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The Two Towers – Trick-Taking Game (2-player review)

22. Mai 2026 um 23:25

By Kaysee and Max

For the German review please visit Der Herr der Ringe: Die zwei Türme – Das Stichspiel (2-Spieler-Rezension).

Two Towers Trick Taking Game (2-player review)
“Don’t go where I can’t follow.” – Samwise Gamgee, The Two Towers, J.R.R. Tolkien

Disclosure: completed all the chapters

We had fun playing The Lord of the Rings: The Fellowship of the Ring Trick-Taking Game despite it not being optimized for two players, so we were excited to play The Lord of the Rings: The Two Towers Trick-Taking Game to see if there were any interesting mechanical changes (also we‘re LotR fans so there’s that).


The art style is very similar to the first one, but the cards are much more vivid. We also like that they used paper instead of plastic wrapper for the packaging of the tokens and the decks which makes it easier to open and better for the environment (we have a copy from the 1st printing).

packaging
paper, not plastic

The initial setup for two players is still very similar; each of us plays one character, but one of us should play an additional character whose cards are open but in a pyramid form where five of the cards are faceup and the rest are facedown. The One Ring token and the ring cards are not yet part of the setup. Instead, two new tokens and five cards are added: the titular Two Towers, as both tokens and cards and the three Orc cards. All of theses cards don’t belong to any particular suit. As such they can only be played if a player doesn’t have follow the leading suit. The towers are similar to the One Ring, they win any trick that they are played into. Unlike the One Ring the player cannot choose to lose the trick, instead if both towers are played into the same trick, they both lose. The Orc cards are the opposite of the towers and always lose. We like these new cards as they add challenge to the game since they cannot be used to lead a trick. If a player is forced to lead a trick with an Orc (e.g. because it’s their only card left), the group loses the whole chapter. If a trick contains both tower cards and an Orc card, no one wins the trick and it is set aside.


As with the first game, each chapter features a different set of characters with their own goals and rules. These tend to be slightly more complex and interesting this time around. Likewise, many chapters still feature event cards that further change the rules. Unlike the first game, there is a big change after the first ten chapters, which correspond to book three of LotR. Without spoiling too much, the deck changes to become more similar to the deck in the first game, with some significant changes. This of course makes perfect sense thematically, as the later chapters are the ones featuring Frodo, Sam and the One Ring.


We were hoping that Two Towers would be much better for two players. We found the first few chapters to be both fun and mechanically challenging even though the 2-player friendliness is just the same as the previous game, and we were ok with it (we got used to it and we accepted it) but as we stepped in to Chapter 25, that’s when we realized that the game just became worse for two players. We could imagine this chapter being a bit easier for three or four players, but with two, it wasn’t. How the pyramid works in that chapter made us feel very frustrated. We’re still trying to figure out why they made the decision for the set up of the pyramid for this chapter to be the way that it is. With many challenging games, we get that feeling of great satisfaction after beating them, but not with this one. Even though we were able to finish the chapter after a few tries, it didn’t feel satisfying or rewarding. The relief that we felt is more of us not having to be in a very frustrating situation anymore (we could’ve just stopped playing it, but it’s the completionist in us that deterred us from just moving on) than being able to succeed. While it is not as frustrating and has a regular pyramid setup, Chapter 30 also proved difficult for us, due to the specific combination of character goals and the limitations introduced by the event card for that chapter.


We still decided to finish all the chapters. Some of the mechanical changes in part 2 were a noticable improvement and made the game more fun. We also liked how the theme and the mechanisms in part 2 felt very familiar, but were still different and interesting. We also liked the last chapter a lot and how the mechanism matches the theme. It was a good ending.

Our Final Thoughts:
The Lord of the Rings: The Two Towers – Trick-Taking Game was still enjoyable for us in most parts, but there were times where we thought that we could’ve enjoyed it more if there were more of us playing it, something that also crossed our minds while playing FotR, but it did occur more frequently and strongly while playing this game. It’s unfortunate because the interactions between the mechanisms and the theme here are much more interesting than in FotR. We were hoping for it to be at least as good for two players as the previous one if not better, but it wasn’t. Still, we’re looking forward to playing The Return of the King if it comes out in the future and hoping that it will have better mechanics for two players.

What we like:

  • production quality
  • mechanical changes in each chapter
  • art style
  • better packaging
  • interaction between mechanisms and theme

What we do not like:

  • the pyramid can be frustrating
  • less optimized for two players than FotR

Kaysee’s rating: 3.5/5
Max’s rating: 3.5/5

Combined rating: 3.5/5
3.5

Reference:
Tolkien, J. R. R.(1999). The Two Towers. HarperCollins.

Title: The Lord of the Rings: The Two Towers – Trick-Taking Game
Game Design: Bryan Bornmueller
Illustration: Elain Ryan, Samuel R. Shimota
Publisher: Office Dog

The post The Two Towers – Trick-Taking Game (2-player review) appeared first on Schmeeples.

A Two-player Journey to the Alternate Worlds of Middle-earth

01. Mai 2026 um 14:29

By Kaysee and Max

Frodo, Sama, Gollum, and a Nazgul
“Someone else always has to carry on the story.” -Bilbo Baggins, The Fellowship of the Ring, J.R.R. Tolkien

Disclosure: played 6 time, beat the game in legendary

We’re both The Lord of the Rings fans (the extent of which we’ve mentioned in this other LotR game review). When we were looking for games to get at Spiel Essen ‘25 on the Spiel app, we saw that a game called The Lord of the Rings: Fate of the Fellowship was going to be available there. We found out that it’s co-op and by Matt Leacock, so we decided to add it to our list of potential buys. Unfortunately, it was already out of stock when we arrived at the publisher’s area, but the world made us feel better by allowing us to say “Hi” to Matt Leacock and get a signed poster from him.

We finally got ourselves a copy from a friendly local game store earlier this year. We were very excited. The box isn’t too big, but it has plenty of components inside. The first thing we did was to assemble the dice tower. We were thinking about how well-made the cut-outs were. It was beautiful, but when we tested it with three dice, a die got stuck inside. We followed the instructions to a T and made sure that all the parts were in place*. We checked everything, nothing wrong with the assembly, there just happened to be a shelf inside that dice could get stuck on, especially when throwing in more than two dice.​​​​​​​​​​​​​​​​

components
The components

We also liked the other components, especially the wooden troops; they were so cute. We also liked the wooden standees and the other wooden tokens. After checking out the components, we set up the board and assembled the Nazgûl miniatures. It was a bit frustrating because some of them didn’t fit the stands well. We were thinking about adding glue just so they wouldn’t fall off the stands (but we haven’t yet, so we just have to deal with it occasionally when we play). The game board is big and some of the cards are bigger than regular-sized cards. As such, setting it up needs a lot of space (at least 100 x 125 cm for two players).

Wooden Troops
Wooden troops (shadow troops not included)

During setup, there are two markers that players need to put on the board: the Hope marker and the Threat Rate marker. The Hope marker goes to the Hope track; this determines how much hope the characters have left. If the marker goes down to zero, the game is lost. It’s really nice that they use the term “hope”. If the characters lose hope, the world falls apart. This is a great mechanical representation of the importance of hope in LotR. The Threat marker, on the othre hand, goes to the Threat track, which tells the player how many Shadow cards from the Shadow deck need to be drawn. The more cards you draw, the higher the likelihood that a troop will spawn, a troop will move to conquer havens, and the Nazgûl will search Frodo. Higher Threat speeds up the loss of Hope. We like how the Shadow deck works. Most Shadow cards have two different sections. The section to resolve is determined by whether the top of the deck has a banner or a flag, which we think give more variety to the game and makes it less predictable than the original Pandemic.​​​​​​​​​​​​​​​​

For the intro level, each of us must play two characters. Frodo and Sam (considered to be one character, just like Merry and Pippin) should be played in all games. For the first game, the set of characters is assigned to each player, but for subsequent games, the other three characters are determined by the randomly chosen objectives or are chosen randomly. We’ve never really been fans of not being able to choose a character freely, but we understand that it’s that way to make it more unpredictable for players to know what’s going to happen in a game session, which does increase replayability.​​​​​​​​​​​​​​​​

The number of objectives that need to be completed is based on the level of difficulty chosen. Regardless of difficulty, the ‘Destroy the One Ring’ objective is always the final objective. The other objectives, which must be fulfilled before finishing the final one, are chosen randomly. We really liked the objectives, how thematic they are and how tied the characters are to them. The objective cards made each of our games very different. LotR nerds can easily see how much they want to be loyal to the books (Legolas has brown hair in this game!) while also keeping the game’s mechanisms interesting and balanced.​​​​​​​​​​​​​​​​

On our turn, each of us can only perform five actions in total. One action must be performed by one character and four actions are performed by the other character. We liked this mechanism since it allows us to think more carefully in terms of the allocation of actions. This game doesn’t have a communication limit, so we were able to talk about strategies and help each other decide how to use our actions. There are six standard actions that almost any character can take, and characters can have additional abilities and actions on their character card. After performing their actions for the turn, the player draws two player cards.​​​​​​​​​​​​​​​​

The player card deck contains randomly selected event cards, Skies Darken cards, and region cards. The event cards allow the player to do an event any time in the game, even on another player’s turn. They serve as free actions. The Skies Darken cards increase the Threat level and can, in the wrong circumstances, even decrease the Hope level. The region cards contain symbols, which are required to perform some actions, to re-roll dice, or to remove extra troops after a battle. One interesting symbol is called Resistance, which is represented by a ring symbol. We assume it symbolizes resisting the power of the One Ring.​​​​​​​​​​​​​​​​

The Lord of the Rings: The Fellowship of the ring
After finishing a Legendary game

We won the introductory game, but lost the standard game the first time. We won again and won the other difficulty levels as well. The first game was quite difficult, but it got a bit easier as we played more, even when we increased the level of difficulty. But in a way we felt that we were just lucky whenever we won because of the dice-rolling mechanism that happens (which is dependent on how low Hope is and how many Nazgûl there are in Mordor, which means that if the Hope meter is full and there are no Nazgûl in Mordor, then no roll is required) once Frodo and Sam reach Mount Doom and Frodo tries to destroy the Ring using five Resistances.​​​​​​​​​​​​​​​​

Schmeeples on their way to Mount Doom

Our Final Thoughts:
Fate of the Fellowship is a really good game. One can see the amount of effort that was put into it. Despite the slightly underwhelming fulfillment we felt whenever we won, all the games that we had were fun. The different possible sets of objectives and events, and the way the Shadow cards work, made us more engaged and excited. Sometimes we would smile, thinking about how different the paths and choices our characters took were from how it happened in the books. It’s like the characters are in alternate worlds but the only thing that is necessary and can never change is the destruction of The One Ring. Even if the final objective is always the same, the variety from the objectives and the choices we made made for a very fun game each time. As they say, it’s sometimes about the journey, not the goal.​​​​​​​​​​​​​​​​

What we like:

  • assembly and storage of dice tower
  • randomized sets of objectives
  • theme-mechanism relationship
  • mechanism of the Shadow Deck
  • emergent story-telling
  • the concepts/keywords
  • Legolas’ hair

What we do not like:

  • the final dice roll (if required) sometimes doesn’t matter
  • some wobbly Nazgûl

What Kaysee also likes:

  • well-written rulebook

What Kaysee also doesn’t like:

  • Legendary level doesn’t feel significantly more difficult than the standard level
  • Winning doesn’t feel rewarding sometimes

What Max also likes:

  • replayability

Kaysee’s rating: 4/5
Max’s rating: 4/5

Combined rating: 4/5
4

*It’s not. We flipped one of the pieces, and now it’s fixed. Please see boardgamegeek.com/thread/3542211/anyone-with-problem… for more info in case you experienced something similar for more info in case you experienced something similar.

Reference:
Tolkien, J. R. R.(1991). The Fellowship of the Ring. HarperCollins.

Title: The Lord of the Rings: Fate of the Fellowship
Game Design: Matt Leacock
Illustration: Jared Blando, Cory Godbey
Publisher: Z-Man Games

Photos and non-board game illustrations by Kaysee

The post A Two-player Journey to the Alternate Worlds of Middle-earth appeared first on Schmeeples.

A 2-Player Trick-Taking Journey to Middle-earth

24. April 2026 um 21:10

By Kaysee and Max

The Lord of the Rings The Fellowship of the Ring Trick-Taking Game
“But you cannot trust us to let you face trouble alone, and go off without a word.” -Meriadoc Brandybuck, The Fellowship of the Ring, J.R.R. Tolkien

Disclosure: played more than 20 times, completed all the chapters and beat the game in endless mode

We’re both fans of The Lord of the Rings. Kaysee has seen the movies twice, has read the trilogy, and tried to learn the Elven language and their writing system. Max has seen the extended edition countless of times and has read the books even more, so it’s not surprising that we got very excited when we found out that there’s a cooperative trick-taking game based on The Fellowship of the Ring.


The box is really eye-catching. We really like its stained-glass look. It’s just so pretty that you wouldn’t hesitate to display it in your living room. And, like many other trick-taking games, it is compact (4 cm x 10.4 cm x 21.9 cm). It has three compartments inside, each has a ribbon to keep track of the chapters that you’ve finished. The components are as beautiful as the box. It only has cards, including the chapter cards, the main deck cards, the character cards, and the reference cards, and five wooden tokens.

The components of The Lord of the Rings: The Fellowship of the Ring - Trick-Taking Game
The Components

The first setup was easy. Players only need the first chapter card, four character cards, two star tokens, the main deck, and the One Ring token. The chapter cards contain flavor texts related to the story and the chapter-specific rules players need to follow. The character cards contain character specific objectives that players need to fulfill, some chapters can modify or add objectives. There are short chapters and long chapters. Short chapters last one round, while long chapters take multiple rounds to complete. The star tokens are initially used to help players identify which characters are necessary in order to finish the chapter. For two players, three characters are selected. The deck should then be distributed as if there were three players. The hand of the “ghost player” should then be arranged in a pyramid form.

pyramid character
The Pyramid for two players

The player who gets the one ring card gets Frodo, the ring token and gets to choose and control the character for the pyramid. The second player chooses another card, but all starred characters must be chosen. It is not allowed for the second player to mention which character they would want to choose before the first player has chosen their second character(s). Talking about what suits you have is not allowed, but the advantage of having a pyramid character is that both players can partially see its hand. We like this mechanism, but we can imagine a scenario being impossible to complete if a specific character is the pyramid.


Frodo is the one who leads the first trick. To lead a trick means to choose any card to play, but the ring cards cannot be chosen to lead in the beginning. The next character, the one on Frodo’s left should match the suit played. If they don’t have any matching suit, they can play any card, even a ring card. After a ring card is played in this manner, the One Ring token gets flipped to its other side, indicating that ring cards may now lead tricks. Whoever plays the highest matching suit takes the trick unless the one ring card is played. The One Ring is the most powerful card in the game, as whoever plays it gets to choose whether to take the trick or not. Taking into consideration who takes the trick is crucial most of the time to complete the objectives and the chapter. We would suggest having three 6-sided dice to keep track of the number of tricks won. If neither of the players have D6s, a paper and pen would do. Take note that not all characters need to win a trick (as in the case of Pippin).

Every chapter and character has a different set of rules and objectives. Some chapters may take longer to finish than others. This is really good, as the different varieties make the game more exciting. That said, Kaysee finds the later chapters to be less exciting than the earlier and middle ones since there was tension that builds up in the middle chapters due to how the difficulty increases, but as one reaches the later chapters, there seems to be a drop in difficulty that can affect the excitement formed by the anticipation for something much more difficult.


Another thing that we both like is how the mechanics are connected to the theme. But there were a few times where some characters that could reasonably be expected to be available based on the story are in fact not. We assume it has something to do with the balancing of the game, so it’s not a huge deal for us. We also like the endless mode where the objectives may vary for each game.


The game is optimized for more than two players. To allow for a two-player game, the pyramid character was added. It works really well, but one player controlling two characters is something that we’ve both found mentally taxing at times as the decision making for the pyramid character is not shared.

Schmeeples in Shire

Our Final Thoughts:
The Fellowship of the Ring is a beautiful co-op trick-taking game. The narrative and the theme were well integrated in the mechanics, and that’s really fun for those who like trick-taking games and The Lord of the Rings. People who aren’t fans of LotR may still like it due to the interesting changes of the mechanics in every chapter, but maybe not as much.


Although the decision making process is not equally shared for two players, we would still recommend it to two players who just want to play something less heavy and have some more relaxed evenings, especially if they are LotR fans and want to complain about how blond Legolas is in the movies and in this game.

What we like:

  • art style
  • campaign progression
  • connection between theme and mechanics
  • production quality

What we do not like:

  • extra cognitive load for one player
  • more optimized for more than two players

What Kaysee also doesn’t like:

  • less exciting in later chapters

What Max also doesn’t like:

  • the pyramid can sometimes make victory impossible

Kaysee’s rating: 4/5
Max’s rating: 4/5

Combined rating: 4/5
4

Reference:
Tolkien, J. R. R.(1991). The Fellowship of the Ring. HarperCollins.
The Lord of the Rings: The Fellowship of the Ring – Trick Taking Game[Rulebook]. (2025). Office Dog.

Title: The Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game
Game Design: Bryan Bornmueller
Illustration: Elain Ryan, Samuel Shimota
Publisher: Office Dog

Photos and non-board game illustrations by Kaysee

The post A 2-Player Trick-Taking Journey to Middle-earth appeared first on Schmeeples.

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