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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.

Deckers: Hacking the Mainframe Together 2-player review

17. April 2026 um 17:39

By Kaysee and Max

Leiko andthe other deckers
“Among the outcasts—bootleggers, criminals, and rebels—the Deckers rose.”
-Deckers Rulebook, 2025, Introduction

Disclosure: played more than 15 times, beat the game in one of the highest difficulties

The first time we noticed Deckers was on BoardGameGeek’s list of most anticipated games at Spiel 2025. Its cyberpunk theme immediately caught our attention. BGG describes it as a reimplementation of Renegade, a title we had never played nor heard of before. Kaysee checked the BGG page for Renegade and saw that it’s a cooperative deck-building game with a complexity rating of about 3.5. This really made us more excited to try it since we were looking for a game with mid to high complexity and Max really likes deck-building. Just as in Renegade, in Deckers the players (the titular deckers) are working together to defeat an intelligent Super-Massive Computer (SMC). We decided to jack-in and give it a shot.

We started playing Deckers the night after we bought it (we’ve lost count of the number times we’ve played it since then but it’s more than 15 times). The box is impressively compact (7.5 × 19.5 × 19.5 cm) and light (1.16 kg), which makes it easy to bring to board‑game nights to play with our friends. All the tokens, dice, cards, and tiles fit neatly inside, and the setup is very straightforward, given the complexity of the game. Building the network of five server boards is quick and can feel like a fun mini‑game in itself. The beautiful and vibrant art style fits the cyberpunk setting.


components of Deckers
The measurement of the box is 7.5 × 19.5 × 19.5 cm and it’s just 1.16kg.

While the setup is light, the rules are not. There are many terms that we needed to remember. We’d recommend for both players to read the rule book, since it’s more efficient that way; if one player forgets how an action works, the other player can remind them of it. Neither of us has tried playing Deckers solo, but playing it together helped us differentiate actions and terms from each other and understand the rules better. The player aid cards were very helpful to us, but we still found ourselves checking the rule book every now and then since some definitions are much clearer in the book. It is important to follow every step in the sequence of the game and understand what happens at each moment and to take into account what is stated in the objective card.

There are three types of objectives: bronze, silver, and golden. The number of objective cards that you need in a game can range from three to six and is determined by which SMC you choose and whether the SMC is upgraded or not. Whatever is written on the Goal section of the objective cards determines how you’re going to beat the SMC, but in any case, the goal on the golden objective card(s) must be fulfilled.

The game has a number of rounds equal to the number of objectives. Each round begins with the intel phase, during which players take note of the special rules introduced by the SMC or the current objective and the interactions between them. Next is the command phase, where every player gets three turns with the turn order freely decided by the players. For each turn you draw five cards, but the SMC will also spawn so called sparks to oppose you. The cards have different symbols printed on them, which are called commands. Different commands allow you to perform specific associated actions or to buy upgraded cards for your deck. Importantly, every card that you buy replaces another card in your deck, so that the total number of cards is always 15. After all players have had three turns, the SMC acts in the aptly named SMC phase. Finally, the round ends with the refresh phase.

Against Alpha-Moby, the recommended SMC for beginners, the first character that Kaysee chose was Monty (mainly because he’s green) and Max chose Oshin (just because he looks cool). After reading their character profile, we thought we made the wrong choice since Monty and Oshin aren’t really the best buddies. As we played, we realized that we made the right decision as we figured out how the infect action and the commands work.

We took advantage of Deckers having no communication limit. We talked about how we were going to position our characters and the actions that we were planning to take. For two players, we find the action step to be fast. If one of us isn’t sure whether to take the next turn, it is possible to let the other player take another turn. One mechanic that Max likes is how the deck-building works in this game; instead of adding or removing a card from your deck, a card is replaced by another card which makes it much more efficient in terms of decision making and game speed.


final phase
The final phase

We were able to fulfill the final goal, but each of us had one turn left and we had to take them even if there was no way for us to be defeated by the SMC during its phase. We won, but Kaysee didn’t like the sudden drop in tension, she did like the flavor text at the back of the objective cards, though. We both decided to play again and chose different characters with a different set of objectives. We lost the second game. We tried again and won, then we changed SMCs, which made the game feel different and more difficult, making it less anti-climactic. We like the possibility of controlling the amount of randomness by choosing a specific SMC or character. Some SMCs and characters can make a game more random and some can make it less so. Having that flexibility and choice is a good thing if one wants to have a less random game. The playing time may take less than an hour if playing against a low-starred SMC, but it may take more than 3 hrs (breaks included) if it’s a 6-starred SMC.

For those who want an extra challenge, there are the three variants included in the rules. First, the server boards have a second side featuring fragmented servers. In this mode a server is spread out over all the boards instead of a one to one correspondence between servers and boards. Second, there are two upgrade cards for the SMCs, each adding a special golden Mother’s ghost objective and changing the rules for spawning sparks. Playing against an upgraded SMC straightforwardly increases the difficulty level. Finally, there are ‘packet tokens’. These are placed during setup and have various positive or negative effects when picked up in game.

Schmeeples jacked-in

Our Final Thoughts:
Deckers is a well polished co-op board game. The different sets of objectives that you can get, the different SMCs, and the addition of variants make the game highly replayable. The first game can be anti-climactic if you use the suggested objectives, as they are specifically chosen so that finishing the earlier ones helps with later ones. At higher difficulties you’re just glad that you were able to fulfill the objective, leaving no space in the mind for the anti-climactic. One thing that would be nice to have is a unique flavor text after defeating the Mother SMC.

We had a huge amount of fun playing Deckers as a couple. It’s not a cozy date night type of board game, but it allowed us to discover together how a specific action works and come up with different strategies to beat the game, which made for better evenings even in sessions where we lost. All in all, we would wholeheartedly recommend Deckers to 2 players who like crunchy games that require creative problem solving and who don’t mind a moderate degree of randomness.

What we like:

  • ease of setup
  • complex decision making
  • replayability
  • size
  • theme and setting
  • adjustable randomness

What Kaysee also likes:

  • the flavor texts
  • the lore

What Kaysee doesn’t like:

  • not enough flavor text

What Max also likes:

  • the deck-building mechanics

What Max doesn’t like:

  • it can be too random

Kaysee’s rating: 4.5/5
Max’s rating: 4.5/5

Combined rating: 4.5/5
4.5

Reference:
Deckers[Rulebook]. (2025). Deep Print Games GmbH.
SPIEL Essen 25 Preview

Title: Deckers (2025)
Game Design: Richard Wilkins
Illustrations: Lukas Siegmon
Publisher: Deep Print Games GmbH

Photos and non-board game illustrations by Kaysee

The post Deckers: Hacking the Mainframe Together 2-player review appeared first on Schmeeples.

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