Front box of The Lord of the Rings: The Two Towers Trick-Taking Game featuring stained-glass Eye of Sauron artwork on a dark green box.

The Two Towers: Trick Taking Game

MSRP $29.99
$26.97
Sale price  $26.97
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The Two Towers: Trick Taking Game

MSRP $29.99
$26.97
Sale price  $26.97
Our Take

The Lord of the Rings: The Two Towers Trick-Taking Game is a standalone continuation of the cooperative trick-taking series, building on the warmly received Fellowship of the Ring game. Solo, 2-player, and group modes share the box. Beautiful stained-glass-style art, narrative campaign play, twenty minutes per round.

Game At A Glance

Players 1-4 PlayersBest: 4
Playtime 20 Min
Recommended Ages 10+
Complexity Medium Light · 2.2 / 5
Play Style Cooperative
Game Type Trick-Taking, Campaign
Theme Lord of the Rings, Fantasy, Middle-earth
Publisher Office Dog
Designer Bryan Bornmueller
Year Published 2026

Cooperative trick-taking returns to Middle-earth

The Fellowship has broken. Frodo and Sam are alone in the wild. Aragorn, Legolas, and Gimli are racing across Rohan. And around your table, the trick-taking deck is dealing out the cards that decide whether Helm's Deep holds.

The Two Towers Trick-Taking Game is the standalone followup to last year's Fellowship of the Ring trick-taking title. You and your teammates play tricks against the deck, trying to follow suit, win specific tricks, or avoid specific cards depending on the chapter you're playing through. The cooperative communication limits are the puzzle: you can hint, but you can't share information directly, and you've got to read what your teammates are holding from the way they play.

What sets the series apart is how well the storytelling fits the trick-taking framework. The chapters reframe the same core mechanics around different Middle-earth scenes, and a campaign mode (The Road Goes Ever On) chains them together for groups who want to play through the whole story.

Co-op gaming groups, families with teens, and Tolkien fans looking for a quick way to revisit favorite scenes will all find a great fit. Plays 1 to 4 with the recommended count of 4, and runs 20 minutes per round, so you can play three or four chapters in an evening.

If you already love The Crew or you've played the Fellowship game and want more, this is the most natural next step you can buy.

Frequently Asked Questions

How many players can play The Two Towers Trick-Taking Game?
Plays 1 to 4 players. The community most consistently picks 4 as the sweet spot, where the limited communication has the most teeth. Solo and 2-player modes are also fully supported and play smoothly.
How long does a game of The Two Towers Trick-Taking Game take?
About 20 minutes per chapter. Most groups play 2 to 4 chapters in a sitting, and the campaign mode (The Road Goes Ever On) chains everything into a longer arc.
Do I need to own The Fellowship of the Ring Trick-Taking Game first?
No. The Two Towers is a standalone continuation. You can start here if you want, though many groups prefer to play Fellowship first to get the full narrative arc.
How does this compare to The Crew?
Same family of cooperative trick-taking mechanics, very different theme and presentation. The Crew is more abstract; the LotR series wraps the same core ideas in a story-driven chapter structure with stained-glass art. If you love The Crew, you'll appreciate this. If you bounced off The Crew because the theme didn't grab you, the LotR series may land better.
Is this beginner-friendly?
Yes. The trick-taking rules will be familiar to anyone who's played Hearts or Spades, and the cooperative communication limits teach quickly. Great gateway co-op for groups that don't yet play modern card games.
Is there a solo mode?
Yes. Solo play is fully supported and uses the same chapter structure. The narrative arc still works in solo because you're navigating the chapters yourself rather than dropping out the cooperative back-and-forth.

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