7 Wonders has long been a popular game, and its two-player version, Duel, has gained even more acclaim. The Lord of the Rings: Duel for Middle-earth reimplements 7 Wonders Duel, streamlining the gameplay while introducing new mechanics and a fresh theme for a unique experience.
Gameplay
For those familiar with 7 Wonders: Duel, this game will feel instantly recognizable.
The game is played over three rounds, with players taking turns to draft cards from a display on the table. The card layout remains the same as in the original, with only fully uncovered cards available for selection. These cards provide a range of benefits, such as skills (resources), alliances (scientific progress), and ring & unit deployment cards (military).

While the overall feel and style of the game remain similar, several noticeable gameplay changes set it apart from being just a reskin of the original:
Streamlined Coin Income and Costs
In contrast to the original, Duel for Middle-earth simplifies resource/skill costs and income. In 7 Wonders Duel, players needed to check their opponent’s cards and calculate resource costs when playing cards. While the calculation wasn’t difficult, it often felt like an unnecessary hassle. In Duel for Middle-earth, players simply pay one coin for each missing skill, regardless of what cards their opponent has drafted.
Discarding cards for income is also streamlined. Players earn one coin in Chapter 1, two in Chapter 2, and three in Chapter 3, no matter how many yellow cards they have.

Quest of the Ring Track
Instead of the military track from 7 Wonders Duel, this game introduces the Quest of the Ring Track. The Fellowship player aims to reach Mount Doom with Frodo and Sam, while the Sauron player tries to catch them. If either succeeds, it results in an instant victory. Blue ring cards are the main way to advance on this track, and the track itself grants various benefits as players reach or pass certain spaces.
Shared Central Map and Area Control
A central board representing Middle-earth introduces an area control element. The first player to control all seven areas wins the game immediately. Various cards and effects allow players to place and move units within these regions. This shared map adds tension to the game and was a key area of focus during our plays.


Landmarks vs. Wonders
In place of Wonders, players now build Landmarks. Like Wonders, Landmarks are challenging to construct and offer powerful advantages. One such benefit is the ability to place a tower in one of the map’s regions, which, unlike other units, cannot be moved and is difficult for the opponent to remove, effectively granting control over that region. Unlike 7 Wonders Duel, there is no drafting for Landmarks during setup, instead, three are available at the start of each chapter and are replenished at the beginning of the next.

Progress Tokens vs. Alliance Tokens
The mechanics of green cards have also evolved. Instead of five random progress tokens on display in each game, there are now six alliance sets, each containing three unique tokens. Once per game, a player who collects three different symbols reveals one token from each of the respective sets and keeps one. Additionally, each time a player collects two of the same symbol, they reveal two tokens from that set and choose one to keep. It’s worth noting that we encountered balance issues with these tokens, as some were noticeably more useful than others in our games.
Endgame Conditions
There is no scoring in Duel for Middle-earth. Victory is achieved either by fulfilling one of the instant win conditions or, if no one has won by the end, by controlling most regions on the map. The three win conditions are:
- Support of the Races: forming alliances with six races by collecting six alliance tokens.
- Conquering Middle-earth: having units in all seven regions of the map.
- Quest of the Ring: the Fellowship player reaches Mount Doom, or the Sauron player catches up to Frodo and Sam.


Artwork and Components
The artwork in this game is stunning. While this is subjective, Duel for Middle-earth is, in our opinion, a visual upgrade compared to the original. The game looks great on the table, and the components are equally impressive, featuring screen-printed meeples, thick cardboard Landmark tiles, and high-quality cards. The included insert is decent, though not perfect—it does an acceptable job of keeping everything organized.
One area for improvement is the coins. The game only includes coins with a value of 1, and in some games, we found ourselves earning too many coins. Additional denominations, like those in 7 Wonders Duel, would have been helpful.
We also noticed a small missed opportunity regarding the chapter setup. In 7 Wonders Duel, the card layouts for each chapter are printed on the help sheet and the back of the rulebook, making the setup more convenient. In Duel for Middle-earth, the layout is only printed inside the rulebook, meaning we had to open the rulebook at least three times per game. This is a minor issue, as players will likely know the layout by heart after several plays, but it’s still a missed opportunity nonetheless.

Who is this game for?
If you set aside the expansions for the original game, Duel for Middle-earth is superior in almost every way. It retains the same familiar feel while streamlining mechanics and introducing fresh elements. That said, there are two important considerations. First, this game has more tension, and some players may prefer the more relaxed pace of the original. Second, if someone has a strong dislike for the Lord of the Rings theme, they might not enjoy the game. While the game is not exactly thematic, the graphic design is all about the IP. For us, as players who have watched the movies but have not read the books and are not particularly passionate about Lord of the Rings, the theme played a minimal role in our enjoyment. The game has been immensely fun, and as long as someone doesn’t outright hate the theme, they are likely to have a great time with it.
Overall, if you’re looking for a great, fairly simple two-player game that plays quickly, you can’t go wrong with this game.
Disclosure: We received a review copy of this game. Also, there may be an affiliate link in the links included at the end of this article.
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