Embark on your own adventures in J.R.R. Tolkien’s iconic world with The Lord of the Rings: Journeys in Middle-earth, a fully co-operative, app-supported board game for one to five players! You’ll battle villainous foes, make courageous choices, and strike a blow against the evil that threatens the land — all as part of a thrilling campaign that leads you across the storied hills and dales of Middle-earth.
Each individual game of Journeys in Middle-earth is a single adventure in a larger campaign. You’ll explore the vast and dynamic landscapes of Middle-earth, using your skills to survive the challenges that you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you, the game’s companion app guides you to reveal the looming forests, quiet clearings, and ancient halls of Middle-earth, while also controlling the enemies you encounter. Whether you’re venturing into the wild on your own or with close companions by your side, you can write your own legend in the history of Middle-earth.
—description from the publisher
Solo, 2 Players, 3 Players, 4 Players, 5 Players
60m – 120m
Nathan I. Hajek, Grace Holdinghaus
Cooperative Play, Deck / Pool Building, Modular Board, Role Playing
No player agency and a combination of RNG creating unwinnable states combined with not knowing what is needed to win a particular scenario makes this "game" a dud.
Simple, but enjoyable and immersive. Don't feel the need for expansions. I like the app even though I thought I wouldn't.
Campaign writing is lousy. The missions (we played through chapter 5) are repetitive and uninteresting. Some missions that jump in to shake things up are laughably boring (chapter 4 deduction mission). The app is just...dumber than a GM. This is a bad RPG because I don't have enough agency over my decisions, and making decisions in keeping with my character harms my progress through the story. Leveling up the character takes forever -- we've received one equipment upgrade after five sessions of play, and it's a marginal upgrade. I'm sure more are coming, but I don't care to waste more time on it to find out. Starter equipment feels pointless. Forums say that half the fun is designing a fellowship that will make it through the campaign, but I've already wasted 12+ hours trying out the game. Why would I start over and play the same boring missions again? The game essentially had one chance to hook me -- starter equipment ought to be good enough to experience the game. As a board game, I don't see the thrill of flipping cards. Maybe it's better than a dice chucker, but I don't play the dice chuckers either. I'm pretty far off from an Ameritrash gamer. I hate that I can get three successes on a stat I'm weakest in (what should be a pretty high-drama moment), and instead, the stupid app saddles me with 4 unblockable damage that kills me. I fail the last stand, and game over. Blech! Give me agency! The more I think about this game the more frustrated I get. It wasn't my copy -- if I'd dropped 80 bucks on this thing, I'd be livid. I had fun because of the people I tried it with -- we are 100% done with it, though.