Duel for Middle-Earth Review | Lord of the Rings in 30 minutes
Is this just a cash-grab of an already excellent game? Or does it have much more to offer?
I was caught by surprise when they suddenly released, Lord of the Rings: Duel for Middle-Earth, which is a reimplementation of the original 7 Wonders Duel. My first question was – “Why redo a best selling game?!” I was skeptical. Is this just a reskin of an already close to flawless game to cash in on a beloved IP? Or does it actually have more to offer? Let’s find out…
Introduction
7 Wonders is a beloved classic by star designers Antoine Bauza and Bruno Cathalha. Years after, they released a 2-player version called 7 Wonders Duel. I for one, found the 2-player version much better implemented and more fun to play than the original multiplayer version. In fact, it ranked as one of my favorite 2-player games ever. Both iterations are among the best selling and popular boardgames of all time.
I was caught by surprise when they suddenly released, Lord of the Rings: Duel for Middle Earth, which is a reimplementation of the original 7 Wonders Duel. My first question was – “Why redo a best selling game?!” I was skeptical. Is this just a reskin of an already close to flawless game to cash in on a beloved IP? Had it actually more to offer? Let’s find out…
What’s in the Box
Duel comes in a mid sized box, which makes it a good travelling game. It contains a small map; Chapter Cards divided into I, II and III; wooden Unit and Landmark meeples for both the Fellowship of the Ring and Sauron side; a stack of cardboard Coins; a Quest of the Ring Track with movable Hobbit and Nazgul sliders; and Landmark Tiles; Alliance tokens; a rulebook and a player aid.
Component quality is similar to what one would find in most mass produced modern boardgames. The box is sturdy enough with an insert for the various pieces. Card thickness is mid; though the art by prolific boardgame artist Vincent Dutrait is fantastic.
War of the Ring
At it’s core, Duel for Middle Earth is a tableau building and card drafting game similar to it’s predecessor. As it’s name implies, it is a 2-player only game.
During a player’s turn, a player can either take a Chapter Card or a take Landmark Tile.
When taking a Chapter Card, the player may take any face up Chapter Card; and pays the cost of the card, if any, then adds the card to his/her tableau. In order to play a card, the player needs to pay the cost in Skills below the card border. This Skill icon will be found in other (Grey)cards that are already on your tableau (and in some Alliance Tokens) and you can also pay Coins for any icons you may not have. Some Chapter Cards will not have these icons and are therefore free to play. The player then resolves any effects the Chapter Card may have, displayed on the upper part of the card, above the card border.
There are 6 kinds of Chapter Cards. The Grey Cards are Skill cards, that provide additional Skill icons. Yellow Cards give Coins. Blue Cards lets a player advance along the Quest for the Ring Track, Green Cards represent the 6 Races of Middle Earth, collecting them can also give you bonus effects via the Alliance Tokens. Red Cards allow you to place Units in certain regions. And Purple Cards allow you to move Units and do other special effects.
Alternatively, the player may discard the Chapter Card in order to get Coins equal to the Chapter ( I, II or III) of the card. The player then flips any revealed cards on the central play area. As, play continues, a player can accumulate more Skill icons in his tableau, allowing him to purchase more powerful cards, and even Landmarks Tiles, as the game progresses. Coins, as mentioned, is used to pay for cards that require it in payment or to pay for Skill icons lacking in your tableau.
When choosing a Landmark Tile, the player chooses from one of the faceup Landmark Tiles, pays it’s cost, places a Fortress in the designated spot and applies it’s (powerful) effects.
Players take alternate turns till the Chapter Cards run out, then the next set of Chapter Cards are laid out in the play area as per instructions in the rulebook.
Play continues until one of the end game conditions are met – A player has conquered Middle Earth by having presence (Units or Landmarks) in all locations; the Hobbits reach Mount Doom or the Nazgul has caught the Hobbits in the Quest for the Ring Track; or a player has 6 different Race Symbols in their Green Cards. The player who accomplishes any of these goals automatically wins the game. If none of these victory conditions have been met at the end of Chapter III, the player with the most presence wins.
A more detailed explanation of all the rules can be found in this video
A Classic Reborn
As one of my favorite 2-player games, it was hard to imagine how they could make 7 Wonder Duel better. But that is exactly what this game does. It takes a classic design and makes it even better. The addition of a map and the Quest for the Ring Track really does increase the strategic options in the game. War in the original 7 Wonders Duel was represented by an abstract slider. Adding the map with meeples and area control elements gives this game a more strategic and visceral feel to the combat. The reimplementation of the cards, tiles and tokens to fit the Tolkien theme is equally ingenious. The card art, as mentioned above, evokes very strong thematic connections to the events they are supposed to represent. And though your typical game play may not follow the Tolkien saga per se ( ie, the Fellowship player can end up controlling Mordor), there is enough in this game to give the player a strong thematic connection to the source material.
The game is a 3 lane tug of war. Players are constantly vying to push towards the 3 victory conditions, and adept players will do well to seek strategic openings or deny opponents opportunities. The game is take-that, since its thematically a war, so players have to be ready to give and take, which may not suit players looking for a tamer gameplay. However, to me, it does not seem as confrontational as other war themed games since it’s area control aspect only forms part of its overall mechanics.
One gripe I have is that the Quest for the Ring Track and victory condition may not be as enticing as the other two. Though the track does provide benefits/effects, it seems like the least desirable way to win; even if I have had seen games won by this victory condition. It can be a great strategy if the other player neglects the track leaving you open to play all of the Blue Cards. However, I think game balance would be better served if the Quest for the Ring Track had more effects/benefits. Although, maybe my gameplay is not nuanced enough to use the Track more effectively yet.
Just like its predecessor, Duel is simple to learn and fast to play. It can be played by children, with a game normally around 30 minutes. And to include so many iconic events in the War of the Ring in such a short game is testament to excellent thematic and game design. It does have a lot of iconology for a low/mid-complexity game, but the superb player aid helps in this regard, and playing a game or two will easily familiarize players with these icons. Of course it is not as hefty as a full fledged saga like War of the Ring. But one will be hard-pressed to find a 30-minute game that provides as much strategic push and pull.
Certain game enthusiasts more used to Kickstarter level quality may scoff at the game’s components. But unlike those games, this game is meant to reach the mass market. It’s theme, gameplay and price point is a good fit for casual, or even non-gamers.
Duel for Middle Earth has appeal to both new comers and game veterans owing to its ease and depth of play – a feat not easily accomplished (in game design). My comment on the Ring Track and take-that notwithstanding, I think this is a masterclass on how to reimplement a boardgame. I would not be surprised if it won a couple of awards. All in all, highly recommended.
The game is available in Neutral Grounds Online and outlets aside from other local boardgame stores.