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The Two Towers Trick-Taking Game Review
Released Feb. 3rd, 2026

It never ceases to amaze me all the different types of games that designers can create from the same source material. One property that exemplifies that in recent years is The Lord of the Rings. Last year, we took a look at The Fellowship of the Ring Trick-Taking Game, and now the adventure continues with the next entry, The Two Towers Trick-Taking Game, designed by Bryan Bornmueller and published by Asmodee. Whether you played the previous game or not, it’s time to don your leather armor, because The Two Towers is well worth picking up.

As the name implies, The Two Towers Trick-Taking Game plays like your typical trick-taking game, with players competing to win hands of cards – referred to as tricks – by playing and following a special suit that is led at the start of each round. What makes The Two Towers (and its predecessor) unique is that it's a purely cooperative game.

While I knew this going in, having not played The Fellowship of the Ring, I wasn’t entirely sure how this was going to work – but in a few moments, it quickly became clear, and I found it rather clever. In order to progress, each character has to succeed in their respective goals, such as the Gimli player being required to win six mountain-suited cards or Boromir winning two tricks before the Black Tower card is played, and no more afterwards. What makes The Two Towers (and the previous game) a cooperative experience is that, while you are still competing against other players to take the tricks, the team is working to complete every one of the active characters’ goals.

Included in the small box are 19 chapters to play through, though “scenarios” would be a more apt term to describe them. Each of the chapters gives you a number of options. You have different playable characters to choose from. You can play either a short or long version of the chapter. You can even add in new characters or objectives. With short missions, you only need to complete a single game with all players successfully completing their goals. Long missions require you and your friends to play through multiple games back-to-back in order to complete all the possible characters' objectives, with losing scrapping any progress you'd made so far (though you can just opt to replay those characters too).

What makes The Two Towers (and its predecessor) unique is that it's a purely cooperative game.

The Two Towers is billed as a standalone expansion, but a standalone “continuation” may be more appropriate, which would make sense considering the source material. If you played The Fellowship, The Two Towers will feel incredibly similar. There are a couple of new types of cards, including the Orcs, which can only be played when you can’t follow, can never win a trick; worst of all, if you are forced to lead with an Orc, you all lose the chapter.

The White and Black Tower cards are also new, with each one always winning the trick they are played during but canceling each other out if played during the same one. The White Tower also fills in for the One Ring from the previous game, with whoever is dealt the card assuming the role of Aragorn and the first hand’s leader.

Individual games are pretty quick, with a typical short mission only taking up maybe 10–15 minutes. The length of longer missions, since they are composed of multiple full games to complete, fluctuate depending on how many games you end up needing to play. The short turnaround makes this a great option to bust out whether you only have time for a quick-playing game, or you want to do a marathon and get through a bunch of chapters in a single go over the course of an afternoon.

I appreciate when games offer that sort of flexibility. These short game times are helped along with the overall small footprint the game takes up, both in terms of its box and tablespace. As someone who loves to frequent my local tavern much like a hobbit, the fact that the box can easily fit into a backpack or purse is a nice touch.

My experience with the trick-taking genre has been mostly with straightforward, competitive games like Euchre, where I’ve only had to deal with navigating around a trump suit. I've found myself enamored with The Two Towers and its cooperative approach. Celebrating a shared victory with the entire table thanks to a clutch trump on the last hand to secure the win has a vastly different feeling than pulling a surprise trick in Euchre that wins a game for just your team. There is also no feeling quite like being forced to play an Orc card and losing it all in Euchre, either.

From a visual standpoint, I adore the stained glass aesthetic of all of the cards and artwork, and busting this game out at my local brewery, its visuals have caused more than a couple of fellow tavern visitors to stop and ask, “What’s that?!”. The cards themselves almost garnered more glances than our random outbursts cursing orcs (but only just).

There is a solo and a two-player mode, and while I only dabbled in the solo mode, my wife and I enjoyed the two-player variation. This variant features a third game-controlled player whose hand of cards is placed in a reveal pyramid, with only cards that aren’t covered up able to be played. It reminded me a lot of 7 Wonders Duel, but I enjoyed it more than managing multiple hands in solo mode. To be fair, though, I’m not much of a solo board game player in the first place.

As much as I have enjoyed actually playing The Two Towers Trick-Taking Game, my favorite part of the game has surprisingly been the moment each new chapter scenario is revealed. As someone who loves fantasy books, and especially The Lord of the Rings, I always get a kick out of seeing how the next moments of the book will be represented, what new character cards are pulled, and what we have to do next. Much like Fellowship, once all of the chapters are complete, a repeatable mode rule is there to let you and your group play afterwards, coming up with challenging character combinations and goals as you want. And for those who own Fellowship, there are rules to mix the two games’ characters together once the campaign is done, though both games’ cards have unique backs so you will always be able to separate them back out again.

For those who own Fellowship, there are rules to mix the two games’ characters together.

My main critique, and a minor one at that, is that I would have appreciated heavier strategic elements. Even with the various goals of the characters and twists of the chapters to keep things interesting, I would have loved some aspect that lends itself more to strategy than the more luck-based nature these sorts of games lean toward. But even this complaint is more a “wouldn’t it be neat if…” sort of wish.

After playing The Two Towers Trick-Taking Game, I was instantly searching online to get myself the Fellowship version, as I just wanted more. The cooperative take on the trick-taking genre, mixed with beloved characters and the stories of J.R.R. Tolkien, meshes wonderfully into a solid and replayable package. Seeing as it's a cooperative game makes this a solid choice to introduce the genre to new folks , but if you aren’t a fan of trick takers at a mechanical level, I’m not sure this will win you over. Still, thanks to its small footprint and easy setup, The Two Towers Trick-Taking Game is an easy recommendation, and a must-get if you loved the Fellowship version.

Where to Buy

The Two Towers Trick-Taking Game

The Fellowship of the Ring Trick-Taking Game



-- Source: https://www.ign.com/articles/the-two-towers-trick-taking-game-review