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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.

V6.13 Named Anonymous players and more!

Von: Suzan
22. Mai 2026 um 16:15

This update contains lots of bigger and smaller improvements!

The most important of these are described below.

Named Anonymous players

When you log a play in BG Stats you now can add names to one or more Anonymous Players. In a play, just tap the anonymous player to add a name.

A so-called Named Anonymous Player only appears in that Play, not in any other lists of players, and does not have player stats.

You can find all information about named Anonymous Players here: Naming an Anonymous Player, and about Anonymous Players in general here: Anonymous Players.

Improved Game Search

When searching for a game in the List of Games the following is now also possible:

  • Search based on words: Just enter one or more words in the game title to find it. For instance. the search “Game Thrones” will now also find “A Game of Thrones
  • Search on alternate names: The game can now be found under all alternate names known on BGG, not just the primary name and name you gave it in the app. For instance: if you’ve added your game in the app as Sanctuary, you can now also find it under Artengarten.

As before, you can also find a game by its BGG ID.

Extra sorting options for selecting players in a play

When selecting players for a play, there are two extra options to sort the players available. Next to Alphabetical, Recent play and Most plays, you can now also sort players on Recent play of this game and Most plays of this game.

Android

The extra sorting options are added to the list of sorting options.

Sorting options Android
iOS

Once you select Recent play or Most plays, an extra option will become available, “of this game“. Once enabled the Player List filters will only take into account the plays for the game that is being played.

Sorting options iOS

Automatic Play tagging for Locations

You can now set a Default tag that will always be added to plays when they are logged on that location.

A default play tag can be added for every location:

  • Go to the Location list
  • At the end of a Location line
    • tap on the dots and select Edit (Android)
    • tap on the ⓘ (iOS)
  • Tap on Default Play Tag
  • Select a tag
  • Go back (Android) or tap Select (iOS) to go to the Location overview
  • Tap Save
Editing a Location

Extra option when selecting a duplicate game

When you search for a game and the game already exists in your app, with the extra option you can go to that Game entry directly.

When you tap on the + button on the list of Games, you can search for a game on BoardGameGeek. Type the name of the game (or BGG ID) and tap Search BGG.

If you tap on one of the search results, but that game is already in your app, you’ll now have three options:

  • Go to existing entry: opens the existing Game overview screen
  • Add separate entry: adds the game to the app
  • Cancel
Game already added in app

Heat map Accessibility option

You can now tap the Heat map legend to switch the heat map display from colors to grayscale. For each value, the number will be displayed as well.

The Heat map is available with the Power expansion. You can access it from the Insights screen, when you are viewing a Year or All time period.

Improved compatibility with accessibility settings (iOS)

BG Stats now adjusts its behavior based on the Accessibility Settings Reduced Motion and Differentiate without color. Larger Text, Dark Interface and Reduce Transparency were already supported.

BG Stats will soon list “Accessibility Nutrition Labels” in the App Store with all supported accessibility features.

Other improvements

Lots of other small bug fixes and improvements:

  • The game detail screen now shows how many board/variants and expansions you have
  • Switched the order of the Wins and Losses columns in stats for Plays and Games without scores
  • Game default scoring settings (Highest/Lowest wins) are automatically adjusted based on your recorded plays, when applicable
  • Improved handling of duplicates and New flag on Matching screen
  • And more

Asmodee’s annual revenue surges to €1.68bn on TCG distribution power, but sales of its own board games fall

Asmodee’s escalating power as a global TCG distribution giant was evident again in its newly-released annual results, which showed the company’s net sales surging 23% year-on-year to more than €1.68bn.

That annual revenue has swelled around 50% in just three years on the back of huge recent growth in TCGs, including heavyweights Magic: The Gathering and Pokemon as well as a wave of strong performing newcomers such as Disney Lorcana, the One Piece Card Game and Asmodee’s own Star Wars: Unlimited.

Despite Asmodee’s long-time image as a board game publishing heavyweight, more than 72% of its revenue now comes via its distribution of other companies’ games – up from an already hefty 63% in the previous financial year to March 31, 2025.

TCGs now make up the lion’s share of Asmodee’s annual net sales – about 60% in the 2025/26 financial year, up from just over 50% across the preceding 12 month period.

The company’s own board game publishing operation, meanwhile, saw its net sales fall 5.8% in the last financial year – while net sales for the first quarter of this year were down 9.8% compared to the same period in 2025.

Asmodee’s Jan-Mar 2026 and last financial year revenue figures, showing a hefty jump in the portion of its net sales coming from distributing other companies’ games

Asmodee CEO Thomas Koegler was asked directly during a Q&A session on Asmodee’s latest financial results if the company was still primarily a board game publisher, or whether it was “increasingly becoming an infrastructure company for TCGs”.

He said in response, “We have insisted a lot on the fact that one of the strengths of Asmodee is to be a publisher, but the first strength that we do have is our global reach across all categories, from TCGs and board games.

“That’s the superpower of Asmodee – and then being a very strong publisher is a way of accelerating performance.

“So I would say that there is no change, we continue to capture opportunities across the board wherever they come from… our aim is to be a dominant player, bringing all games to the market, anywhere they can.”

That assertion has been borne out by Asmodee’s recently reignited acquisitions drive, which has seen it pay a hefty €250m for French social and party game publisher ATM Gaming, as well as buying Japon Brand from CMON and individual IPs including ZombicideCthulhu: Death May Die and Sheriff of Nottingham.

The Japon Brand buyout was accompanied by Asmodee launching a new Japan-based design studio, Nekuma, anchoring its push into what it described as a “currently untapped market” for the company.

There were also hints in the Q&A session that Asmodee might be considering a move into Japanese distribution, adding to its existing operations in the region across China, Taiwan and Australia.

Koegler said of Japan, “The first move we have done with Japon Brand and setting up Nekuma is more of a sourcing move, right?

“The Japanese game designers and authors’ market is very dynamic. If you look for instance in recent very successful games – Bomb Busters, which is the Spiel des Jahres from 2025, was originated from Japan, a game like Dnup that we are releasing later in the year is coming from Japan.

Asmodee CEO Thomas Koegler

“So they are very good also at small card games, and we really wanted to, I would say, bolster our publishing capabilities by creating those sourcing activities.

“Distribution wise, for now we are still working with local partners, we have not set direct foot yet.

He added, “It’s a fragmented market, its a very strong TCG market on the local market side, but yes… as I said, it’s a very vivid scene.”

Koegler also made clear that the company is still pursuing M&A opportunities on the publishing side “across all play types that we have, from social games to lifestyle games and tabletop games”.

He said, “I would say that the discussions we have are still as active as they were – we have demonstrated our ability to do various sizes of deals, which is also a very strong signal to potential people that would like to join the Asmodee adventure.”

Koegler said in his introduction to Asmodee’s 2025/26 report that the impact of geopolitical and economic events on the company’s business in the first few months of the year had been limited, but that the firm remained “mindful” of the potential pressures on transport and energy costs.

Asmodee said the impact on the business of transport and energy cost changes due to global political and economic issues had so far been limited

He said in the financial results Q&A session, “From a consumer standpoint, in moments of tensions when there are rising costs, because games are an affordable leisure we tend to suffer less, if not take some opportunities. That’s what we’ve seen in previous crises over the past 10 or 15 years.

“Consumer sentiment-wise, we will see. Although we are always cautious, there is also I think opportunities for us.

“Secondly, in terms of the cost impact. First of all our mix is currently very favourable because trading card games are manufactured very close to where they are sold, like in Europe for European countries mainly – some are manufactured in Asia but its a limited one – in the US for the US, etc.

“Plus they are cheap to transport, so the impact on those is relatively limited. And then we will see with our partners in terms of raw material increases, but again in the overall cost of goods they do not represent a very significant party.

“For board games we have started to see some increase in transportation costs. They did not impact Q4. If we take an example, road freight did represent roughly 20% of the cost base, and they have increased by 10%.

“But again, all of this is quite manageable for us. We expect to be able to mitigate the impact.”

Koegler added that although the process for receiving tariff refunds in the US had begun, after the Supreme Court struck Donald Trump’s swathe of import fees earlier this month, there was uncertainty about both the timing and final amount Asmodee was owed.

He said, “This is still a little bit foggy, blurred – for us, but [also] for many, many other companies out there. So let’s wait for what’s next on this topic.”

The post Asmodee’s annual revenue surges to €1.68bn on TCG distribution power, but sales of its own board games fall first appeared on .

Kevin and Joseph Go to Gaming Hoopla 2026

Hoopla: Hoopla is an informal noun referring to excited, noisy commotion, bustling activity, or extravagant, sensational publicity (often referred to as hype or ballyhoo). It often implies unnecessary fuss or exaggerated attention surrounding a person, event, or product. 

Kevin

A Softer Side of Gaming Conventions

Last year, I attended about six gaming conventions, mostly on the larger side of the spectrum: Gen Con, PAX Unplugged, and the like. These conventions are huge, multi-day, overly stimulating showcases of everything the gaming world has to offer. If the massive vendor hall isn’t competing for your attention, then it’s the organized events, publisher presentations, or state-of-the-industry talks. It’s exhausting and invigorating all at the same time. I often come home from these large-scale carnivals with no voice and an empty wallet.

But what if I told you there’s a softer version of a gaming convention? One without long queues for the new hot game, a sugar-water refill, or even the restrooms? Now, what if I said the attached hotels were affordable, the schedule was packed, and you could still buy stuff?

Well, friends, I have an event you may want to pencil into your calendar for next year.

Gaming for a Good Cause

Nestled in the Baird Center in Milwaukee,…

The post Kevin and Joseph Go to Gaming Hoopla 2026 appeared first on Meeple Mountain.

Unboxing Video: The Pursuit of John Wilkes Booth from Blue Panther

Von: Grant
22. Mai 2026 um 14:00

A few years ago, while attending the WBC, I had the chance to meet Wes Crawford who was demoing his upcoming game Engine Thieves. He was a very nice guy and his game was pretty interesting as well. Since that time, he has another game that has been released designed in partnership with Ryan Heilman in The Pursuit of John Wilkes Booth published by Blue Panther. I had a chance to play the game solitaire (with Wes overseeing the game and giving me guidance and pointers) at WBC in 2024 and have since played the game on my own several times and had a really great time with it. Great little solo game with several other modes where the player uses resources like police and detectives to search for clues in the hunt for Lincoln’s assassin after the events at Ford’s Theater on the evening of April 14, 1865. Definitely not a subject that has been gamed before and it is really refreshing to be able to experience this history in an interesting and engaging game. There really is a lot to like with the way that clues are found and chits are blindly drawn to verify clues from a bag. There is also a great little movement mechanic with police and detectives to try to acquire more clues.

We were able to post an interview with Wes Crawford on the blog and you can read that at the following link: https://theplayersaid.com/2024/12/03/interview-with-wes-crawford-designer-of-the-pursuit-of-john-wilkes-booth-from-blue-panther/

Here also is a link to our video interview after playing the game with Wes at WBC:

-Grant

Sabah National Tabletop Con

 This will be held on 20-21 Jun 2026 at the Sabah Art Gallery. I missed this event last year because I had other work to do. I can make it this year and I'm looking forward to this very much. This will be my first time exhibiting at my hometown of Kota Kinabalu. If you are in KK, come play with me! 

❌