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Weighing the Upsides: A LotR: Fate of the Fellowship Review

J Updated October 26, 2025
 
3.0
 
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Weighing the upsides: A LotR: Fate of the Fellowship review

Game Information

Publisher
Designer
Players
1 - 4
There Will Be Games

A co-op with a lot of great decisions that fairly drips with theme, it successfully escapes its past but maybe tries too hard in doing so.

I detest Pandemic. Detest. It. Oh, sure, back in the day, I tried it when it first came out and even enjoyed it for a while. There were exciting moments and occasional frustration when things didn't go our way, as any good co-op should have. But then, reality set in. Not only did I discover that it was essentially an active jigsaw puzzle but also, like all jigsaws, you could only do it and actually have fun a couple times. Every time after that, it was the same, old thing. This definitely has something to do with my general distaste for co-ops, but I've found that to be less of a concern in recent years, as designers have found a way to make it less about solving a puzzle and more about telling a story; the latter of which has always been my favorite type of game (e.g. more Ameritrash than mechanisms.) And I tried with Pandemic. After I got rid of my copy of the original, I tried a couple of the variations. There was even a moment just a few years ago when someone suggested playing Pandemic: Rome. I appreciated that there were variations within the scenarios and the game was more tied to history than the random (and mechanical) progression of diseases and I'll try anything Rome because Rome. But by turn 2, I just wanted it to be over. So, when I heard that someone had basically taken the Pandemic model and put an LotR game into it, I was completely disinterested. Not only have I played enough LotR games, but the concept of adapting it to Pandemic made me physically recoil. But then people started raving about it, including voices that I implicitly trust, like Charlie Theel. So, finally, I gave in and picked up a copy and, largely, they were right. The Lord of the Rings: Fate of the Fellowship feels like it should be a pretty good game. But I'm not sure that it's everything that it attempts to be.

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As noted, I'm big on story. From games to films to books, tell me a good story and I'll usually be along for the ride. It doesn't have to have brilliant mechanisms or great acting or elaborate use of language. If I'm interested in what you're saying and where you're going, I'll usually be able to overlook the other stuff that I might not find up to par. FotF is immersed in the most well-known fantasy epic of the modern era, so it's already a "good" story by many estimations. (I have my issues with it, but that's another article.) And, despite being based on the mechanical approach of Pandemic, it has enough sound design apart from that basic framework to make it genuinely appealing on both the gameplay and storytelling levels. First off, all of the characters are not only actual characters from LotR, but they also have more depth and gameplay than any of Pandemic's "roles." These aren't the faceless Scientist and Researcher. They are Aragorn and Gandalf and Legolas and Frodo. That, alone, brings in more than the original game provided. You have an identity that's not just Special Power X or Special Power Y. You're Boromir, first son of the Steward of Gondor. Along with that, each character brings multiple abilities that mesh in much more complex ways than the aforementioned roles used to. Several of them are similar (Four of them can Muster without having to spend Friendship, for example, but each of a different type of Free Peoples.) but all of them have unique talents that identify them as unique contributors that will change the way your game is played. A further enhancement of player interaction is that each player will be controlling two different characters. There usually won't be the common problem with the Pandemic system in that some roles were either too narrow generally or too narrow in many circumstances, such that some players' turns were left feeling empty because their special power wasn't so special in the situation that you found yourself. FotF doesn't completely escape that, but it generally feels better than older versions of the system.

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Similarly, instead of having the one focus being "Stop the disease" or "Stop the barbarian hordes" or whatever, in FotF you have different objectives for each time you play. One of them will always be to destroy the One Ring because obvsly, but the other three are drawn from a deck of 24, so you shouldn't usually be running into the same combination of goals without a serious number of plays. All of them inspire vivid memories of points of the story of The Lord of the Rings, so there was some real care taken to implement these. The fact that one of the suggested "starter" tasks seems to be among the most difficult in the whole pile is unfortunate, but we'll get to that. Along those same lines, although the Shadow ("disease") deck follows the general model that we're all familiar with (Shadow troops gather in certain spots, expand from those spots, and then cards drawn from the player deck (The Skies Darken) shuffle those and put them back on top of the deck, to keep the pressure on those same spots/paths), there's a wrinkle added that makes it more interesting. A common tactic in Pandemic was to identify the loci of the initial outbreaks and simply station players near those points to act as breakwaters, thus neutering the threat of the disease until it could be exterminated. The Shadow deck veers around that by making each card have two halves, one of which is triggered by the back of the next card sitting on top of the deck. So, yes, one can be aware that there's a great threat coming from Umbar and Dol Guldur, but it may just be gathering there or it may suddenly strike out and threaten the surrounding lands with a larger force than expected. That system at least creates some question and, consequently, some story about how it needs to be handled.

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Add on top of all of that the amazing production of the whole package, from the beautiful rendition of the map of Middle-Earth that makes the board to the excellent artwork on the Shadow cards to the OTT production of the Ringwraith minis to the absolute crowner: the dice tower that looks like the Barad-dûr. Not only is it an eye-catcher, it's also made out of punchboard and has only a tiny bit of disassembly to fit perfectly in the box along with everything else. It's just spectacular and well worth the purchase price and that goes without mentioning little things like how the basic setup is presented in the rulebook and also printed on the board for ease of startup (unlike, say, War of the Ring...) or that the characters are all color-coded so that their meeples (which are usually pretty easy to figure out) share the same color as their card. Everything about it is positive, except... well... It strikes me that it's just a little overtuned and subject to a couple basic strategies that are inescapable in their function. First off, I've played with groups of two, three, and four and, oddly for a co-op, 4 was by far the worst in terms of function or at least in terms of results. With more people, you're obviously drawing more Shadow cards and I wonder if that turned out as planned. There are, of course, more characters on the board to expend more actions against the greater pace and greater number of Shadow troops, but there are so many paths and threats to be assessed at any given moment that it seems like you need a very narrow set of circumstances to go your way in order to make everything work. Adding more players adds more randomness and, since you're already dealing with dice for both battles and the Searches for Frodo, more randomness is probably not the best thing to add, although it does add replayability that its original system model often lacks.

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But, unlike Pandemic, I feel pretty safe in declaring this to be a "gamer's game" and not something you'd drag out for the fam at holiday gatherings unless they're serious LotR fans. I've had regular "gamerz" get paralyzed by the number of options such that the game outstays its welcome by a good hour and others who refuse to take risks because they're turned off by the presence of a few bad rolls of those dice (or the potential of them.) War of the Ring is a great game. Middle-Earth Quest is a great game. Part of the reason that both of those are great is their immersion in and ability to convey that fantasy classic which is the story of Frodo and the Ring. This game is no different in that respect. But it's also not one that I would put in front of non-LotR fans and expect them to really enjoy, even though I'm sufficiently self-aware to realize that it may just be my lingering detachment from the underlying system that may be driving that feeling. Part of it also may come from the fact that, like with that underlying system, there are essential tactics, such as making sure that the Eye of Sauron is never around Frodo when he's moving. What that ends up resulting in is that some players are taking trivial actions to enable that essential tactic to be successful, which is usually doing suicide attacks on much larger enemy forces. Remember that Mustering without needing to spend Friendship cards or tokens? Yeah. At least one of those characters will be engaging in that sandbagging quite a bit which, on the one hand, is just part of any player's turn, but also begins to feel like the daily chores, rather than exciting gameplay. Are trivial actions better than not having useful ones?

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That variation in objectives, while an overwhelming positive, also comes into some question because of the wildly varying difficulty of said tasks. The three suggested to start (along with Destroy the One Ring, as always) are Favor of the Elves, Your Staff is Broken, Saruman!, and Challenging Sauron. The first is almost always casually achieved. The second swings broadly between an utter walk (no Isengard cards in the initial draw) to a significant hurdle (three or more Isengard cards in that initial draw.) The third has been the major stumbling block every time we've played and becomes even more challenging with fewer players, since it becomes that much more difficult for fewer characters to be able to Muster three different kinds of troops and bring them to one spot while still being engaged in the regular task of keeping the Eye distracted. I'm loathe to use the modern buzzword of "balance", but if one of the suggested tasks for new players is vastly easier at four players than at two, I think there may be an issue. Perhaps the answer for me and my groups is simply to not use that objective. Even regular gamer that I am (and most of the people I play with are, as well), maybe I and the six different people I've played with somehow have a blind spot on that aspect of the game. But I don't think so, despite being "reassured" by others on the forum of this very site that there are two kinds of people: those that think the game is hard and those that keep the Eye moving, implying that the first group are, of course, idiots for not being able to win the game, one supposes. Maybe that explains why the very well-presented rulebook threw us for a loop, as well, since the presentation of the Search mechanism in the book is significantly more confusing about how to count Nazgûl than it is on the excellent hint cards given to each player, which may have accounted for some of our problems in the first couple games we played.

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In the mirror image of my feelings about Pandemic, I want to like this game. I really do. Its presentation, visual and mechanical, and overall feel are excellent. My kneejerk reaction is that this is a Z-Man triumph, like days of old. But the lingering aftertaste of not only its underlying model but what feels like an overtuned version of it doesn't encourage me to play again anytime soon. It only took us a couple games to "solve" Pandemic and a couple more to get tired of it. We've played Fate of the Fellowship four times now and have yet to win, which could be a mark in its favor for the challenge it presents. Or it could be that it's just not my/our type of game and I should move it on for something that I'd actually feel like playing on a regular basis. As much as I want to like it, at the moment I'm afraid that I should have listened to my early instincts and saved the money.

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Editor reviews

1 reviews

Rating 
 
3.0
The Lord of the Rings: Fate of the Fellowship
J
Marc "Jackwraith" Reichardt  (He/Him)
Staff Writer & Reviewer

Marc started gaming at the age of 5 by beating everyone at Monopoly, but soon decided that Marxism, science fiction, and wargames were more interesting than money, so he opted for writing (and more games) while building political parties, running a comic studio, and following Liverpool. You can find him on Twitter @Jackwraith and lurking in other corners of the Interwebs.

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Mantidman's Avatar
Mantidman replied the topic: #344257 29 Oct 2025 06:23
Thank you for this review. I will also save my money. The beautiful production almost had me, but I fear that it would just sit on a shelf given the gaming/family group that I have.
Jackwraith's Avatar
Jackwraith replied the topic: #344258 29 Oct 2025 08:21
You're welcome. I'm still of two minds here in that I'm kinda reluctant to talk anyone out of it, but I also certainly don't want to talk anyone into it. I'm still going to give it a couple more tries before (likely) offloading it, but mostly because I'm a long-time LotR fan and, again, it's such a nice production.
WadeMonnig's Avatar
WadeMonnig replied the topic: #344259 29 Oct 2025 16:19
I was in the exact same position as you in regards to possibly picking this up. Thankfully, you addressed all my concerns in this review and all of the neat tweaks that might have swayed me. Great review, I can safely say it's not for me... even if it is really a great production.
southernman's Avatar
southernman replied the topic: #344267 31 Oct 2025 09:21
I've watched a couple of full playthrus (one by Paul Grogan of Gaming Rules and one with Matt L and a developer and another guy when it game out) and bot of them have me very interested. Yes I can see some of the quests are very challenging depending what characters are playing and I can see that the whole game is kinda scripted of what you need to turn most turns but I think that can be lived with (accepted that's what the game is about).
A lot of games can have scripted ways to win that can appear to suck a bit of the fun of it. I have War of the Ring and played a new gaming mate earlier this year, he had never seen it before so watched a few videos before he came around (disclosure, I have never read much strategy on it so am unaware of most of the different tactics). He played the Free Peoples and proceeded to follow the advice of one video of just running straight for Mt Doom with the whole fellowship, killing off the party as required, resulting with him getting to Mt Doom with Frodo only left and winning the game. Admittedly I had a few really bad dice rolls in a couple of big battles, and he was slightly lucky with some of his, but the speed at which he did this meant I was never able to get enough of Sauron's units near his strongholds to even threaten a military victory.
I was stunned that it was so easy to win an epic game like WotR with a scripted play like that and it has completely taken the gloss of it now for me as a great strategy game.
Jackwraith's Avatar
Jackwraith replied the topic: #344269 31 Oct 2025 12:17
Yeah, I think that's the difference between people that want to engage in the game on its own merits and people who just want to win the game, by any means necessary. I've had a couple discussions like this over Star Trek: Ascendancy on BGG, where people have asserted that a tactical approach was "unbeatable" and therefore the only way to play which was unfun and consequently made the game flawed or in need of reworking or whatever. My response was usually that if you run into those people who make the game unfun, you should probably play with someone else. Now, in that case, they were pursuing niche tactics (every planet they discovered was placed in a switchback pattern with one ship left in each, to make challenging their home system/empire a tedious exercise), whereas what you're talking about is almost literally the story that WotR was based on, minus the entire Fellowship doing one thing and one thing only. But, yeah, it doesn't surprise me that someone has figured out an approach that removes most of the game from the game for a title that's that old, even though there are many others even older that haven't been subject to that.

And, granted, I may be guilty of some of that lack of engagement on my own part in analyzing what this game is doing, as opposed to how it feels. But I will say that the "feel" part was pretty forward in my mind when playing and writing this.
n815e's Avatar
n815e replied the topic: #344271 02 Nov 2025 17:28
If you see some is moving the Fellowship a lot in War of Ring, you have counters.

It doesn’t get diminished because someone managed to use an approach against you that you didn’t recognize and develop a counter strategy for. There are also strong and fast Shadow strategies that can surprise a FP player who is unaware of them.
southernman's Avatar
southernman replied the topic: #344277 03 Nov 2025 18:59

n815e wrote: If you see some is moving the Fellowship a lot in War of Ring, you have counters.

It doesn’t get diminished because someone managed to use an approach against you that you didn’t recognize and develop a counter strategy for. There are also strong and fast Shadow strategies that can surprise a FP player who is unaware of them.


This was more than moving it 'a lot' - he basically sprinted for Mordor killing off nearly the whole Fellowship to shield him, I had an unlucky roll or two (it's a dice game, have to expect that) but had no time to do much during his sprint. I'm sure if I read lots of strategy posts there may have been something I could have done if the right cards had come up (in the limited time I had to draw cards) and my dice were well above average, but then using action dice to look for cards to try and head him off means fewer to get any type of war engine going although, again, the shortness of the game meant that was never going to work for me anyway.
It's a great game, I'm just disappointed that it can be scripted like that.
Shellhead's Avatar
Shellhead replied the topic: #344278 03 Nov 2025 21:53

Jackwraith wrote: ...people who just want to win the game, by any means necessary. I've had a couple discussions like this over Star Trek: Ascendancy on BGG, where people have asserted that a tactical approach was "unbeatable" and therefore the only way to play which was unfun and consequently made the game flawed or in need of reworking or whatever. My response was usually that if you run into those people who make the game unfun, you should probably play with someone else.


Those are the exact people that game designers need to seek out for playtesting. Players will eventually discover any weaknesses missed by your playtesters, and probably post about their broken strategems on BGG or other sites. I understand that game designers want to get past the playtesting phase ASAP, because they don't want to make changes to the game after every single playtest. And it is also harder to recruit playtesters than to just find people to play a published game. This is why solitaire games to tend to be better designs on average.
southernman's Avatar
southernman replied the topic: #344398 29 Nov 2025 16:13
Finally had a play of this last night - two of us just using the introductory difficulty level with intro characters and quests. We had watched the rules videos and read the rules so knew what we were doing (the rules aren't complicated) and managed to - just - get a win with about two thirds of the player cards gone and Hope on 2. It was fan and you needed a bit of strategy until, at a certain point, you realize just have to sprint to Mt Doom :laugh: .

But I can see this being pretty difficult for four and five player counts - it's like the Legendary Encounter: Alien deck-builder in that the main deck is the timer for the game and so with more players you get fewer and fewer turns. In LE: Alien this means you have less time to build a deck to kill the Queen at the end (and you all usually die), and in FotF it's to get those four quests done - I'm sure it is more possible in the latter with all your interactions (moving each other, more characters to head off enemy raids) but I can just see it coming down to lack of time ... I'll find out in the near future.
Shellhead's Avatar
Shellhead replied the topic: #344405 01 Dec 2025 09:21
The story of The Lord of the Rings is epic, especially the movie version. The books are also good, but padded out with poetry and detailed descriptions of meals. Because the story hinges on a desperate gambit during a lopsided military conflict, nearly every game based on Lord of the Rings feels scripted, with that desperate gambit always presented as the best path to victory. The one exception was the Middle Earth ccg of the '90s, which still had that gambit possible but generally offered a variety of more reasonable strategies.
Msample's Avatar
Msample replied the topic: #344409 02 Dec 2025 11:33

southernman wrote: Finally had a play of this last night - two of us just using the introductory difficulty level with intro characters and quests. We had watched the rules videos and read the rules so knew what we were doing (the rules aren't complicated) and managed to - just - get a win with about two thirds of the player cards gone and Hope on 2. It was fan and you needed a bit of strategy until, at a certain point, you realize just have to sprint to Mt Doom :laugh: .

But I can see this being pretty difficult for four and five player counts - it's like the Legendary Encounter: Alien deck-builder in that the main deck is the timer for the game and so with more players you get fewer and fewer turns. In LE: Alien this means you have less time to build a deck to kill the Queen at the end (and you all usually die), and in FotF it's to get those four quests done - I'm sure it is more possible in the latter with all your interactions (moving each other, more characters to head off enemy raids) but I can just see it coming down to lack of time ... I'll find out in the near future.


With more players, each player gets fewer turns, but the table as a whole gets the same number of total actions. I've only played it with 4 players ( 2P, but each playing two handed ) . I do wonder how it plays with lower player counts - sure each player has more actions, but with only 4 characters, parts of the map will be harder to wipe out Shadow armies moving towards Strongholds .
southernman's Avatar
southernman replied the topic: #344422 06 Dec 2025 07:43
Spoke with a guy at our gaming club who has been playing this for a few months now and he says they manage to win at any player count and on harder modes ... so I guess we just have to get much better :laugh: .
And to back that up we played our second game (two player again) and lost badly, well badly in that even though we got the three other quests done OK we had no preparations for destroying the ring and did lots of stupid things :pinch: . So, they takeaways from that game on what important things that we need to remember are:
- there are only 12 Ring cards in the game so ensure Frodo gets cards/tokens and doesn't spend them
- move Frodo if the Eye arrives in his region
- have battles to both move the Eye away from Frodo and to keep the enemies pile an actual pile (doh to both those from us)
- DON'T move Frodo into Mordor without the required Rings (BIG doh)
ubarose's Avatar
ubarose replied the topic: #344428 08 Dec 2025 11:32
I've played several times at different player counts. Only lost one of those games.

The below, at the bottom, by Southernman sums up the key strategies for staying afloat and getting Frodo to Mount Doom to destroy the ring. This implies that the game is solved and will get stale quickly, but I do not think this is true. What will keep the game fresh for awhile is that prior to being able to destroy the ring, you have to complete three other random missions. How you go about solving those missions while keeping the eye off Frodo is the game. How to go about solving the three random missions is also dependent upon which characters are in the game. So despite the fact that how you destroy the ring is kind of "solved," the larger part of the game isn't.

It is true that how Frodo is played is pretty scripted. The biggest challenge I found is convincing new players of this. Players who tend towards being a bit more controlling and playing offense will immediately want to play Frodo. It can be tough convincing them that they will not enjoy the game if they play Frodo. Frodo doesn't have much agency, and for the first two thirds of the game he's going to be carried, hidden and protected by the other players until the Frodo player has accumulated enough rings and cloaks, the other three objectives have been completed, and the path to Mordor has been cleared. So for the first two thirds of the game the Frodo player is essentially only playing one character, with Frodo mostly taking the single action to do something that is bit boring. It's like playing Mina in Fury of Dracula, but worse, which probably was a major factor in the designers deciding everyone should play two characters.

Overall, it was more fun with more players and didn't seem particularly easier or harder than with lower player counts. More players with more powers opened up more choices as to how to go about doing what ever needed to be done at the moment. With experienced players it plays in about 90 minutes, and packs a fair amount of drama and story into that relativity short play time. I may grow board with it in the future, but I think I will get enough enjoyable plays out of it to get our money's worth.

southernman wrote: - there are only 12 Ring cards in the game so ensure Frodo gets cards/tokens and doesn't spend them
- move Frodo if the Eye arrives in his region
- have battles to both move the Eye away from Frodo and to keep the enemies pile an actual pile (doh to both those from us)
- DON'T move Frodo into Mordor without the required Rings (BIG doh)

southernman's Avatar
southernman replied the topic: #344431 08 Dec 2025 13:38
My list was more of a 'if you forget these you will lose' self-deprecating confession :pinch: rather than the game is solved - very like other games where if you don't do certain things (protect you home base, gather resources to build units, ...) you will likely lose.
And as Shelley says the three other quests will always change and even if you do get the same ones it is very likely that the initial shadow cards, that will be about half to two thirds the ones you will see in the game, will not be the same so will cause different strategies.
For example in our game two of those quests were getting help from Gondor and Rohan, but a high number of the initial nine Shadow cards drawn were moving to those two regions - so the early strategy needed to be to get down there to complete those quests, taking troops from up north, so we could release the Gondor and Rohan units on those quest cards before Sauron's forces took them out but on another day we could have had to watch out for his units going north while going south.