Lord of the Rings: Journeys in Middle-earth’s companion app has a new free Adventure mode

We’re going on an adventure!

You can now explore every tile from Rivendell to Mordor in Lord of the Rings: Journeys in Middle-earth’s Adventure mode, newly available on the co-op board game’s free PC and mobile companion app.

Adventure mode provides players with an easier difficulty setting by restricting all possible threats to the tiles that they actually uncover, thereby giving heroes the chance to gradually make their way across the entirety of the game’s board.

Unlike Journeys in Middle-earth’s other difficulty settings, normal and hard, in Adventure mode unturned map tiles do not add threat to the Shadow phase - the part of the game during which enemies move and the fellowship of heroes face negative consequences - which provides a more manageable amount of danger for players to deal with. Additionally, all heroes gain inspiration at the beginning of the enemies’ turn which can then be spent whenever players need to convert a fate icon to a success, an often crucial requirement during tests and encounters.

These changes to Journeys in Middle-earth’s difficulty will have players focusing less on the game’s combat and more encountering as many quests as possible, as each tile uncovered offers new possibilities for additional storylines for heroes to resolve. Adventure mode aims to have players experience everything that Journeys in Middle-Earth has to offer, which pretty much guarantees a much longer play time to boot.

Journeys in Middle-earth is a co-op board game that sees players assuming the roles of heroes, including the likes of Bilbo Baggins, Aragorn and Legolas, in JRR Tolkien’s iconic fantasy world between the events of The Hobbit and The Lord of the Rings. Using the game’s free companion app players can choose a campaign to play through, with each one offering different objectives to fulfill and storylines to experience. As the players explore tiles they’ll encounter new ways to achieve their goals, alongside the shadowy forces of darkness that spell the end to their quest.

As new threats emerge players will have to tackle enemy forces and beat back the rising tide of evil, with the hopes of completing their objectives before the darkness becomes too strong to stop.

Adventure Mode in Lord of the Rings: Journeys in Middle-earth is available to play right now from the game’s companion app, available on PC and mobile via Steam , iOS and Android .

Read this next

  • Lord of the Rings: Journeys in Middle-earth gets new campaign and Witch-King of Angmar
  • Lord of the Rings: Journeys in Middle-earth expansion sounds the Horn of Gondor
  • Arkham Horror LCG and Marvel Champions creative director announces new co-op card game Earthborne Rangers

Magic: The Gathering maker sees “killer” future for tabletop with “multiple” Marvel sets, while Arena languishes on the vine

Disney Lorcana - Ursula’s Return will allow players to pay for powerful Shift cards without spending ink

D&D maker continues to lean on MTG and Baldur’s Gate 3 during 2024's “turnaround” phase

These official D&D cartoon miniatures let you relive the ‘80s classic in your own campaign - now with its iconic DM and villain

Warhammer 40k’s co-op shooter Darktide returns to the land of plastic and resin in a new skirmisher

Mutant Year Zero’s chaotic miniature skirmish game from the designer of Necromunda gets a summer release date

Duelling card game from Magic: The Gathering’s creator gets a team-battle mode

Snag hundreds of tabletop RPGs from these two bundle raising money for Palestine Children’s Relief Funds

Tabletop Gaming Logo

  • Login / Register
  • Join Our Newsletter
  • Miniature Wargames Magazine
  • Tabletop Gaming Magazine
  • Games Store
  • Advent Calendar
  • Mystery Boxes
  • The Best Games Of
  • Subscriptions
  • Back A Game
  • Playtesting
  • Indie RPG Book Club

Adventure Mode lets you explore Lord of the Rings: Journeys In Middle-earth in full

Latest posts.

adventure mode journeys in middle earth

This, then, makes the game a lot easier and takes a lot of the pressure off – while allowing you to stay within the world of the adventure. 

Inspirational

It’s not often that an expansion makes a game easier, but this update does something that more games of this nature should be able to offer – which is the chance to fully explore the world without it being a huge risk to progress. There is fun in that during initial play-throughs of the game, but there is an undeniable frustration in not being able to distractedly do a side-quest during a main campaign, or flipping that last tile.

Adventure Mode offers players the chance to get everything they want out of the game – whether that's fighting evil, taming horses, or just second breakfast. You should be able to see the new mode in your Lord of the Rings: Journeys in Middle-Earth  companion app now.

Login or register to add a comment

No comments

Tabletop RPG Podcast and Roleplaying Resources

  • Saturday Night Dice
  • Heroes of Arnor Campaign Overview
  • Session & XP Logs
  • Map: Arnor in the 1640s
  • Map: Environs of Elnost
  • Resources & Best Practices
  • Rules Q&A
  • Organized Play
  • Level Tracking
  • Key D&D Rules Q&A
  • Player Codex (Google Doc)
  • Cheat Sheat: People, Places, & Things
  • Adventure Log
  • Campaign Charter
  • Campaign Map
  • Legends of Redmark
  • Western Reach
  • Saltshore Islands
  • Oskarrian Archipelago
  • Hex & Region Write-ups
  • Cast of Characters
  • Character Creation
  • Campaign Overview
  • House Rules
  • Season 1 Characters
  • Session Logs & News
  • Stardates and Timeline
  • Star Trek Galactic Map
  • The Taurus Reach and Starbase 47 (Vanguard)
  • Podcasting Best Practices
  • 50 Fathoms- Campaign Charter
  • Lore of the Atani
  • Father Rodrigo Torquemada Salvatore
  • Liam McCormic
  • Mordecai Boon
  • Map of Caribdus
  • General Locations
  • Notable NPCs
  • Cypher System Resources
  • Eilar Character Sheet
  • Skirmish Debriefs
  • Adventure Logs & Crawls
  • Star Wars XP Log
  • People, Places & Things
  • Campaign Overview & House Rules
  • Arkanis Sector
  • Key Star Systems
  • Rel Thaxton
  • Adventure Logs
  • Reich America
  • Iron Oak Saga
  • Dwellers(PCs)
  • Setting Aspects
  • Castle Matos
  • Flining ‘Flin’ Parthad
  • Philip Windsor
  • Samson “Sam” Roth
  • People, Places and Things
  • SS Behemoth — Campaign Map
  • Traveller Links & Resources
  • Leviathan: Campaign Overview & House Rules
  • Leviathan: XP Log
  • The Neutron Star Directive
  • Favorite RPGs
  • Battlemat Suppliers
  • Wargames Articles
  • Wargames Roadmap
  • 15mm Miniatures Resources
  • Starship Miniatures
  • Sword and Spear Resources
  • Skirmish Movement Trays
  • Stan’s Reading Lists
  • Board Games
  • Flickr Photos
  • Conventions

'Adventures in Middle-earth' Game

Things I’ve Learned After Running Three ‘Adventures in Middle-earth’ Games

I’ve now run three ‘Adventures in Middle-earth’ game sessions. I love it! It is a fantastic and very faithful adaptation of the Tolkien material.

There were a few things I got wrong the first time I ran it, and there are some different game-style assumptions that require a slightly modified approach to get the most out of this new, wonderful 5e setting. Here’s my advice to new gamemasters (called ‘Loremasters’) who are thinking of running a Middle-earth campaign using’Adventures in Middle-earth’ (or AiME).

My First 'Adventures in Middle-earth' Game

My First ‘Adventures in Middle-earth’ Game

Journeys and Mapping Are A Key Activity

Journeys are a big part of each game. Players are going to spend more time than you would think having fun strategizing over routes to take, who is going to take on the role as ‘Guide’, and other activities involved in planning and taking a Journey. The mechanics are new but after a couple of sessions things flow pretty quickly.

There’s so much fun looking over the map and seeing places everyone has some familiarity with. ‘Hey, those are the Barrow-downs!’ ‘Say, Amon Sul is the same as Weathertop — that’s where Frodo and company were attacked by the Nazgul!’. It was interesting to play in a world so familiar and rich with history. It felt like we were in a campaign that everyone had been playing together for 20 years.

Journeys Aren’t Like Traditional Hex Crawls

Journeys can be long. You can easily take a journey of 150 or 300 miles before you get to your main destination. As such, the rules don’t follow traditional hex crawl procedures. My traditional hex crawl method was (doing this for each and every hex): enter a hex ➞ roll for encounters ➞ rest for the night ➞ see if anything happens while you’re on watch ➞ travel to the next hex.

In AiME, by default, although you plan a route through a dozen ten-mile hexes or more, you don’t track where you’re at on a specific day. Instead, you may have a Journey Event that takes place at an abstract time and place during the journey. For example, the Loremaster might say: “several days into the journey as you enter the bogs, you encounter a band of orcs”.

I got confused by this the first game I ran a Journey. Worked much better when I didn’t track exact days and distance the following session.

Players Dig Kingdoms, Titles, and Sanctuaries

From day one, you’re immersed into a ‘kingdoms’  focus that feels somewhat like the ‘strongholds’ end-game of the old White Box / BX / 1e D&D days. During the Fellowship Phase players can do things like receive Titles and create Sanctuaries. Sanctuaries end up being a big deal — if you have to routinely make a long journey with no Sanctuary in the middle to stop and recover, you’ll have more negative Journey Events, more enemy encounters and such. Build a Sanctuary mid-way and split that route into two Short journeys and you’ll have much easier travels.

The fact that months or even a full year can pass during a Fellowship phase infuses a grand, epic air into your activities. Very Tolkienesque, even when players are low-level characters!

Different Lands or Eras Requires Extra Effort

The books and maps work best if you run your campaign in the era between the time of The Hobbit and The Lord of the Rings and place your campaign in or around Mirkwood. If you wan to try running adventures in a different land or time period, you’ll have some additional work. Personally, I like the year 1640 in the Third Age (centuries before The Hobbit) since I can pull out and use my many MERP modules (old Iron Crown ‘Middle-earth Roleplaying’ adventures that used the Rolemaster system).

You’ll have to tweak a few things and use a different map, but I’m doing it and it’s working fine with a bit of effort. See my house-rules and map resources for doing a TA 1640 campaign.

The ‘Wanderer’ class has a ‘Known Lands’ feature that you’ll need to take into account if you use a different map than the one they provide in the Player’s Guide.

Player Abilities Drive Story

One thing I was surprised about was the intense sandbox gamestyle AiME fostered due to features built into the characters. For example, there is a background feature ‘Foreknowledge’ plus Fellowship phase activities ‘Research Lore’ and ‘Meet Patron’ which end up letting players ask questions and get answers at the beginning and end of games. Characters end up asking questions and generating patrons or quests which drives story lines that are entirely of the player’s origin. I love it! Using ‘Dungeon World’ style fronts  is a great approach to driving adventures after a session or two of play.

Because of this, and because of the Journey and Fellowship phases, game session structures are quite different than in my traditional D&D game. After three games, here’s how a game that ends up with a Fellowship Phase might pan out for a four hour session:

  • Resolve Fellowship Phase from last game: 25 minutes
  • Roleplay Adventure Hook Scene: 35 minutes
  • Plan and Take Journey to Adventure Locale: 45 minutes
  • A couple of exploration/roleplay scenes and 1 big fight: 1:45 minutes
  • Take Journey Home from Adventure Locale: 30 minutes

Note the items in bold — these are gameplay phases that I would often skip or run very quickly in a traditional D&D game. In Adventure in Middle-earth, they can be about half a game session!

Journeys include encounters that can be things like an Orc Band, a Troll, wandering group of singing Elves, or an opportunity to hunt down Herbs or Food (that give mechanical benefits; they’re sort of like magic items). Journeys and the sandbox adventuring that spring out of them are a big part of the game, and also take a chunk of game time. A good thing, but you should budget game session time for these things 🙂

Tracking Journey or Fellowship Phase Information

There are some Journey related modifiers, as well as Fellowship phase events, which can carry over from session to session. I’ve now started to use a publicly visible whiteboard to take note of Journey modifiers as they come up during the Embarkation and Journey Event phases. Helps me not lose track of something.

Ramping Up on Tolkien Canon

You can plunge in to running AiME without being a Tolkien scholar. That being said, it helps to re-read the books (or watch the movies) before or as you run a campaign. I’m found myself gaining interest in reading up on various Tolkien topics.  Some resources I’ve found helpful:

  • Cubicle 7 Forums (AiME section)
  • Michael Martinez runs a great Middle-earth Blog which includes lots of articles on topics of interest to roleplayers
  • Wikipedia’s Middle-earth Topics  and the Lord of the Rings Wiki

Youtube has some great videos you can give to players. In twelve minutes, you can learn just about all you need to know! Have players watch these two videos (second one is if you’re running TA 1640 campaigns):

  • A 3 Minute History of Middle-earth  https://youtu.be/fXxU01IgoxU
  • The History of Arnor  https://youtu.be/rQkv4GcbsrQ  (listen up to the 9:14 minute mark. The events after 9:14 happen centuries after our campaign).

Share this:

  • Click to share on Twitter (Opens in new window)
  • Click to share on Facebook (Opens in new window)

Middle-earth

' src=

December 14, 2016 at 3:44 pm

The campaign so far has been a favorite of mine. And set during the twilight of Arnor makes it even better for me. We may save the kingdom for now, but the shadow looms over all.

' src=

December 14, 2016 at 3:56 pm

I’m loving it too!

' src=

January 8, 2017 at 12:51 am

I really like that you are setting the game in a different period. For most people this time in Middle Earth would be a bit of a mystery and hence undiscovered country for the players. For me there seems to be a bit of determinism when the game is cast in the Hobbit to LOTR era. Unless someone is getting deep into the lore of Arnor, most the events are going to be completely new experiences.

I am a big AD&D guy, and I like 5e (although not enough to switch my campaign game) buut I have not played it a lot. I have a couple questions for you:

What do you see preferable in 5e over TOR? Were your players more open to 5e than learning a new system? SInce it is a D&D, are they seeing money in a different light than the abstracted way TOR does?

“I got confused by this the first game I ran a Journey. Worked much better when I didn’t track exact days and distance the following session.”

I am right there with you. 🙂 I actually started using a small calendar to mark of travel times because of confusion! Once I know how long the journey takes I just blocked out the travel days. Does it need to be done? Naah. But I have always found an attraction to little bits of crunchy data. For me it puts things in a more “historical” context.

Then I found this little website that may help if yo are interested…: http://calendarhome.com/calculate/convert-a-date

You can put a month, year, and date in and it will tell you what day of the week it is. We have not had a game in a couple of weeks, so I have not used it, but it could be a handy little tool for those inclined.

David S. Minnesota, USA

January 9, 2017 at 7:40 am

>> What do you see preferable in 5e over TOR? 5e is the most play-tested, battle-hardened RPG in history, and its resources and community support is the largest on the planet. The combat in 5e is solid, and I (and my players) really like it. TOR combat reminded me of Mouseguard’s combat, and while it might be OK, I didn’t see anything to recommend it over 5e. I’ve seen many make comments about TOR combat leaving them less than excited.

>> Were your players more open to 5e than learning a new system? It’s a combination of both me and my playing not wanting to learn another system simply for the sake of being different. In my experience it takes at least 4 games, many more, to master a system as a player. Maybe 6-10 games to master a system as a gamemaster. If you’ve already mastered 5e, it’s hard to make the case to learn a new system when there is a perfectly good setting in 5e that does what you want (AiME in this case). Our group plays a lot of games, and we’ve settled on Savage Worlds and flavors of 5e (with maybe the occasional Fate RPG game) as our systems of choice. The bar is high to get us to buy new books and spend months mastering a new system.

Dicehaven Podcast

adventure mode journeys in middle earth

Dicehaven is an actual play podcast featuring various tabletop RPGs. We’re currently playing Imperium using the Traveller RPG (Mongoose 2nd Edition).

adventure mode journeys in middle earth

Listen now to our first episode.

Listen to us on iTunes, Spotify, and other platforms (links are at anchor.fm/dicehaven ).

Follow our Instagram posts at instagram.com/dicehavenpodcast .

Hello and welcome to Dicehaven! We are a game club in the DFW area who play tabletop roleplaying games. Check out our RPG podcast and our musings and resources on roleplaying.

Recent Comments

  • Stan Shinn on Top Stuff I Want To Run Someday (Late 2023 Edition)
  • Gary Fredrick Furash on Top Stuff I Want To Run Someday (Late 2023 Edition)
  • Stan Shinn on Running Old-School Modules as Backup Games
  • James Tate on Running Old-School Modules as Backup Games
  • Musings on The One Ring 2e for a Saturday Campaign – Dicehaven on The One Ring 2e Online Dice Rollers
  • Entries feed
  • Comments feed
  • WordPress.org

© 2024 Dicehaven

Theme by Anders Noren — Up ↑

adventure mode journeys in middle earth

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Sign in to see reasons why you may or may not like this based on your games, friends, and curators you follow.

adventure mode journeys in middle earth

Play The Lord of the Rings: Journeys in Middle-earth

Content for this game browse all (3), about this game, system requirements.

  • OS *: Windows XP
  • Processor: 1.5
  • Memory: 1 GB RAM
  • DirectX: Version 9.0
  • Storage: 400 MB available space
  • OS *: Windows 7 or above
  • OS: OSX 10.10
  • OS: OSX 10.13

© 2022 Fantasy Flight Games. The Lord of the Rings and the names of the characters, items, events and places therein are trademarks of Middle-earth Enterprises, LLC under license to Fantasy Flight Games

More like this

What curators say, customer reviews.

adventure mode journeys in middle earth

You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.

Enter up to 375 characters to add a description to your widget:

Copy and paste the HTML below into your website to make the above widget appear

adventure mode journeys in middle earth

Popular user-defined tags for this product: (?)

Sign in to add your own tags to this product.

Valve Software

  • All Reviews
  • Top Rated Games
  • Quick Games
  • Good With Two
  • First Impressions
  • Top 6’s
  • Designer Spotlights
  • Tabletop Together Tool

Review : Lord of the Rings: Journeys in Middle-Earth

The Lord of the Rings Journeys in Middle-earth - Cover

“ All we have to decide is what to do with the time that is given to us ” Gandalf spoke to Frodo. And so I’ve dedicated my time lately to playing Lord of the Rings: Journeys in Middle-earth by Fantasy Flight Games .

It’s a cooperative adventure game in which 1 to 5 players embark on an epic journey through the menacing landscapes of Middle-Earth. A great darkness is upon the rise – unifying all evil forces – and Middle-Earth’s heroes have to take a stand.

What is Lord of the Rings: Journeys in Middle-Earth like?

Each adventure is a chapter in an overarching narrative and a craftily created Companion App guides the heroes throughout the campaign. Unlike other games of this kind, the length of your journey and the events aren’t fully preset. No matter the outcome of a particular adventure, the heroes and campaign will always progress.

My fellowship consists of my boyfriend and I – respectively a down-to-earth dwarf and a whimsical elf. In total, Journeys holds 6 heroes to choose from and each of them has a unique power and different stats (might, wisdom, agility, spirit and wit). 6 non-permanent roles (burglar, captain, guardian, hunter, musician and pathfinder) give further depth of character by adding talents and abilities.

A player’s selected hero and role results in a private Skill Deck bursting with personality. At the start of the game it holds 15 cards (6 Basic cards, 5 Hero cards, 3 Role cards and 1 Weakness card). But cards will be added, upgraded and downgraded both mid- and in-between adventures. This mirrors how the journey uniquely shapes and changes the heroes – for good, but also for worse.

After all, “ there are some things that time cannot mend. Some hurts that go too deep ”

The Lord of the Rings Journeys in Middle-earth  - Components

Battle and Journey Maps

The world in Journeys is alternately a cramped Battle Map to be turned upside down or a vast Journey Map to be explored inside out.

In every adventure the app portrays a Threat Level bar with thresholds. This bar serves as a timer, gradually filling up. Players’ decisions and actions can slow it down, but never bring it to a halt.

At every threshold events may occur and details on the mission objective are revealed. When the threat bar fills up completely the game ends and the adventure fails.

Battle Maps are composed of 1 or 2 square game boards and strategically added terrain tokens. A plenitude of surroundings can thus be mimicked, as for example a village inn or an orc den.

Journey Maps have players start on a tile with most portions of the world shrouded in fog. Stepping into the fog will uncover new map tiles and as such “ little by little one travels far ”.

Exploring tiles earns players Inspiration Tokens and affects the Threat Level.

Both Battle and Journey Maps are heavily seeded with Search-, Person- and Threat Tokens for players to interact with. And of course a bazillion bad guys plague your traveling party, so “ spears shall be shaken and shields shall be splintered ”!

Interaction and battles are normally the shortest explanation in these dungeon crawler-type of games. Most often dice determine failure or success. But in Journeys they don’t, so forgive me when yet another lengthy paragraph follows.

The Lord of the Rings Journeys in Middle-earth - Cards

The Skill Deck

When you find yourself in a spot on the map with a Search-, Person- or Threat Token you can interact with it by selecting it in the app. One or several of your hero’s stats will be tested, which means that you have to reveal cards from your Skill Deck equal to the value of the stat.

When engaging in battle the prepped weapon you want to use determines which stat to test. Various number of successes give various ways of damaging the enemy. The different types of enemies have different strengths and defenses. Using the right weapon and wisely distributing successes to activate its features are crucial.

Players keep track of enemies’ health by inputting inflicted damage in the Companion App. If the final blow to the enemy wasn’t dealt it will retaliate and put you to the test in return.

This might sound a bit bland and random, were it not that the following gameplay elements make it interesting:

  • Some cards show 2 Success Symbols, some 1 and some none. Some cards show Fate Symbols though, which can be converted to successes if you spend acquired Inspiration Tokens.
  • The app doesn’t always state how many successes are needed to pass a test. This evokes an exciting push-your-luck sense.
  • A round consists of an Action, Shadow and Rally Phase. In the Rally Phase players reshuffle their Skill Deck and draw 2 cards. 1 of these cards may be prepped in order to use its special effects in later rounds. A hero can’t have more than 4 prepped cards in total. Unprepped drawn cards are placed on top or at the bottom of the deck, giving the option to put successes on the top and tuck the blanks at the bottom.

Of course failing tests, in the midst of interaction or battle, results in physical and/or mental damage.

Shadow and Damage

You “ can only come to morning through the shadows ”. So after the heroes have taken their actions and before prepping for the next round, the enemies set forth their dark plans in a subsequent Shadow Phase. Goblins, Orcs, Wights and packs of hungry Wargs chase your fellowship and attack when in range. Yet again, the clever use of your hero’s Skill Deck and prepped cards is key to negate damage. Darkness has no foe however, so all heroes who find themselves in it (caves, dungeons,..) suffer fear.

Damage is received by drawing cards from the wound or fear deck. Sometimes cards are to be placed face up, on which the effects are immediately resolved. Other times players receive the cards blindly face down. The app or newly drawn cards can instruct for face down cards to suddenly flip to their active side. Because “ a man that flies from his fear may find that he has only taken a shortcut to meet it” and unattended wounds are bound to pester.

When heroes suffer damage equal to or greater than their limits, they must perform a Last Stand. This test determines whether the hero succumbs or withstands the ordeal.

If successful the hero can continue the journey revitalized. If not, the adventure ends for all players.

5 / 6

I love that Journeys doesn’t want to mangle all players through the same narrow storyline. Instead the Companion App adapts the adventure settings to the number of players and composed characters forking the storyline based on players decisions and performance.

Fantasy Flight Games promises this creates a unique personal quest each and every time. Now, I’ve only played the campaign once so I can’t comment on how well the app differentiates. But I’ve spoken to other players and noticed differences in the campaigns storyline and length. That’s for sure promising! Of course one can also expect Fantasy Flight Games to release new content at an alarmingly fast pace. So if you’re willing to financially invest you’ll never get bored.

Another lovely tweak on the dungeon crawler genre is that even when failing an adventure the campaign moves on. I’m personally not a fan of having to repeatedly play the same scenario until you pull out a win. Nevertheless, the motivation to perform your best in every adventure is instigated as failures weaken your fellowship and strengthens the Dark Forces – resulting in a harder, shorter campaign.

At first I was a bit downhearted that the available heroes weren’t all as “iconic” as initially promised. But I actually liked that the box offers a mix. Tolkien purists might not like a famous hero’s personality and experiences to stray too far from the original story. And I enjoyed the “blank canvas” a lesser known character as “Elena” or “Beravor” provided me with. Others that dream of stepping in the shoes of Middle-Earth’s most iconic inhabitants can have their pick with “Legolas”, “Bilbo”, “Gimli”or “Aragorn”.

In between adventures players can buy and upgrade role cards by spending acquired “Lore”. Even changing role and skill set is possible if you think that might come in handy. All these decisions are taken on a hunch of what the next adventure will bring. While the end goal is quite clear – putting a halt to the Dark Forces rising – how to do that is only revealed to players slowly. I found it very thematically pleasing to be wanderers working from clue to clue and falling from battle into battle.

I did initially miss some variety in enemy miniatures but FFG mitigated this by having the app differentiate the enemy stats and marking some foes as “elite”. What I do think weird is that the first announced expansion pack will hold 2 boss figures that played a major role in my first and now completed campaign. I feel FFG should have added those to the base box.

A neat feature is that in between plays the game doesn’t take up a lot of table space. The set-up is swift as the gameboard is build up during play. Just make sure all game components are in reach and gather your hero and Skill Deck.

Apart from the Skill Decks, Journeys excels in how damage is dealt and handled. It’s very tense to see a hero’s wounds and fear accumulate. Heroes are rarely on the safe side as facedown cards can get flipped and suddenly push your hero to their limit. This causes damage to always be on players’ minds. And when a hero’s limit of wounds or fear is reached the gameplay climaxes with offering a Last Stand. Drawing cards has never been so nerve-racking before, because really the whole campaign then depends on it! A bad card draw can still be altered by using the effects of prepped cards. It’s frantic and I love it!

The alteration between vast Journey Maps and Battle Maps keeps the game fresh. Gameplay is a bit repetitive but that made me able to focus fully on the narrative. It also makes it easy to pick up the game again after a longer break. Story-wise we had one adventure that lacked all tension, sadly. However, FFG shows promising signs of being willing to think out of the box. For example one of the battle maps didn’t include any fight at all.

Interacting with other living beings in Journeys felt very pleasing. The dialogues offered a sense of freedom to players and reminded me of video games. I’m hoping FFG continues experimenting as the series continues.

To conclude: if you’re a Tolkien-fan on the look-out for a smooth app-driven narrative dungeon crawler, I suggest you run straight to your FLGS to buy Fantasy Flight Games ’ Lord of the Rings: Journeys in Middle-Earth . As you’ll truly find that “ adventure is just leaving your doorstep ”.

  • Well-written rulebook and amazing app
  • Quick set-up
  • Single adventures don’t take hours to complete. I would say 60-90 minutes on average.
  • Strong feel that you decide the chosen path – freedom when interacting with characters.
  • Alternating between journey and battle maps keeps gameplay fresh
  • Skill Deck replacing dice
  • Experimental “Battle Map” scenario shows the designers are thinking out of the box
  • Expensive for the box content – though the app design should be taken into account
  • Story arc. Some adventures lacked tension
  • Missing boss mini’s to be released as an expansion pack
  • Not a profound deck builder

Complexity Level

Complexity 4 / 6

Lord of the Rings: Journeys in Middle-Earth is one of the best marriages between “man and machine” in the board game hobby. The Companion App makes digital and analog merge smoothly. Be aware however that Journeys is not a “learn to play on the go”. Players have to have thoroughly studied the rulebook before starting the campaign.

The app is much more than a bookkeeper tracking stats and progress. It pursues full story immersion by playing a thematic soundtrack and producing sound effects. A nice touch too is how it renders the battle maps in 3D.

I’m a major custom dice addict but the Skill Deck mechanic is really well thought out. I felt there were meaningful decisions to be taken and the role selection and skill upgrading in between adventures felt purposeful. All this without weighing the nimble gameplay down with heavy deckbuilding. The element of surprise dice always bring is equaled by the decks being shuffled every Rally Phase.

Our Skill Decks became a testimony of our journey together and me and my boyfriend were reluctant to tear our decks down at game end.

  • Players: 1 – 5
  • Playing time: 60 – 120 minutes
  • Suggested age: 14+

A review copy of this game was supplied by Asmodee Nordic

  • About Author
  • Latest Posts

adventure mode journeys in middle earth

Eline Jansens

The girl next door that has conquered worlds, built empires and destroyed civilizations. A princess, warrior, psychic or space-chick: always in for an adventure. Sharing my cardboard chronicles on Instagram and ever curious about yours.

Latest posts from Eline Jansens

  • Review: Mississippi Queen - 6 March 2020
  • Review: Jetpack Joyride - 26 January 2020
  • Review: Fog of Love - 30 September 2019

Similar Posts

adventure mode journeys in middle earth

Review: Deception: Murder in Hong Kong

I finally played enough games to legit a proper review of this hidden role game...

Welcome to the Dungeon - Feature

Review: Welcome to the Dungeon

Welcome to the Dungeon is a simple easy to learn game, that's both fun and...

adventure mode journeys in middle earth

Review: Unfair

Growing up near one of the best Roller Coaster parks in the world left a...

adventure mode journeys in middle earth

Review: Tides of Time

Today I’d like to introduce you to a small card drafting game called Tides of...

adventure mode journeys in middle earth

Review: Transatlantic

Transatlantic was the new game at Spiel Essen 2017 from PD-Verlag. It has gone through...

adventure mode journeys in middle earth

Review: Welcome to

Welcome to... Postwar America! Confident that a bright and prosperous future now lies ahead, America’s...

Leave a Reply Cancel reply

This site uses Akismet to reduce spam. Learn how your comment data is processed .

The One Wiki to Rule Them All

The Lord of the Rings: Journeys in Middle-earth

  • View history

This page concerns the real world.

The Lord of the Rings: Journeys in Middle-earth , released in 2019, is an adventure board game set in Middle-earth in which up to 5 players may participate in events of The Lord of the Rings . It was designed by Nathan I. Hajek and Grace Holdinghaus and is published by Fantasy Flight Games , Delta Vision Publishing, Hobby World , Asmodée , and others in China, Poland, Brazil, and South Korea.

Two expansions have been released: Shadowed Paths , in 2020, which adds a Mirkwood campaign and many characters and items, and Spreading War , in 2021, focusing on the military affairs of Gondor and Rohan during the climax of the War of the Ring and adding a great many game-features.

The game and its expansions include multiple character figurines. Gameplay is accompanied by the Journeys in Middle-earth app, available on the App Store, Google Play, and Steam .

In the year it was released, Journeys in Middle-earth won Best Solo Game in Dice Tower's 13th Annual Gaming Awards .

External links [ ]

  • Spreading War expansion
  • Shadowed Paths expansion
  • Journeys in Middle-earth at boardgamegeek.com
  • Lord of the Rings
  • Return & Refund Policy
  • Card Sleeves By Game
  • Privacy Policy
  • The Sleeve Kings Difference

facebook

  • NEW! Penny and Inner Sleeves
  • Standard Sleeves by Sku 60 Microns/110 per pack
  • Premium Sleeves -100 Microns/55 per pack
  • Game Compatible Bundles
  • Games & Coins
  • Kickstarter Pledge
  • OEM Sleeves
  • Distribution

10 Beginners Tips For Lord of the Rings: Journeys in Middle Earth

10 Beginners Tips For Lord of the Rings: Journeys in Middle Earth

Good Lord of the Rings Journeys in Middle Earth tips are hard to come by. Many people who play have radically different play styles. Since it is a diverse game, it can be difficult to get started. Here are our ten best tips to help you get started.

1. Remember It Is Not a Battle Game

Lord of the Rings Journeys in Middle Earth is an adventure game. It is objective-based, not battle based. If you try to play it like a fighting game, it won't be as much fun, and you will have a harder time playing.

2. Scout Is a Wonderful Thing

Scout lets you stack your deck to improve your chances when trying to pass tests. Your character will perform better if you know the next few cards. The more you have stacked up with Scout, the easier things will be.

3. Last Stands Are Not The End

Last Stands are not a bad thing if you have Inspiration banked or stacked your deck using Scout. If you waste resources trying to prevent a Last Stand, you leave yourself short later in the game.

Your first last stand is usually the easiest, but you will need to plan ahead because, by the third or fourth one, you will need the resources you saved earlier in the game.

4. Try Things Out in Adventure Mode

Adventure mode is easier and allows you to learn the game without dying constantly. You can get free Inspiration at the beginning of each turn. The app suggests it to you. Adventure mode is designed to help you take a look around and enjoy the story more than battle mode.

5. Do Not Ignore Lore

Many gamers often ignore things such as lore, but this is a bit different. You need the in-game Lore to upgrade your gear. Your gear is one of your most valuable assets when attempting to win battles and complete quests.

It is one of the only ways to improve your gear and, therefore, your character. Improving your gear is why it's important to collect as much as Lore you can as early as you can.

One of the best ways to collect Lore is by doing the many side quests but don't forget about your main objective and the fact that there is a Threat Clock.

6. Faster Is Not Always Better

Remember, the threats appear on unexplored tiles. This might make you decide to try and move through the board as quickly as possible. It is important to understand that the more tiles that are turned over, the more chance you will find yourself surrounded by threats.

Instead, you should plan your moves carefully and make sure that you and your party are prepared to face whatever should come up. When your last character interacts with a tile, you could potentially discover a lot of new tiles and wind up with a full threat bar.

7. Learn the Characters

Although many of the characters in Lord of the Rings Journeys in Middle Earth are familiar, their skills might not be. Each character is different, and although some skills overlap, it is essential to know the potential of each character. Some characters do better in larger groups, while others are better for playing by yourself. You should know which of your characters offers more support to larger teams.

Knowing each character's strengths and weaknesses helps you plan your party around others. This is especially effective when you are playing with friends.

8. Prioritize the Board

Whenever you are looking at the board, you will need to make sure that you prioritize each item that needs to be dealt with. Although you will probably come up with your own way, here is a good way to prioritize your Lord of the Rings Journeys in Middle Earth board.

  • Threats - threat tokens should be removed immediately
  • Unexplored places - pay attention to the fog, which will give you clues as to what is coming up
  • Situational interaction tokens - interactions can help your character but take a back seat to other issues
  • Enemies to kill - if you have enemies to kill and your threat is high, you might want to make sure you are not fighting back to back, which can cause you to lose a character.

This lets you decide what order to do things.

9. Question Your Kills

The first thing you need to do when questioning what to attack is to do a little math. Ask yourself if you can kill it. If you can, you might want to ask yourself if you need to kill it. Sometimes killing is advantageous while other times it is not.

10. Know Your Roles

Knowing each character's roles as well as their strengths and weaknesses will help you in the end. The primary roles are:

  • Captain - most characters can be captains, but some players say that Aragorn and Gimli work well.
  • Burglar - any character that can use wits makes a good burglar
  • Musician (or bard) - Your musicians need to be able to use Endless Melody to be good. This makes Elena and Bilbo good musicians.
  • Guardian - any character can be a guardian, provided they can use cards such as Banner and Ready Defense. 
  • Hunter - Any character can be a hunter if you have the right weapons for it
  • Pathfinder - good pathfinders use agility weapons. One of the most useful is Legolas.

Each of these roles will help you along your journey. If you are playing with friends, you will need to know which characters to take and which conflicts with the other team members.

Have Fun With Lord of the Rings Journeys to Middle Earth

If you enjoy Lord of the Rings and adventure games, you will enjoy this exciting adventure game. These Lord of the Rings Journeys in Middle Earth tips should help along the way. Starting off right will help you play for a long time. You can protect your game with our quality game sleeves and accessories.

POST COMMENTS

Leave a comment.

Please note, comments must be approved before they are published

IMAGES

  1. Journeys In Middle-earth Gets Adventure Mode Update

    adventure mode journeys in middle earth

  2. Lord of the Rings: Journeys in Middle-earth’s companion app has a new

    adventure mode journeys in middle earth

  3. LOTR: Journeys In Middle-earth Developer On Adventure Mode

    adventure mode journeys in middle earth

  4. Journeys In Middle-earth Gets Adventure Mode Update

    adventure mode journeys in middle earth

  5. The Lord of the Rings: Journeys in Middle-earth on Steam

    adventure mode journeys in middle earth

  6. LOTR: Journeys In Middle-earth Developer On Adventure Mode

    adventure mode journeys in middle earth

VIDEO

  1. Lord of the Rings Journeys In Middle Earth Poison Promise Review

  2. Journeys in Middle-Earth Spreading War 1

  3. Medieval Dynasty

  4. paisa💲paisa💲 Indian bikes driving 3D please support me😞😞#Izofficialgaming#3dgames#sorts#viralshorts

  5. missing mummy police station😡😡. part 3 Indian bikes driving 3D#Izofficial gaming#3dgames #sorts

  6. Medieval Dynasty

COMMENTS

  1. How is Adventure Mode?...

    Other than those two differences it functions the same as Normal. It is a much easier mode than Normal with the changes geared towards allowing player the opportunity to collect every side quest on the board without risking the main objective without too much min-maxing. If you found Normal easy then Adventure mode will be VERY easy.

  2. Gateway to Adventure

    The Lord of the Rings: Journeys in Middle-earth is a cooperative board game of thrilling adventure and heroism in J.R.R. Tolkien's Middle-earth. Over the course of a stunning campaign, you and your fellow heroes will forge your own Fellowship, playing as some of the most iconic heroes from The Lord of the Rings and embarking on your own ...

  3. Adventure mode

    Aug 25, 2020 (edited) It won't be challenging at all. Adventure mode is not supposed to be challenging, it is really supposed for people who wants to explore every single token on the map and still be able to win the scenario. If you already have a good feeling on how powers works and the good "combos" and all that, you will have a very easy ...

  4. The Lord of the Rings: Journeys in Middle-Earth

    Adventure Mode doesn't make the combat easier compared to normal but it does give the players significantly more resources and also puts them on much less of a clock. The main challenge in this game actually isn't the combat.

  5. LOTR: Journeys In Middle-earth Developer On Adventure Mode

    Earlier this week, Fantasy Flight Games announced that they were releasing a new mode for their popular adventure board game Lord of the Rings: Journeys In Middle-earth. The app-assisted board game now has a new "Adventure Mode," which is more focused on exploration and storytelling than the other modes previously available.

  6. Lord of the Rings: Journeys in Middle-earth's companion app has a new

    Adventure mode aims to have players experience everything that Journeys in Middle-Earth has to offer, which pretty much guarantees a much longer play time to boot. Journeys in Middle-earth is a co-op board game that sees players assuming the roles of heroes, including the likes of Bilbo Baggins, Aragorn and Legolas, in JRR Tolkien's iconic ...

  7. Adventure Mode lets you Lord of the Rings: Journeys In Middle-earth in

    Lord of the Rings: Journeys in Middle-Earth is getting a new, easier, play mode. Termed "Adventure Mode" the new way of playing reduces the amount of threat within the game as things progress. Usually the unexplored elements of the game add threat during a "shadow phase", making it progressively harder as players continue their quest ...

  8. Updated Thoughts on Adventure Mode : r/JourneysInMiddleEarth

    Just ignore the "un-earned" inspiration. Yesterday I played Bones of Arnor Chapter 5 (solo, with 3 heroes) in Adventure Mode, with one house rule tweak: every time it started a new round giving each hero one inspiration for no reason, I just didn't take it. The result was a very challenging scenario, although I eventually did win the level.

  9. The Lord of the Rings: Journeys in Middle-earth

    The Lord of the Rings: Journeys in Middle-earth. "It's a dangerous business, Frodo, going out of your door," he used to say. "You step into the Road, and if you don't keep your feet, there is no knowing where you might be swept off to.". -J.R.R. Tolkien, The Fellowship of the Ring. Form your Fellowship and set out on your own ...

  10. Journeys In Middle-earth Gets Adventure Mode Update

    The Lord Of The Rings: Journeys In Middle-earth has now got an update from Fantasy Flight Games called Adventure Mode which makes the game a little more sedate for your Fellowship of heroes.. This new update for the game's app can be picked before you get stuck in and means that you'll be able to adventure and explore the maps in more depth, rather than being relentlessly pursued by the forces ...

  11. Adventure Mode? :: The Lord of the Rings: Journeys in Middle-earth

    I have 3 devices [PC, Pixel 3, Surface Pro] that did not have any issues tapping/clicking on the Adventure Mode popup making it go away. #3. Showing 1 - 3 of 3 comments. Per page: 15 30 50. The Lord of the Rings: Journeys in Middle-earth > General Discussions > Topic Details.

  12. The Lord of the Rings: Journeys in Middle-earth

    Ages 14+. 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 cooperative, 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 ...

  13. Things I've Learned After Running Three 'Adventures in Middle-earth

    Journeys are a big part of each game. Players are going to spend more time than you would think having fun strategizing over routes to take, who is going to take on the role as 'Guide', and other activities involved in planning and taking a Journey. The mechanics are new but after a couple of sessions things flow pretty quickly.

  14. Adventure mode vs. normal difficulty?

    Jun 7, 2021. Adventure mode is super easy. The low threat increase with the free inspiration makes it so you can explore everything, which gives you more lore, titles and trinkets which in turn makes future adventures easier. We still enjoy it but it isn't really a challange as a 2 player game.

  15. How to Play The Lord of the Rings: Journeys in Middle-earth

    Learn how to play The Lord of the Rings: Journeys in Middle-earth in five minutes or less or more! Form your very own fellowship and embark on an epic quest ...

  16. Play The Lord of the Rings: Journeys in Middle-earth

    About This Game The Lord of the Rings: Journeys in Middle-earth™ is a cooperative game for one to five players. During a game, a group of heroes embarks on perilous adventures, working together to explore and survive the vast and epic fantasy world of J.R.R. Tolkien's The Lord of the Rings™.Throughout their journeys, heroes battle powerful foes, discover lost treasures, uncover forgotten ...

  17. Adventure Mode : r/JourneysInMiddleEarth

    Adventure Mode can be considered "easy mode" in that it's easier than the other two which are called Normal and Hard. But, from my understanding, the point of the mode is more for the ability to be able to explore more and not be rushed as much. 2. Reply. Commercial-Design-67 • 5 mo. ago.

  18. Review: Lord of the Rings: Journeys in Middle-Earth Combines

    One new twist that Journeys in Middle-Earth adds to Fantasy Flight's co-op adventure game design is the addition of small character decks that replace dice rolls.While other co-op games required ...

  19. Review : Lord of the Rings: Journeys in Middle-Earth

    A neat feature is that in between plays the game doesn't take up a lot of table space. The set-up is swift as the gameboard is build up during play. Just make sure all game components are in reach and gather your hero and Skill Deck. Apart from the Skill Decks, Journeys excels in how damage is dealt and handled.

  20. The Lord of the Rings: Journeys in Middle-earth

    The Lord of the Rings: Journeys in Middle-earth, released in 2019, is an adventure board game set in Middle-earth in which up to 5 players may participate in events of The Lord of the Rings.It was designed by Nathan I. Hajek and Grace Holdinghaus and is published by Fantasy Flight Games, Delta Vision Publishing, Hobby World, Asmodée, and others in China, Poland, Brazil, and South Korea.

  21. NEW Adventure mode. What is it ?

    This mode does not break the intent. It breaks the design of the game so far. People are going to play a different game. It confirms the intent of releasing a non difficult game. When a game is meant to be difficult, an easy mode is not released. This is the primary mode added right now.

  22. The Lord of the Rings: Journeys in 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 you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you ...

  23. 10 Beginners Tips For Lord of the Rings: Journeys in Middle Earth

    Here are our ten best tips to help you get started. 1. Remember It Is Not a Battle Game. Lord of the Rings Journeys in Middle Earth is an adventure game. It is objective-based, not battle based. If you try to play it like a fighting game, it won't be as much fun, and you will have a harder time playing. 2.