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Review: Battle for Middle-Earth Board Game

by Roderick Conway
February 5, 2025
in Gaming News
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There was once a card-drafting game that captured the hearts of many: 7 Wonders. However, the concept of drafting—selecting a card and passing the rest—didn’t quite thrill when played with just two people, since you could predict what you’d get each round. Enter 7 Wonders Duel, a cleverly designed offshoot made just for duos, where players got to pick from a mix of face-up and face-down cards. It became a fan favorite, enough so that it now has a fresh look, wrapped up in the Tolkien world as Lord of the Rings: Duel for Middle-Earth (check it out on Amazon).

Inside the box, you’ll mostly find cards, each bursting with the rich imagery of Middle-earth. Some art pieces even connect to form panoramas, though completing a set during play might be a long shot. At the top of each card, a colored band shows its category, while various symbols hint at what the card does for you and what you need to snag it.

If this version is new to you, the additional components might catch your attention more. The game state tracking elements include a tiny map of Middle-earth, dotted with adorable wooden army and castle tokens. A neat feature is the ring track, equipped with a movable plastic slider, starting with the hobbits on one side and a ringwraith on the other. It’s an exciting race as the hobbits inch towards Mount Doom, while the wraith closes in, never allowing the hobbits to pull away.

Other game pieces are punchable cardboard. You’ll find stacks of shields for the neutral Middle-earth factions you aim to ally with, featuring icons on the back that indicate your reward for doing so, along with plenty of gold coins. There’s also a tile for each board region showing which fortress you can erect there, its cost, and the benefits of doing so.

In terms of rules, 7 Wonders: Duel had a three-round card layout—rows of face-down and overlapping face-up cards. This setup returns in the new game, but this time one player takes up the mantle of Sauron, and the other the free folks of Middle-earth. You can only choose a card or reveal a face-down one when all the cards beneath it in the pyramid are gone. This means strategic choices are crucial, as you aim to limit your opponent’s options while maximizing your own.

This card pyramid isn’t the only familiar feature. The flow of the game will strike a chord with those who’ve played the previous iteration. Early cards cost nothing and easily add to your tableau, but soon enough, you’ll need cards with specific symbols or skills to advance. If you can’t snag what you need, gold can help compensate, or you can discard a card in exchange for gold.

In Lord of the Rings: Duel for Middle-Earth, your strategy might center on developing certain skills for easier card acquisition or maintaining a balanced approach. There’s no straightforward answer; it largely depends on your playthrough. Builders of specialized chains find joy—and risk—in flipping face-down cards, as what lies beneath could make or break your strategy. It’s disheartening when a mere reveal presents your opponent with a critical opportunity.

Some cards advance you towards victory conditions, a defining aspect where this game deviates from its predecessor. Ring symbols help you progress on the quest track—reach the end for instant victory, with various bonuses along the way. Green cards signify alliances with different factions like the Elves or Ents; collect six symbols for a win, while duplicate symbols grant bonus tokens. Red cards allow armies on Middle-earth’s map, displacing rivals in a one-to-one ratio. Conquer all seven regions for a win, or the player with the most territories when the decks run out claims victory.

Every victory condition has been crafted to conclude spectacularly in the third round. You’ll likely be close to achieving at least one, possibly even two. The challenge then becomes securing your win while preventing your opponent from clinching theirs, providing every playthrough with an exhilarating build-up that defies the game’s simplicity and short playtime.

Still, after multiple rounds, you’re left wondering about the role of luck versus skill. Revealing a pivotal card could decisively shift the outcome, leaving minimal room for strategy. While decisions carry weight, the game thrives on close contests, as opportunities for you are often available to your adversary as well. That said, creating truly exciting games without random elements is quite challenging, and this one camouflages them commendably.

The game’s trump card is undoubtedly its fortresses. There are three fortress tiles at any time from a total of seven, each assigned to a map space. They require numerous skills and gold to acquire, balancing costly investments with substantial rewards. These rewards seamlessly integrate with game mechanics—securing Minas Tirith in Gondor provides free ring track spaces, for instance—and fortresses stand strong as unbeatable armies. Moreover, purchasing a tile gives you a strategic edge to delay card selection, possibly forcing your opponent to reveal key cards instead.

Despite the rich Middle-earth imagery and references to iconic landmarks and characters, the game fails to emulate the essence of Tolkien’s epic. Collecting ring cards pales compared to the book’s intense chase, and alliances between factions and their rewards don’t really align. Furthermore, gameplay often contradicts the source material, with scenarios where Sauron allies with previously hostile Elves or free peoples conquering Mordor. These outcomes are so commonplace within the game that they undermine the depth of Tolkien’s legendary world.

For those eager to explore this Tolkien-inspired experience, it’s available for purchase, along with a range of other Lord of the Rings board games.

Tags: ReviewGameBattleBoardMiddleEarth
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