While I recognize that Pandemic helped to turn co-operative games into its own mega-genre, I also got rid of my copy a few years ago mainly because, for some inexplicable reason, I got sick of hearing the word "pandemic." Oh, and also because I felt less like a member of the CDC battling virulent diseases all across the globe and more like I was cynically trying to manipulate a series of stringent (though admittedly innovative) game mechanics.
Later iterations improved the experience for me somewhat. The Legacy version felt more thematic, Fall of Rome elegantly simulated barbarian invasions and Clone Wars was, well, Star Wars. Mediocre Star Wars mind you, but still more engaging to me than "oh, no...the bird flu is thundering through Mongolia again!"
As good as they were, I was never seriously swayed to buy any of them. Something was missing... something preventing me from becoming truly invested in the...
Ruh, roh.
Hey, in my defense, I did play it before buying it sight unseen this time.
Well, more like I put it on indefinite order a year ago only to have it finally come in back on the 12'th of August. Of course, it had to arrive right smack dab in the middle of The Hobbit pre-release, so - needless to say - my finances are currently getting beaten like a goblin's mule right now.
Despite being up to my boobs in Bifurs, Bomburs and Bofurs, I took some time to re-familiarize myself with Fate of the Fellowship and bring you this play-through and review. But first, here's Gandalf's "call to adventure" elevator pitch right from the wizards at Z-Man Games:
"The Lord of the Rings: Fate of the Fellowship is a cooperative game for 1-5 players where each player controls 2 characters, lending their unique abilities to protect Frodo, battle enemies in pivotal locations, and evade the menacing Nazgûl and Sauron’s searching Eye. Each play presents new challenges every time with 24 different objectives, 14 events, and 13 playable characters. Never miss an opportunity to get it to the table with the included solo mode designed by Matt Leacock."
Looking for the account of Isildur to determine the true nature of THE ONE RING? Then venture into the library of Minas Tirith and click on the following magical scroll to have all your answers revealed!
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EXAMPLE OF PLAY
I used all of the suggested first game set-up instructions, I.E.:
- For Characters I used Frodo and Sam with Eowyn and Legolas.
- For Objectives I tabled "Attain the Blessing of the Elves", "Saruman, Your Staff is Broken", "Challenge Sauron" and "Destroy the One Ring."
- I included only four "Skies Darken" Cards.
TURN ONE
1) Still in the Shire, Frodo and Sam Prepare, turfing the Gondor Card to generate one Stealth. They Prepare two more times (spending Haradwaith and Rohan) and pick up two Resistance Tokens. Finally they spend their Stealth to sneakily Travel from the Shire to Bree.
With only one Action to spend, Legolas moves from the Woodland Realm to Old Forest Road
2) They draw two cards.
3) A Shadow Card is drawn. The newly-revealed card on the draw pile shows a Red Banner, so the top part of the drawn card activates, moving troops from Nurn to Erebor along the blue-green "S" line. One Troop goes from Dol Gildur to Southern Mirkwood, two march from Barad-Dur to Udun and then four travel from Nurn to Gorgoroth.
The second Shadow Card reveals a Black Banner underneath, which activates the bottom of the card. A new Shadow Troop appears in Nurn. a Nazgul in Rhudaur (I.E. the "closest to Frodo outside of his region") moves into Eriador and the Ring Wraith in the Misty Mountains slinks into Enedwaith.
TURN TWO
1) Merry and Pippin Travel to meet Sam and Frodo in Bree.
Stuffed on "Lembas Bread", Eowyn now has six (!) actions to work with. She moves from Edoras to Helm's Deep and then the Fords of Isen, bringing the two Troops guarding these places along with her. She still has four actions left, so she Musters four times! Thanks to her Special Ability, whenever she Musters at a Rohan location, she doesn't need to spend Friendship!
2) They draw two cards.
3) The Shadow Card turns up a Red Banner next...moving Troops anywhere along the purple criss-cross route from Nurn to Helm's Deep! Two Troops go from Minas Morgul to South Ithilien, four go from Gorgoroth to Minas Morgul and one travels from Nurn to Gorgoroth.
The Shadow Card reveals a Black Banner underneath, so a Shadow Troop appears in Dunland and two Nazgul move closer to Frodo! The one in Enedwaith moves into Eriador and the one in Gondor wings up to Enedwaith.
TURN THREE
1) Legolas uses an Action to generate a Stealth Token, then Travels to Rivendell for two more Actions, spending the Token to go from Carrock to Rivendell. For his final Action he Prepares by discarding the Haradwaith card to gain one Stealth.
Frodo and Sam move to the Weather Hills, but they don't have any Stealth, so a Search roll occurs. Three "Weary" results (one with a "Reveal") turn up! To try and mitigate this, they spend their two Resistance Tokens to re-roll, turning one into a "Slip By" and the other becomes a "Recall"! Hope drops by one and a Nazgul returns to Mordor!
2) They draw two cards and play one of them: "Conflicting Orders", which sends the entire Isengard army charging headlong into the Fords of Isen! A battle isn't triggered...yet! But it's coming!
3) A Black Banner is revealed again, so a Shadow Troop is added to Umbar and the Eye of Sauron moves to Frodo's region in Rhudaur.
A Red Banner pops up next, moving Troops along the yellow arrow path between Nurn and Minas Tirith. That shifts two armies from Udun to North Ithilien and one Troop from Gorgoroth to Mount Doom.
TURN FOUR
1) Eowyn spends an Action to Attack the approaching Shadow Army, which shifts the Eye of Sauron to Rohan! She rolls three dice, gets one "Overrun" and two "Nazgul." She loses one Troop, since the Fords of Isen isn't a Haven. She does another Attack Action and this time gets a "Rout" and two "Exchanges"! After these casualties are applied, there's two Rohirrim and two Shadow Troops left. Third Attack action: she dials up a "Rout" and an "Exchange." The warriors of Rohan defeat the invading army! For her final Action, Eowyn throws out the Mirkwood Card to generate one Valor.
Merry and Pippin use their one Action to get a Friendship Token.
2) Two Cards are drawn.
3) A Red Banner card shifts Troops along the light green dashed path between Dunland and Rivendell. That moves them into Hollin!
The next card (another Red Banner) moves Shadow Troops along the yellow arrow line between Rhun and Minas Tirith. Two armies enter Osgilaith from North Ithilien (putting them on the doorstep of Minas Tirith!) and a whopping five troops travel from Rhun to Dagorlad.
TURN FIVE
1) Frodo moves from Weather Hills to Hollin, leaving the Nazgul back in Eriador. Unfortunately, there's three Shadow Troops there, so a Search is imminent. Instead of rolling, Frodo decides to use his special ability to "Put on the Ring." One Hope is lost, and the Eye is already in his area! They then move from Hollin to Rivendell. With their last two Actions they Prepare twice, generating two Friendship by discarding both Haradwaith and (more importantly) Rhudaur. This last play generates a bonus Token thanks to "Elrond's Support."
Legolas spends his single Action to get another Stealth Token.
2) They pick up two cards.
3) The first Shadow Card activates the Black Banner and sees a Shadow Troop appear in Near Harad. Then three Nazgul move from Mordor to Rhudaur!
The second draw triggers another Black Banner action. A Troop is deployed in Dunland and two Nazgul in Eriador begin to wing off to Rhudaur but Merry and Pippin spend a Friendship to "Distract" them back!
TURN SIX
1) Eowyn dumps her Gondor and Rohan Cards for two Valor, moves into Isengard with her one remaining Troop and then uses her last Action to spend three Valor to Capture it and make it a Haven. The Hope Track goes up by two! This completes the "Sauron, Your Staff if Broken" quest and Eowyn collects a Resistance Token for her efforts! Finally, the Eye of Sauron diverts to that region!
Merry and Pippin use their one Action to Travel from Bree to Tharbad.
2) Two cards are drawn: "Elven Cloaks and Rope" and "Skies Darken." The latter bumps up the Threat level by one. The Eye is not in Frodo's location, so the loss of Hope is ignored. Three Shadow Troops are added to Dorwinion. The Shadow Cards are then shuffled and put back on top of the draw pile!
3) The first Shadow Card moves Troops along the criss-cross purple route between Nurn and Helm's Deep. This shifts two Shadow armies from Osgiliath to Minas Tirith, which initiates a battle! Two Troops in South Ithilien move into Osgiliath and finally the horde in Minal Morgul pours into South Ithilien.
The battle results in a Rout (a loss of one Shadow Troop) and an Exchange, which is one for one! The Gondorians barely hold on!
The next draw results in a Black Banner consultation. A new Shadow Troop spawns in Dunland and two Nazgul divert back to Frodo from Eriador.
To be continued?
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REVIEW
THE GOOD
- The game's aesthetics are completely off the chart. In an age where blinged-out IP titles routinely sell for $129.99, it blows me away that this sucka was under $90. Especially when you consider how 'luxe the cards, board, character figures, l'il die cut Troop meeples, dice and tokens are. Oh, and dat tower...sooo extra! I love it!
- Fate of the Fellowship feels like a "greatest hits package" of all the things that worked well from previous versions of Pandemic. The Shadow Cards and Battle Lines do a great job introducing new threats to the board and drive home the theme that Free People are a fragile bulwark against the inexorable tide of evil.
- Between thirteen different Characters and twenty-freakin'-four different Objectives, the replayability is completely off the charts.
- By tweaking the Characters, Objectives and "Skies Darken" cards, you can easily make the game as challenging as you want.
- The Character special abilities are thematic on point. Not everyone is created equal, which is also part of the fun.
- Certain game mechanics, like the elegant use of the Nazgul, actually evokes shades of my beloved War of the Ring.
- I love how you discard cards at Havens to earn Tokens to help you in the game. Friendship lets you raise Troops, Valor nukes enemy units in battle and flips Shadow Strongholds into Havens, Stealth lets Frodo avoid Nazgul Searches and Resistance lets you re-roll any unfortunate dice results.
- The rulebook is very well crafted and answers are easily found. Also, if you have any previous Pandemic history, you already have a leg up on this version of the game. The copious illustrated examples of key concepts are also most welcome!
- Some games are a chore to play solitaire, but I think this one would be a legit pleasant experience.
- Um, not much, TBH.
- Sorry, but we gotta talk about the board. Personally, I don't have an issue with it, but I know some tenderfoot gamers are gonna take one look at this nightmare of art design and immediately tap out. You've got (*takes deep breath*) Troop storage spaces, Havens, Regions, Normal Locations, Special Paths, Battle Lines, Normal Paths, the Hope Track, Shadow Deck spaces, Muster Locations, Shadow Strongholds, Shadow Locations and spots for the Player Deck and Discards. Because it's so busy-looking, some folks will have a Balrog of a time trying to distinguish between the subtle color / pattern differences of the Battle Lines, for example.
BONUS: IMPORTANT RULES TO REMEMBER
- You can only Muster at Locations marked with the appropriate faction symbol, not Normal Locations.
- Attacks and Captures by a player shift the Eye of Sauron to that Location.
- Don't have the matching token for a Special Path? "YOU SHALL NOT PASS!!!"
- You can only Prepare in a Haven.
- The card you give or take during a Fellowship Action must match the location both characters are standing in.
- Remember, Searches are done based on the destination Frodo is Travelling to, not where he's coming from!
- Only defending in Havens prevents the loss of Friendly Troops on an Overrun die result.
- Always draw Shadow Cards according to the current Threat Rate.
- You can roll dice up to the number of Troops present in a battle.
- When losses are inflicted in a location with friendly Troops from different factions, the current player decides which ones go.
- After spending Resistance to re-roll, you can spend more to re-roll again.
- Player Cards can be used by either of your two Characters.
- You can't play an Event in the middle of a Shadow Card resolution.
- Hope can be lost from Weary or Exposed Search results, the Eye happens to be in Frodo's region when a "Skies Darken" is drawn (-2), the Shadow conquer a Haven (-3), -1 for every Shadow Troop that can't be placed on the board (because the supply pool is empty) and -1 for every Player Card you can't draw because the deck is depleted.
- Shadow reinforcements are never added to Havens.
- Advance Shadow Troops even if they are currently in a space with enemy troops.
- Shadow Troops currently at the end of a Battle Line will still roll a battle.

























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