A Two-player Journey to the Alternate Worlds of Middle-earth
By Kaysee and Max

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 cooperative 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 how well made the cut-outs are. It’s 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 are in place. We checked everything, nothing wrong with the assembly, there just happens to be a shelf inside that dice can get stuck on, especially when throwing in more than two dice.

We also like the other components, especially the wooden troops; they were so cute. We also like 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 aren’t well fitted to the stands. We were thinking about adding glue just so they won’t fall off from the stand (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).

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 used the term “hope”. If the characters lose hope, the world falls apart. This is a great mechanical representation of the importance of hope in The Lord of the Rings. The Threat marker, on the other 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. Which section to resolve is determined whether the top of the deck has a banner or a flag. Max likes it because it gives more variety to the game, and makes it less predictable than the original Pandemic.
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 for each player, but for subsequent games, the three other 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 for balancing reasons and 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 like 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 their turn, each player 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 like 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 us decide how to allocate 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 allows the player to do an event any time in the game, even on another players 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, for re-rolling 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.

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 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.

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, events, and how 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 are 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 to 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
- dice getting stuck in the dice tower
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
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
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