Lazer Ryderz board game
Once again, we find our brave Lazer Ryderz, having encountered a grouping of Teleportation Prizms, left by Ancients of a by-gone era. Each Ryder knows what must be done - coordinates must be locked into three Prizms to allow transport to their next destination. The Prizms' proximity alarms have engaged and the boundary is set! It's a race against time, and each other, to catch the Prizms before they jump to a new location in space.

Who will achieve victory? Will the Galactic Waveryder make it first and continue his journey seeking the next great thrill, riding the biggest solar waves? Could it be the Lazer Shark; always on the hunt for her next prey, and seeking the fabled Blood Nebula to restart her species? Will our ever vigilant Super Sheriff continue to impart justice and order throughout the galaxy? Or will it be our Phantom Cosmonaut, the mysterious ghost of some long-distant era whose true quest is a mystery to those he encounters? Find out... in LAZER RYDERZ!


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User Ratings & Reviews

  • 2-4 players (best 3) 30-60 minutes
  • To get people to play this, call it Tron or Snake. That pretty much is all they need to know. Fun enough, though the rules could use a rewrite. Respawning is described as a much worse thing than it really is. Some aspects, such as counting down from 10 then pointing, even on respawn, feel exorbitant and ill-thought out. The group always balks at doing it. The box is poorly laid out, as well as having the common bits scattered throughout all four. Text on the shiny parts is illegible. Having some retrowave music on in the background severely boost the appeal though.

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