An Epic Struggle! A Review of Lord of the Rings: Fate of the Fellowship

Over the course of a few weeks, I played Lord of the Rings: Fate of the Fellowship many many many times and different ways trying to find the joy and fun. I have to admit, it was an Epic Struggle! I gave this game way more chances than I should have because of its theme and designer, but I struggled with it. Follow me in my journey to see if I keep Lord of the Rings: Fate of the Fellowship in my collection or throw it into Mount Doom along with the Ring!

My journey to play Lord of the Rings: Fate of the Fellowship began back in January 24, 2025!  The game was up for pre-order on the Asmodee web site, and I pre-ordered with an expectation that it would arrive in late May or early June (as was the original promise).

Well, things changed (Asmodee had trouble shipping) and it didn’t deliver to me until Monday August 19th.  This was frustrating because I had seen SO MANY people put up reviews on BGG, and yet, as a paying customer who ordered early, I didn’t get mine until 7 or 8 months later.

I was very excited for this: this is a game in the Pandemic System (see above)!  What that means is that it’s not quite Pandemic, but if you squint, you can see the elements of Pandemic in the game!  I generally love Pandemic and its ilk (see reviews of Pandemic: Ibera, Star Wars : The Clone Wars Pandemic, and World of Warcraft Pandemic), but I have not loved all Pandemics (see our review of Freedom Five).  Will this be a good Pandemic or a bad Pandemic? (What a strange sentence)

Let’s follow this Journey!

Rulebook

The rulebook is very good and is the first thing you see when you unpack the game.  This rulebook gets an A on the Chair Test!

The rulebook opens up and stays open on the chair next to me.  The font is big, the pictures are well-annotated, and it’s easy to read on the chair next to me!

The Component page is well-labelled with pictures and text: see above.

The Game Board Features is really nice as you try to understand this world.

Generally, this was a good rulebook with a Table of contents (yay), but no Index (boo!).  The back of the rulebook shows useful info and icons.

There is one issue with solo rules that’s not well-specified (see below).

Generally, this was a good rulebook.

Unboxing and Set-Up: Building the Dice Tower!

Total time: it took me about 2 hours to unbox and set-up for my first game

See Box above with Can of Coke for scale.

The first part of the game unboxing was building the dice tower: this consumed about 20 minutes!  The directions are pretty good, but it was annoying.  Unfortunately, this was a little foreshadowing for the game itself.

In the end, the Dice Tower looks really cool (see above), but holy cow, this was kind of annoying to build.  Once you’ve built it, it does come apart easily and go back into the box (in 3 pieces: see below).

The board is a huge 6-fold board.  It’s very busy and very daunting at first glance: see above.  It does get better once you get to know the board, but, yes, it is very busy.

I was told by my friends who LOVE Lord of the Rings that this board is very accurate and consistent with the map at the front of the books. 

If you squint, you can see the Pandemic underneath!  The Region cards feel very similar to the player cards we’ve seen from Pandemic!

Just like Pandemic, there’s Events (of course, they are flavored for this universe).

The Skies Darken cards (above) are very much like the Epidemic cards from the original Pandemic!

Like the original Pandemic, you divide the deck into fourths and put one of these “bad news” into each part of the Region cards.  That way you get one Skies Darken at about every quarter of the game!

The true Bad News deck is the called the Shadow Cards; you get two (or more) per turn.  This is just like the Infection Deck from Pandemic.   There’s a big difference though!  If the Shadow Card to the left of the card you play is a red banner (see above), you activate the TOP part of card!

If the left card is a black Banner, you activate the BOTTOM part.  The bad news you get depends on the top card of the deck!  This can have wild swings to the game!

Like Pandemic, these Shadow Cards go to the top of the Shadow Deck and will come out again and again, whenever you draw a Skies Darken!  You seed the game with “troops” (not disease cubes) very much like the disease cubes.

If you’ve played Pandemic in any form, those Skies Darken cards will feel VERY familiar.

Every player will play TWO characters! Not just one! That’s different!

The characters should be very familiar to the LOTR fans! See above!

One characters gets 4 actions (like Pandemic), and other only gets 1 Action Point. That’s a little different.

With those 4 Actions (see documented above), you do things like Pandemic.  However, there are a lot of differences here!  This is where the game starts to drift from the original game a LOT more, as you can attack (with dice), capture Havens, Prepare, Fellowship!  There’s SOME Pandemic here, but the actions you get really are very different.  For example, you can trade in a card for token for hand-management reasons, but only at a Haven!

So I decided to start my journey using the Solo Rules/Set-up! See above as I operate 5 characters (well, 4 and 1).

Winning, as you might guess, is throwing the Ring into Mount Doom: see above, top right!  But before you can do that, you must fulfill the previous three missions!  Each of these missions (see above) is very different: Attain the Blessing of the Elves, Challenge Sauron, Sauraman Your Staff Is Broken!  This is reminiscent of Pandemic, where you had to stop 4 diseases!  Here, you have to fulfill 4 very different missions!  (There are actually a number of different missions to choose from, but you always have Destroy One Ring as the final mission!)

At the end of Day 0, I was pretty exhausted!  Putting together the Dice Tower and setting up the game took a lot of work!

The Set-up actually spans 5 pages!  That’s right, 5 pages! 

At the end of Day 0, I was too tired to move forward and play my first game.

It looks cool set-up on the table though!  See that Dice Tower!  That cool LOTR board!

Playing Solo Mode Using Two Kinds of Solo Rules

The solo rules are well documented on page 22.  See above! (And thank you for following Saunders’ Law!)  These rules are generally very good and very clear. One problem I had: it’s not quite clear if you can share the tokens between all 5 characters, … but you can sort of infer that you can (because when a single players plays two characters, they can share tokens); it should have been stated more explicitly. EDIT: Yes, the rule is there! I missed it, and I could have sworn I looked like 3 times. My mistake!!!

The solo player plays 5 characters … well 4 characters and (Frodo and Sam).   You choose 4 characters to play (although the rulebook suggests characters for your first few games), but you always get Frodo and Sam (since Frodo has to throw the Ring Into Mount Doom) as the fifth character.  Yes, Frodo and Sam is considered one character.

There is only one hand of cards for the solo player, so all the cards are shared among the 5 characters.  This is both boon and bane; you don’t have to worry about sharing cards (indeed, the Fellowship action which shares cards, is disabled in the solo game), but you also are stuck with the 7-Card hand limit for all characters.  

You move the little green solo token around (above) to show which character you are activating this turn; the character you activate gets 4 actions, and then Sam and Frodo get one action.  That’s right, Sam and Frodo always get one action and the other character gets four actions.

My first game ended in a loss after about 14 turns as my Hope went to zero.  That’s right!  If your Hope track ever goes to zero, you immediately lose!  There are MANY things that cause your Hope to suffer: Search Checks, Losing a Haven, running out of cards.   In other Pandemics , the end generally comes when the player cards runs out.  Every game of Fate of the Fellowship I have lost was because the Hope went to zero very early in the game.  It’s VERY EASY to lose via Hope in this game. You have to be very careful with Hope, and it’s generally hard to get Hope back (but not impossible).

It was very weird to me that I lose before I was even barely one-fourth through the game: I had only gotten one Skies Darken!

Although I lost because I lost Hope, generally my combats were terrible; I rolled poorly.

Nonetheless, I realized I had played a LOT of rules wrong.   You have to understand that there are lots and lots and lots and lots and lots and lots of little rules in this game that you have to keep track of.  As someone who has played many many many games of Pandemic, I think I expected something more akin to the original Pandemic.  Nope!  This game is very different and requires you to bend your brain a lot more.

I was grumpy how hard I lost (as I said, I have played lots of Pandemic), but I realized how many rules I got wrong and things I missed, so my first game just got me the “feel” of the game; I should expect to lose.

My next solo game was a win, but I realized I STILL got a bunch of rules wrong.  

My third game was a complete loss in 3 turns.  That’s right, 3 turns! I got two “Shift The Eye To Frodo’s Region” and the Eye was there.  I had 5 search dice to roll, twice.  I lost because I lost all hope.  In turn 3.  That’s right, 3 turns.

I was ready to throw this game into Mount Doom; this games feels so messy and random.   Sure, I’ve had games of Pandemic go bad, but never this bad. Lost. In. 3. Turns.

I played a fourth game and lost after about halfway through the deck. By losing Hope of course.

I took a break to think about this. I realized that one of my problems was that I sometimes felt like I couldn’t do anything because I ran out of cards quickly.  This is because all 5 characters share the (7-card limit) deck.  When you have turns where you maybe don’t want to move (or can’t move), then you can spend some actions turning cards into tokens at a Haven.  With all characters sharing this hand, this “sometimes” action causes your hand to go to zero cards quite a bit.

So, I decided to play the traditional solo game: play the cooperative game two-handed, alternating between two players. See above.  After playing this way, I don’t think I can go back to the solo mode as written.  With playing 2-handed solo, I felt like I had more options (“how should I activate my characters? 4 or 1 or 1 and 4? Who should move?  Do I need to share?”).  Basically, the Fellowship option is important, but you don’t use it that much in a game—it’s generally better to have more cards in the 2-Player mode.

After 7 solo games, I think that the two-handed solo game is superior way to play solo. The solo player simply feels like he has more choice in actions (to choose how to divvy actions), more cards work with (spread over two hands), more mobility around the board (to deal with bad news as it pops up). To be honest, I didn’t start having fun until I started playing 2-handed solo.

I felt like the built-in solo mode might actually do the game a disservice. I kind of hated my first five solo games; it wasn’t until I went to the two-handed solo mode that I actually started having fun. If you had caught me in my first 5 solo games, this game would be burning in Mount Doom right now. I am someone who loves Pandemic, I am someone who loves Matt Leacock designs, I am someone who has played a lot of Pandemic in his life. Yet, the built-in solo mode almost caused me to hate this game. Caveat Emptor.

I recommend the two-handed solo mode.

Two Player

One of the things that convinced me that the 2-Player solo game was superior to the built-in solo mode was playing two players!

Over one Sunday, my friend Don and I played a 2-Player game and had fun!  Now, be aware that I had played many many solo games my this point, so I had the rules down, I had the strategy down, I had the teach down.  

I think we lost, but I don’t care?  We had fun: Don definitely knows like LOTR better than me and he thought it was fun.  He also reminded me that several of his Pandemic games went south in a few turns.  

It felt like there were more options in a 2-Player game. This cemented, in my mind at least, that the 2-handed solo mode is superior.

4-Player Game

So, after teaching the 2-Player game, we went into the 4-Player game.

The game was fun, but we saw more of the randomness emerge  It was also frustrating that sometimes players couldn’t do anything.  The muster action can only be done on certain locations IF you have friendship cards.  The Prepare action can only be done on a Haven.  So, if you didn’t have friendship or weren’t on a Haven (because you were out fighting), sometimes turns felt a little anti-climactic (as you couldn’t do much).

I was reminded by friends Charlie and Allison (after they played Pandemic Legacy: Season 1), that 2-Player Pandemic is easier than 4-Player Pandemic.  Usually because 2-Players can deal with Bad News “quicker”, as you only have to alternate players.  In a 4-Player Pandemic, the only person who can deal with some “bad News” is 3 turns away.

I think we saw this in our game of Pandemic; we came close to winning, but needed just a few more turns.  We didn’t “quite” deal with the Bad News as efficiently as we should have.

Did we have fun? Yes.  Did we love it?  No?  We liked it.   We would play again, if only to wipe the shame from our faces for losing.

Randomness

There are 4 major axes of Randomness in this game.

Axis 1: The Search Dice.  These must be rolled whenever Frodo travels (if he can’t sneak), or if a Shadows card forces a Search roll.   The number of dice depend on the number of Nazguls in your region.  See above for all 6 faces.   If you roll an “evil tree” (see above), you lose Hope.  Remember, if your Hope goes to 0, you lose.  You can re-roll some dice, at the cost of some resources.  They are re-rolls, not guarantees.

Axis 2: Combat dice. See above for all 6 faces. The red faces mean the bad guys lose a troop. The white faces mean the good guys lose a troop. A particularly bad roll can wipe out all the good guy troops and completely screw you. You can re-roll if you have a character in the region, at the cost of a ring. You can use swords to eliminate bad guys if you still have anything left (if you have a character there).

Axis 3: Shadow Cards.  What bad news do you get?  Even though the Shadow cards go back to the top of the deck (like Pandemic), the bad news you suffer depends on the next card at the top of the deck.  That little difference almost adds an extra axis of randomness.

Axis 4: Cards.  Which cards do you get? In one game, I waited 10? 12? 14? turns and could not get a sword!  See above! This basically meant my mission to win Isengard was thwarted and wasted time/resources.

This 4-axes of randomness (5 axes if you count the extra randomness of Shadow cards) can be debilitating.   There are ways to mitigate this, of course, but sometimes you just get screwed.  Pandemic kind of only had the 2-axes of randomness, and it felt plenty hard.

Be aware.  This game is much more random than the original Pandemic.  It may be too random for you.

Conclusion

It’s hard to recommend Fate of the Fellowship.   The extra randomness (relative to base Pandemic) inherent in the game with the Search Dice and Combat Dice can really bring your game down.  I also think that the recommended solo mode is flawed; and I think it will do a disservice to players if they decide to start with that. If you do want to play solo, I recommend 2-handed solo: you will feel like you have more options and more choices.

The game also feels like you can’t do things sometimes; you can only muster at hubs, you may only prepare at Havens, you may not move Frodo unless you either sneak or roll search.  The game feels like there are a lot more constraints on “useful” things you can do you on your turn … because there are more constraints, I think part of this experience is just realizing how important Havens and hubs are and getting used to that.  But, it “feels like” you can do less and that can be frustrating.

It took me almost 6 plays before I started having fun and figuring out the game works.  There are a lot of complex systems, there is a lot more randomness, there are many more constraints on player actions.  It may take you a while to really get this game; it has a huge learning curve.

Having said all that, Fate of the Fellowship is incredibly thematic, with the map, the missions, the special powers, and the characters!   All of my friends who love Lord of the Rings really feel like they nailed the game.

So what’s my final recommendation?  If you love the theme, you can probably suffer through learning the rules and love this game.  If you are a Lord of the Rings fan, you will probably enjoy this world despite all the complexity and randomness.  Losing is just excuse to embrace this universe and game some more!

If you just like Lord of the Rings, be aware that this game has a huge learning curve, a lot of complexity, and a lot of randomness! Much more so than base Pandemic.  If you can get past all that and learn the game, you can come to like it, but be aware it may take quite a number of plays to get to that point.  However, if you have a good shepherd (someone who knows the game and strategies), those first few games can be much more fun: my friends all had fun playing right away because I had done all the painful prep work.

My final score is a range: 4 to 7 out of 10.  That’s a huge range because I hated the extra randomness (that’s the 4), but when it was fun, it was fun (that’s the 7).  So am I keeping it? Yes. 
Be aware this probably won’t work for you right out of the box; you may have to live with it.

Was this a good Pandemic or a bad Pandemic?  It was a Grey Pandemic.

Fellowship of the Crew! A Review of Lord of the Rings, The Fellowship of the Ring: Trick-Taking Game

This is a mouthful of a title: The Lord of the Rings, The Fellowship of the Ring: Trick-Taking Game.   See the full title above!  BoardGameGeek lists it as The Fellowship of the Ring: Trick-Taking Game. Whew! We’ll stay with the “shorter” title.   

I ordered my copy directly from Asmodee, and it arrived mid January 2025.  I tried VERY hard to get the game as soon as it came out!  I was very excited for it!!  I saw a TON of reviewers get it earlier in 2024, but as a plain-old boring paying customer, the earliest I could get my copy was straight from Asmodee’s web site in January 2025 (after pre-ordering it back in November (?) 2024).

So, what is this game? It’s a small-box game for 1-4 players, Ages 10+ with a “listed” playing time of 20 minutes. That time is reasonable accurate for describing a single game, but this is, at its heart, a campaign game! So, it’s a campaign of 18 chapters, and each chapter can have multiple games. So, a chapter is “not necessarily” one game, but many times is. (After you complete the campaign, there is a standalone mode so you can continue playing).

This game (you’ll notice I am staying away from saying the full name) is a cooperative trick-taking game! Players work together to take tricks, but under certain conditions! One of the biggest parts of the game is that it is a Limited Communication game: players are not allowed (in any way) to discuss the cards in their hands as they play. All they can do is deduce what other people have by what cards they played.

Those of you paying attention might say “Hey! That sounds like the Crew! That’s a cooperative trick-taking game too, right?” Yup! We liked The Crew quite a bit, as it made the #2 position on our Top 10 Cooperative Space Games! There’s a lot of similarities between the two: they both have ongoing campaigns that start easy and get harder, they both are smaller box games, and they both are Limited Communication games. The best description of Fellowship of the Ring: Trick-Taking game is Lord of the Rings meets The Crew. But there are some interesting differences, which we will discuss!

Unboxing and Gameplay

This is almost exclusively a card game. There are 3 decks in the game: the intro deck (far left), Part I deck (first 12 chapters) and Part II deck (last 6 chapters).

So many cards. See above.

There are some tokens; the purple tokens are used to notate “required” characters: when you play, ever player must take a character, and certain characters are required for certain chapter. The big Ring card is used to denote when Rings have been played, and thus allow leading with them (see more discussion below).

This a trick-taking game, so there are suits. Rather than “boring” hearts, spades, diamonds, etc, the suits are thematic Shadows, Hills, Mountains, Rings, and Forest. See above.

Each player will assume the role of a Lord of the Rings character (you may assume multiple characters depending on the player count).

Each character has a win condition: in order to win a game, you (usually) hav to satisfy all characters’ winning conditions!!! Notice Frodo’s “win” condition: he must win 4 or more of the Rings cards in the tricks he wins.

Pippin’s win condition is to win the fewest tricks: see above.  You’ll also note that at the start of the game, some characters are allowed to “exchange” cards with other characters.  You can’t still talk about your cards in hand, but you can give away obvious cards.  For example: you really don’t want Pippin to have too many high cards (since he has to lose most tricks), so you may give away an 8 of Hills.

An interesting rule of the game is that a player can’t lead with a Ring card unless a Ring has already been played into a previously won trick (by being sloughed off when a player couldn’t match the lead suit).  The Ring token is on the black-and-white to show: “Nope: you can’t lead a trick with a Ring suit“.

Once at least one Ring has come out, then Ring cards may be lead!  See the colorful side of the Ring above!  It now means “Yep! You can lead tricks with Ring cards now!“.

There are lots of little special rules in the game. For example, after dealing out all the cards, one card is always “lost” (to make the math work, there is always one extra card). But Gandalf has a special rule that he can take the lost card into his hand!

Each character is dealt a hand of cards and uses those to play a trick-taking game! The holder of the 1 Ring always starts the game. Frodo is almost always in play, and he always starts with the 1 Ring: see above.

Players continue playing until all their win conditions are satisfied … and they win! If, at any point, the win conditions can’t be satisified, the game is lost. In the campaign, losing means you just play the same game again until you win (usually).

A winning game moves to the next … game.  In the beginning of the campaign, that usually means the next Chapter: these are called “Short games” (see below).

Later in the campaign, you may have to play multiple games to advance to the next chapter.  These are called “Long” games (see below).

If you can get through all 18 chapters of the campaign, you win!

Solo Play

There is a solo mode for the game! (Thank you for following Saunders’ Law!) Given that The Crew (the game that this will be compared to over and over) DID NOT have a solo mode, this is huge!

The solo mode has very different rules than the main cooperative game! During the main cooperative game, all cards are dealt out, and the players (cooperatively) make decisions about what to play based on what they see in their entire hand! See above as a cooperative player has a whole bunch of cards!

In the solo game, the solo player assumes the role of 4 of the characters, and only gets “part” of each hand (4 cards each to start)! See above as Chapter 1 has the solo player playing 4 characters with 4 cards each!

Each character gets 4 cards (see above) and will get a new cards after a trick is taken! So, the solo player has to decide how to play cards based on seeing ALL Characters cards, but not all cards per hand!

So, this is a solo mode which requires the solo player to operate 4 characters! Normally, I worry about the intellectual overload, the context-switching between characters, and general maintenance. But it’s really not an issue here! Each character is very simple to operate: they don’t have special powers, they simply have a special winning condition. It’s really easy to look at the board (see above) and get a sense what each character should play!!

The solo mode requires you to look at all the cards in all the hands of all the characters and make decisions to achieve their win goals. That sounds daunting, but it really isn’t. You know EXACTLY what each character will play; what you don’t know (for sure) is what card each character will get next. The randomness in the solo game is based on what card each player gets next round. I never found this randomness too debilitating. I had a few games where the cards went against me, but it was easy to replay that game … remember, this is a 20-minute game, so any randomness in the deals (even if it completely sucks), will be over soon and you can play another game.

Said another way, I didn’t think there was too much randomness in this game to make me dislike it.

To emphasize the point that this is an easy game to get into, let me tell you that I played through the entire 18-Chapter solo game when I was sick! I wasn’t at my best, but the LOTR trick-taking game is really easy to get into! Each game is “only” 20 minutes or so, so when I got tired when I was sick, I could go take a nap, and come back again!

Let’s be clear, even though the solo game is easy to pick-up, easy to play, and easy to keep coming back to, there’s still a lot of engaging decisions! Part of the reason I liked the solo game so much was that it was engaging and “distracted” me from being sick!

The amount of manintenance as you play the game is pretty minimal; it’s real easy to play solo. But there is a lot of maintenance between games: Honestly, the worst part of the game is the constant shuffling. You need to make sure you do a really good job shuffling the cards, because a bad shuffle may cause you to lose the game! So, I ended up doing a pile shuffle after every game just to make sure thing were shuffled!

As a solo game, this game is a huge win! It’s easy to learn, easy to play, and engaging enough to keep coming back to! Like I said, I played the entire 18-Chapter campaign solo when I was sick, and it was great! It’s easy enough to play when you are “distracted”, but fun enough to keep you engaged!

Major win for having a solo mode: What’s the score?
The Crew: 0, Fellowship of the Ring: Trick-Taking Game: 1.

I liked the solo game, and even though I have defeated the entire game, I will keep it in my collection to play again solo.

Cooperative Mode

So, there are actually several cooperative modes based on the number of players. It “feels like” the best way to play the game is 4-Players (or 3-Player). (The 2-Player game is really very different; I can’t comment on that as I never got a chance to play it. I have to admit the 2-Player mode looks very daunting).

My 4-Player group sat down and played though 12 games (8 chapters) in one night over 3 hours! They won most games pretty handily, but it kept getting harder and harder! By game 8, they had to replay it 3 times! Game 8 features Tom Bombadil pretty prominently, and the joke was that game 8 was just as annoying as Tom Bombadil!

The major differences between the solo and 4-Player cooperative game:
1) The solo player sees all hands, but only a limited number of cards
2) The cooperative player sees all cards in their hand, but only can see their hand

The Limited Communication rules are VERY Clear from the rulebook: you pretty much can’t talk about anything except public information, such as player’s winning conditions and special rules.  Anything in your hand can’t be discussed AT ALL!

After playing through 8 Chapters, my friends basically said they liked this better than The Crew and it was more thematic! They liked the art, the cards, the character win goals.

The Crew: 0; Fellowship of the Ring: Trick-Taking Game: 2 (theme, art)

I like to point out that the Crew has the “very limited communication” with the communication tokens.  I actually prefer that part of the Crew: I don’t love that there is NO communication really in this game (but see below). Recall, in the Crew, every player “can communicate” once at a critical juncture with “highest card” or “lowest card” or “only card.  There is no such mechanism in Fellowship of the Ring: Trick-Taking Game: the rules for limited communication are pretty brutal.

The Crew: 1 (has some critical communication); Fellowship of the Ring: Trick-Taking Game: 2 

One Ring To House Rule Them All

Let me tell you what happened in the 4-Player cooperative game: when choosing characters to play, my friends ended up talking a little about which characters to choose. “Oh, I should probably be Pippin, my hand sucks.” “Ya, I can be Tom Bombadil I guess”. Here’s the thing: the rules are VERY CLEAR that they can’t do that!

I read the rulebook aloud to my friends: this explicitly say they can’t do this …
“During setup, players should not discuss character preferences, as this may reveal information”

My friends hated this rule! This is the one and only chance to really communicate on the game, and they felt like it made the game more fun! “Give us SOME choice! This is a house rule for us!”

I didn’t mention this, but I ended just watching and shepherding my friends through 8 chapters (I was the fifth wheel and didn’t play). And watching my friends “discuss” which characters to play seemed to engage them and made them talk! They REALLY had fun picking characters! I think it also gave them more “skin” in the game, as they weren’t just “saddled” with a character, they had a choice in the pick!

It’s very explicit in the rules that players can’t reveal any intent on characters, but I think that’s a mistake. I think the game is more engaging and more fun if players have some choice there! Honestly, this helps combat the problem I have with this game: there’s no “special communication” allowed (like The Crew!). Watching the game, it was VERY clear that allowing the players to help choose their characters was more fun, so we made it a house rule:
“Players can communicate preferences for choosing characters, but just can’t reveal what’s in their hands”.

With the house rule:
The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 3 (house rule)
Without the house rule:
The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 2 (no house rule)

The Campaign

The Campaign is … just the game getting harder and harder.  The campaign follows the story in the book really well; one of my players is a big Lord of the Rings fan, and they noted how well the Chapters followed the book.  But, at the end of the day, each game is pretty much independent of the previous game.  There is no “levelling-up”, there are no major penalties for losing—each game just gets “harder”.   Certain characters are “revealed” as you play, but generally the campaign is just harder and harder games. It’s a linear campaign.

If you were looking for a more operatic campaign with levelling-up, branching narrative, satisfying punishments, debilitating punishments, and state changing, this isn’t the game for you.  But, if you want a bunch of games in a row that nominally follow the plot of the book  The Fellowship of the Ring (without too much maintenance in between), this is a good game for you.

What Do You Do When The Campaign Is Over?

There are rules for playing the game after you finish the campaign: see rulebook above.  Honestly, I would just rather play the campaign again; the campaign is easy to reset, and setting up games “post campaign” looks messy.  

What I Liked


The art:  This stained-glass art for the characters was very thematic and very appealing.  The art on the Mountains, Rings, Shadows, etc. suits was also very thematic.  The art and theme is much more appealing in this game than the Crew:
The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 4(with house rule and art)

The Characters: The character art and win conditions were all very interesting. One of my players pointed out they liked that the win Conditions changed every time, but they followed the characters! The Crew is a little different in that the win conditions just a condition. I think it’s a win for the Fellowship of the Ring: Trick-Taking Game that there are characters. Having characters makes the game a little more engaging! For my group at least.

The Crew: 1; Fellowship of the Ring: Trick-Taking Game: 5(with house rule and art and characters)

Solo mode: The solo mode is good. It’s easy to get into, and it’s easy to start/stop it at any time. We’ve already noted that the Crew does NOT have a solo mode, whereas this does.

What I Didn’t Like

Communications too limited: I think the Crew has the major advantage by giving players “chances” to do communication at critical times: There is no such mechanism in this game. I don’t want to undersell this point: this is one of the major reasons I adore the Crew! The whole idea of communicating a critical piece of information at JUST THE RIGHT TIME is such an engaging and interesting mechanism in the Crew. There is nothing like that here.

I will say that the House Rule we proposed (allow characters to more interactively choose characters) goes a long way towards alleviating this issue.

So much shuffling! Just be aware how much shuffling there is … you may want to sleeve your cards. Since each game is only 20 minutes, these cards get touched and shuffled a lot. I currently don’t have my cards sleeved, but maybe I should.

Conclusion

The Lord of the Rings Fellowship of the Ring: Trick-Taking Game is a fantastic game that I think people will adore. I watched as my group just jumped in and played 3 hours, and they had a ball! I watched as I played solo over the entire campaign, and I had a ball!

The best description I have of this game is The Crew meets Lord of the Rings!  It’s a very thematic co-op, at least moreso than The Crew.  My friends all preferred this over the Crew … but only if they had the House Rule that they could talk more about character selection.  Watching them play cooperatively, I would strongly recommend this House Rule: it really seemed to make the game more engaging for my friends!

The solo game was very engaging and I would play it again.  

This is a very easy game to jump into, either cooperatively or solo, and it’s easy to play (with lots of fun decisions).  I personally prefer The Crew over this (because of the critical communication rule), but my friends all preferred this game.  If I want to play solo, I can’t play The Crew, but I can play this.

Great game. I will keep both The Crew and Fellowship of the Ring: Trick-Taking game in my collection, but it appears my friends all prefer Fellowship of the Ring: Trick-Taking game.

You might want to sleeve your game if you pick it up.  My cards have started getting a little grody.