The Lord of the Rings: The Two Towers Trick-Taking Game
The Fellowship is broken, which is exactly the problem a co-operative card game wants.
The second in Office Dog's Middle-earth trick-taking series, following the Fellowship game we already stock. The book splits the party three ways - Frodo and Sam heading east, Merry and Pippin with the Ents, Aragorn's group riding for Rohan - and a trick-taking game that has to represent people who cannot talk to each other is a much better fit for the material than it has any right to be.
It is co-operative, so you win or lose as a table, and the tension comes from needing to tell your team something with nothing but the card you choose to play. Standalone - you do not need the Fellowship game, though owning both is the obvious trajectory.
Please note: in ahead of full details. Player count, playing time and age rating will be confirmed from the box when it is unpacked.
Perfect for: The group that took to the Fellowship game and wants the middle chapter.