical version from the Kickstarter (and it looks great), but I don't know how to get the character sheet.

(1 edit) (+1)

I've added the character sheet and other player aids to the "demo" section of the page. Send me an email ([email protected]) and I'll get you a link to the digital copy you should have received via email a while back.

Just found it deep in my inbox!  I'm completely an idiot, sorry.

Hi there! Quick question. I was supposed to have access to the original Courier from the TTRPGs for Trans Rights in Texas bundle. As it's de-listed, I am unable to download it. Is there any way I could still get a copy? It sounds really interesting!

Hi Abbles. Please send me an email at - [email protected] and I'll arrange a copy for you.

- Cody

(+3)

Congrats and Well done on the new edition. Just bought the upgrade coupon and love the new layout. Will take a closer look later! 

(+2)

Thanks, Melv! I hope that you enjoy the new system.

(+2)

Congrats on the new version! Quick question - will this be making its way to drivethrurpg for pod?

(+2)

Thank you! POD is coming once all backers receive their professional prints in August/September of this year. I will send an email blast to everyone when the POD becomes available.

(+1)

Perfect, thanks! Almost added it on to my pledge, but had a flurry of game purchases this month and decided I had to draw the line ;)

(+1)

I know that feeling. My pile of reading/to-play is getting too high!

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