War of the Ring: Second Edition vs Root: Which Should You Buy?
Both of these games are built on glorious asymmetry, where the two sides do not just play different pieces but follow basically different rulebooks. That is where the comparison gets interesting, because they aim that asymmetry at completely different experiences. War of the Ring: Second Edition wants to hand you the entire Lord of the Rings trilogy in one long, heavy afternoon. Root wants to drop a charming-looking woodland brawl on your table that turns out to be a tense, lopsided war for the forest.
War of the Ring earns a 4.1 from me and is at heart a two-player duel that sprawls across three to four hours. Root sits at a 3.9 and is happiest with a regular group of three or four who will learn it together over multiple plays. They scratch a similar itch, the thrill of two sides thinking in totally different ways, but the table you have at home should decide which one you bring home. Let me break down how they actually differ.
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War of the Ring: Second Edition
2011 · Roberto Di Meglio, Marco Maggi, Francesco Nepitello
If you want the entire trilogy compressed into one tense, asymmetric afternoon, almost nothing does it better. Just bring patience and a big table.
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Root
2018 · Cole Wehrle
One of the best asymmetric games ever made, as long as you bring a group willing to learn it together. Solo or one-and-done players will bounce hard.
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War of the Ring: Second Edition
- Two utterly different sides: Shadow grinds west by war, Free Peoples race the Ring to Mordor
- Theme soaked into every rule, the action dice and Hunt pool actually feel like the story
- Real, white-knuckle tension between fighting the war and protecting Frodo
- Long and heavy, you're looking at three to four hours and a steep first game
- The dice and card draws add randomness that not everyone forgives
Root
- Every faction plays like a totally different game, so it stays fresh for ages
- Kyle Ferrin's art is genuinely charming and pulls in people who normally dodge war games
- Constant negotiation, threats, and alliances keep everyone leaning over the table
- Steep learning curve, and early games are lopsided while people figure out their faction
- It really wants the same group coming back, not casual or one-off players
War of the Ring: Second Edition and Root both sit in our Area Control list. See the full Area Control ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
War of the Ring is a duel built around tension. One of you plays the Shadow, trying to crush the Free Peoples by conquest or by corrupting Frodo. The other plays the Free Peoples, holding the line while sneaking the Fellowship toward Mount Doom. Each round you roll a fistful of action dice, and the faces decide what you can even attempt: move armies, muster troops, nudge a nation toward war, or play an event. The whole game lives in one beautiful squeeze, because every die the Free Peoples spend on the war is a die not spent guiding the Ring, while the Shadow's Hunt pool keeps biting Frodo with corruption. The theme is soaked into every rule, and it genuinely feels like the books fighting back.
Root takes that asymmetry and multiplies it. Cole Wehrle's design hands each player a faction with its own way of working: the Marquise de Cat builds and sprawls, the Eyrie birds chain rigid programmed actions, the Woodland Alliance foments revolt, and the lone Vagabond wanders making friends and stabbing backs. That is four basically separate rulebooks fighting over one gorgeous forest. The play is faster and more conversational than War of the Ring, full of constant negotiation, threats, and alliances, with everyone leaning over the table. Crucially, Root is not balanced for you, it is balanced by you, so the table has to gang up on whoever is pulling ahead or someone runs away with it.
Complexity and learning curve
Both demand patience on the first night, but in different ways. War of the Ring is flatly Heavy. Setup is fiddly, the similar minis are hard to tell apart, and there is real analysis paralysis while you learn what all those dice can even do. Expect a steep first game and a long one, three to four hours once you count the learning. The reward is that once the systems click, the dice and Hunt pool stop feeling fiddly and start feeling like the story.
Root looks like a children's book and teaches like a war game, which is the trap. At Medium-Heavy it is lighter on paper than War of the Ring, but teaching four asymmetric factions at once is a lot, and the age box says 10 plus when 14 plus is more honest. Early games feel lopsided and confusing because nobody knows what anyone else can do yet. The difference is that Root expects you to come back: it clicks once the group has a few reps, while War of the Ring front-loads its difficulty into a single very long sitting.
Replayability and table presence
Root is the clear replay champion. Every faction plays like a totally different game, so swapping who runs the Cats, the birds, or the Vagabond keeps it fresh for ages, and Kyle Ferrin's charming art pulls in people who normally dodge war games entirely. The catch is that it really wants the same group coming back rather than casual or one-off players, and at two players it sags. Solo-minded folks should look elsewhere, but for a committed crew of three or four it becomes one of the most alive, talkative games on a shelf.
War of the Ring has enormous table presence too, just of a grander, slower kind. It is the whole map of Middle-earth, the entire saga compressed into one tense session, and almost nothing recreates that epic sweep better. Its variability comes from the swing of the dice and card draws and from the back-and-forth of the central duel rather than from swappable factions. It plays two to four, but the heart of it is the two-player fight, and the four-player team version waters down the tension a bit. You replay it for the drama of the war, not for a new toolkit each time.
Buy War of the Ring: Second Edition if you have a Tolkien-loving partner and you want the whole trilogy as one long, heavy, white-knuckle duel, and you do not mind a fiddly setup and a steep first game. Buy Root if you have a regular group of three or four who will happily lose a couple of games while it clicks, because that is when its deep, replayable asymmetry truly sings. Skip War of the Ring if your group hates three-hour sessions, and skip Root if you mostly play solo or two players. Either way you are getting a top-tier asymmetric game; the choice is really epic two-player saga versus deep group brawl.
War of the Ring is the grand Tolkien duel for two; Root is the deep, replayable forest war for a committed group.