ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Follow the Orcs
Type: Quest
Quest points: 254
Stage: 1A
Setup: Make Estemnet the active location. Add Uglúk and To Isengard! to the staging area. Each player chooses 1 non-Fellowship hero he controls to be a Captive and places it faceup underneath to Isengard! (If playing campaign mode, choose each "captive" from the Campaign Log instead). Set the pursuit value to 10.
The Orcs that attached the Fellowship at Amon Hen captured several members of the Company and are carrying them to Isengard. Aragorn and his companions decide to chase the Uruk-hai in an effort to rescue their friends...
Free the Captives
Type: Quest
Quest points: 10
Stage: 3B
While an enemy is guarding a hero it gets +1 Threat, +1 Attack, +1 Defense and is immune to player card effects.
Forced: When the enemy guarding a hero is defeated, that hero’s owner takes control of that hero and exhausts it.
This stage cannot be defeated while an enemy is guarding a hero.
Free the Captives
Type: Quest
Quest points: 10
Stage: 3A
When Revealed: Each player searches the encounter deck and discard pile for an Orc enemy and adds it to the staging area. Shuffle the encounter deck. Attach each hero in the staging area to a different Orc enemy in the staging area. Each hero attached to an enemy is guarded by that enemy. Guarded heroes are under no player’s control, immune to player card effects, and their text boxes are considered to be blank.
Orcs have seized your friends and are now dragging them away as captives.
Full Sail Ahead
Type: Quest
Keywords: Sailing.
Quest points: 12
Stage: 2B
Sailing.
No more than 8 progress can be placed here each round. If you are off-course (Cloudy, Rainy, or Stormy), no more than 4 progress can be placed here each round instead.
When you defeat this stage, if the Stormcaller is at stage 2, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.
Full Sail Ahead
Type: Quest
Keywords: Sailing.
Quest points: 12
Stage: 2A
When Revealed: Search the encounter deck and discard pile for 1 copy of Swift Raider and add it to the staging area. Shuffle the encounter deck.
As you travel along the western coast of Middle-earth, Corsairs continue to harry your fleet in an attempt to slow your progress.
Full Sail Ahead
Type: Quest
Quest points: 12
Stage: 2D
If the players are off-course (Cloudy, Rainy, or Stormy), the Stormcaller gets +2 Threat.
No more than 4 damage may be placed on the Stormcaller each round.
Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card.
Full Sail Ahead
Type: Quest
Quest points: 12
Stage: 2C
The Stormcaller is the pride of the Corsair fleet, swift as the wind and nigh-unsinkable. It won’t be an easy quarry to chase.
Getting Closer
Type: Quest
Quest points: 5
Stage: 2B
While On Track is in play, encounter card effects cannot be canceled.
Cobwebs line the cavern walls and the spiders are growing more aggressive. You must be getting closer to their colony.
Getting Closer
Type: Quest
Quest points: 5
Stage: 2A
When Revealed: Flip the Search objective to Off Track. Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded, where X is the number of players. Add each enemy discarded by this effect to the staging area.
It is hard to keep your way in the dark labyrinth, but you are certain that you are headed in the right direction.
Goblin Ambush
Type: Quest
Quest points: 254
Stage: 2B
X is 1 plus the number of players in the game.
Forced: After an enemy is defeated, place 1 progress on this stage.
Progress cannot be placed on Goblin Ambush expect by the above effect.
Goblin Ambush
Type: Quest
Quest points: 254
Stage: 2A
When Revealed: The first player must search the encounter deck and discard pile for X Orc enemies and add them to the staging area, where X is 1 plus the number of players in the game. One of these choices must be Patrol Sentry and one must be Patrol Leader, if able.
You hear the sounds of many scampering feet. As you move closer to investiage, you find your party set upon on all sides by a patrol of Orcs!
Goblin Patrol
Type: Quest
Quest points: 11
Stage: 2B
When Revealed: Each player must search the encounter deck and discard pile for 1 enemy of his choice, and add it to the staging area. One choice must be Patrol Leader, if able.
Forced: After an enemy is revealed from the encounter deck, discard it instead of adding it to the staging area.
If there are no enemies in play, immediately advance to the next stage of the scenario. (Players can also advance by placing 11 progress tokens on Goblin Patrol.)
Goblin Patrol
Type: Quest
Quest points: 11
Stage: 2A
The skeletons of Dwarves and Orcs lie undisturbed, but you have discovered no recent sign of the Dwarven colony. The sound of scampering feet travels to your ears, and you move in that direction to investigate. There is a patrol of Goblins, marching in a loose formation through the shadows.
Gollum's Betrayal
Type: Quest
Quest points: 8
Stage: 3B
If Gollum is defeated, add him to the victory display. (Do not flip him over.)
While Shelob has at least 1 resource on her, she gains: "Forced: When Shelob is dealt any amount of damage, cancel that damage and discard 1 resource from Shelob instead."
The players cannot defeat this stage unless both Shelob and Gollum are in the victory display. If the players defeat this stage, they win the game.
Gollum's Betrayal
Type: Quest
Quest points: 8
Stage: 3A
When Revealed: Add Cleft of Cirith Ungol to the staging area. Flip Sméagol to Gollum and heal all damage from Shelob. Each player places 1 resource on Shelob.
"Got him!" hissed Gollum in his ear. "At last, my precious, we've got him, yet, the nassty hobbit. We takes this one. She'll get the other. O yes, Selob will get him, not Sméagol: he promised; he won't hurt Master at all. But he's got you, you nassty filthy little sneak!" He spat on Sam's neck. -The Two Towers
Gornákh's Dungeons
Type: Quest
Keywords: Capture 7.
Quest points: 255
Stage: 2B
Any time players would place progress on this quest, resuce an equal number of captured cards at random from underneath it instead. (Progress is placed on the active location before triggering this effect.)
Forced: If there are no captured cards underneath Gornákh's Dungeons, join another player at the beginning of the travel phase. If you cannot join another player, all players advance to stage 3A together.
Gornákh's Dungeons
Type: Quest
Keywords: Capture 7.
Quest points: 255
Stage: 2A
When Revealed: Search the encounter deck for 1 copy of Prison Cell, reveal it, and add it to your staging area. Then capture an additional 2 cards from the top of your captured deck underneath that copy of Prison Cell.
Alone and without your equipment, you steel yourself and being to search for your companions and belongings.
Grimbeorn's Folly
Type: Quest
Quest points: 255
Stage: 3B
When Rob and Bob have been defeated, the players have rescued Grimbeon the Old from certain death, and won the game.
A nice pickle they were all in now. -The Hobbit
Grimbeorn's Folly
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Add Rob and Bob to the staging area. Then, each player must search the encounter deck and discard pile for a non-unique Troll enemy and add it to the staging area, if able. Shuffle the encounter deck.
Just as you think the fight is over, you find tracks that lead you to what appears to be the leader of this group of Trolls. You can see Grimbeorn the Old, captured and ready to be cooked. It's up to you to save him!
Grimbeorn's Quest
Type: Quest
Quest points: 7
Stage: 1B
Forced: After placing the 7th progress token on Grimbeorn's Quest, The Carrock becomes the active location. Discard the previous active location from play.
As this area is under the watch of the Beornings, you seek out their leader, Grimbeorn the Old, and discover he has already set out in a rage. You follow, hoping to find him before he confronts the Trolls.
Grimbeorn's Quest
Type: Quest
Quest points: 7
Stage: 1A
Setup: Add The Carrock to the staging area. Remove 4 unique Troll cards and 4 copies of the 'Sacked!' card from the encounter deck and set them aside, out of play. Then shuffle 1 'Sacked!' card per player back into the encounter deck.
While searching for Gollum in the Anduin valley, you recieve word that a group of Trolls have come to the Carrock.
Guard the Gate
Type: Quest
Quest points: 50
Stage: 2D
This stage gets -10 quest points for each Host of Angmar in a victory display.
Forced: Reveal 1 additional card during the quest phase.
Response: At the end of the round, choose a stage. Each player at that stage chooses a hero he controls and adds 1 resource to that hero's pool.
Guard the Gate
Type: Quest
Quest points: 50
Stage: 2C
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is one less than the number of players in the game, to a minimum of 1. Add each enemy discarded this way to the staging area.
You've gathered everyone you can into Annúminas but the host of Angmar is hot on your heels. Once you reach the city gate, you draw your weapons and turn to face the charging Orcs. They cannot be allowed to enter this way.
Guard the Hobbits
Type: Quest
Stage: 3B
If Frodo's Choice is not in play, any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead.
Forced: After Frodo's Choice is revealed at this stage, advance to stage 4A.
Response: After you quest successfully, choose a player. Ready each of that player's heroes.
Guard the Hobbits
Type: Quest
Stage: 3A
Forced: After stage 2B is discarded, if the total Threat of encounter cards in this staging area is less than 4, reveal 1 encounter card.
"Boromir! I do not know what part you have played in this mischief, but help now! Go after those two young hobbits, and guard them at the least, even if you cannot find Frod." -Aragorn, The Fellowship of the Ring
Hold the Fords
Type: Quest
Keywords: Time 3.
Quest points: 16
Stage: 3B
Time 3.
Forced: After the last time counter is removed from this stage, discard the top X cards from the encounter deck. X is the number of cards in the first player's hand. Add each enemy discarded this way to the staging area. Put 3 time counters on this stage.
While there is at least 1 enemy in play, the players cannot defeat this stage. If the players defeat this stage, they win the game.
Hold the Fords
Type: Quest
Keywords: Time 3.
Quest points: 16
Stage: 3A
When Revealed: Each player searches the encounter deck and discard pile for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.
The Dunlendings' assault is relentless and your arms grow weary. "Take me to Isengard!" Gríma pleads, but you will not abandon the defense. You will either break the will of the enemy, or give your life in a heroic last stand...
Home Stretch
Type: Quest
Keywords: Race.
Stage: 6B
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing Attack test. To pass requires 1 TURN result, plus an additional TURN result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, this stage is not defeated and all progress here is discarded.
Home Stretch
Type: Quest
Keywords: Race.
Stage: 6A
The final sprint of the Wainrider's track is another sharp turn at the bottom of the last climb. The drivers push themseleves to take the turn as fast as they can in order to finish ahead of the competition.
Howling at Night
Type: Quest
Quest points: 15
Stage: 2B
Forced: When it becomes Day, each player draws 1 card.
Forced: When it becomes Night, discard 1 non-objective ally from play (discard 2 non-objective allies instead if there are 3 or more players in the game).
Each night, another member of your company is caught at the edge of the firelight and dragged away. The sounds of snarling and screaming echo into the darkness.
Howling at Night
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until X Warg enemies are discarded. X is the number of players in the game. Add each discarded enemy to the staging area.
Wargs have pursued you into the wastelands! They hound your every step, slowing your progress by day and attacking you when the sun has set.
Hrogar's Hill
Type: Quest
Quest points: 50
Stage: 1B
Forced: At the end of the planning phase, reveal the top card of the side quest deck and add it to the staging area. Dagnir makes an attack against Hrogar’s Hill. Do not deal a shadow card for this attack. The first player may declare a defender for this attack. Excess damage must be dealt to Hrogar's Hill.
This stage cannot be defeated while Dagnir has hit points remaining. If Dagnir has no hit points remaining, the players win the game. If this stage has damage equal to its quest points, the players lose the game.
Hrogar's Hill
Type: Quest
Quest points: 50
Stage: 1A
Setup: Search the encounter deck for all 8 encounter side quests, shuffle them together, and place them facedown next to the quest deck. This is the side quest deck. The first player adds Dagnir to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.
The Woodmen of Hrogar’s Hill have agreed to help you in your quest, but shortly after they welcome you to their town it is attacked by the very Dragon you seek: Dagnir has come to take vengeance on Wilderland!
Hunted in Harad
Type: Quest
Quest points: 20
Stage: 3B
Uruk Chieftain cannot take damage.
Reveal an additional encounter card during the quest phase if Uruk Chieftain is at stage 2D.
Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).
Hunted in Harad
Type: Quest
Quest points: 20
Stage: 3A
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.
The hounds of Mordor have caught your scent and they close in on you from the south. Even riding on the tall Mumakil you are not safe from the barbed arrows of the Warg-riders. Your only hope is to reach the River Harnen before you are cut off.
Hunted in Harad
Type: Quest
Quest points: 20
Stage: 3D
While the players are at stage 4B, Uruk Chieftain cannot leave the Orc's area and each enemy at this stage gets +1 Threat.
Forced: At the end of the quest phase, return Uruk Chieftain to the Orc's area and discard the top card of the encounter deck. Place X progress on this stage, where X is the total Threat of the discarded card plus the total Threat in the Orc's area.
If you are at stage 3B when this stage is defeated, you lose the game.
Hunted in Harad
Type: Quest
Quest points: 20
Stage: 3C
When Revealed: If the players have already defeated stage 3B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.
The Orcs and their mounts move with great speed across the sandy waste. They can smell their prey on the air as they narrow the distance between them.
Hunting the Beast
Type: Quest
Quest points: 9
Stage: 3B
Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.
Forced: At the end of the round, remove 3 damage tokens from the set-aside Cold-Drake.
The players cannot defeat this stage unless at least 3 Dragon Signs are in the victory display.
Hunting the Beast
Type: Quest
Quest points: 9
Stage: 3A
When Revealed: Shuffle 2 set-aside Dragon Sign objectives into the Caves deck. Set Cold-Drake aside, out of play. (Do not remove damage tokens from it.) Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
The injured drake retreats among the rising slopes of Ered Mithrin and you chase afterit, carefully searching each potential hiding place.
Inside Information
Type: Quest
Quest points: 20
Stage: 3B
Players cannot defeat this stage while Smaug the Magnificent is in play.

Forced: If the total number of progress on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play.

If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.
Inside Information
Type: Quest
Quest points: 20
Stage: 3A
When Revealed: Set Smaug the Golden aside, out of play. Add Smaug the Magnificent and A Bare Patch to the staging area.
They debated long on what was to be done, but they could think of no way of getting rid of Smaug - which had always been a weak point in their plans, as Bilbo felt inclined to point out. - The Hobbit
Inside the Walls
Type: Quest
Quest points: 4
Stage: 1B
The stage gets +4 quest points per player. Progess cannot be placed on locations in the staging area by player card effects.
Forced: When a location is explored, the first player takes control of it.
The stage cannot be defeated unless there are more locations under the players' control than in the staging area at the end of the round.
Inside the Walls
Type: Quest
Quest points: 4
Stage: 1A
Setup: Add Thane Ulchor and Gate of Dorwinion to the staging area. Each player adds a different location to the staging area. Make a copy of Makeshift Fortification the active location. Shuffle the enocounter deck.
Thane Ulchor has returned to Dorwinion at night with an army of Easterlings. His agents within the city slew the guards and opened the gate to let them in. You wake to find battle already raging in the streets.
Into Mirkwood
Type: Quest
Quest points: 9
Stage: 1B
Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).
Into Mirkwood
Type: Quest
Quest points: 9
Stage: 1A
Setup: Each player may shuffle 1 copy Bilbo's Magic Ring into his deck. Search the encounter deck for The Spider's Glade and set it aside, out of play. Then, shuffle the encounter deck and reveal 1 encounter card per player.
"Stick to the forest-track, keep your spirits up, hope for the best, and with a tremendous slice of luck you may come out one day and see the Long Marshes lying below you, and beyond them, high in the East, the Lonely Mountain where dear old Smaug lives."
-Gandalf, The Hobbit
Into the Ettenmoors
Type: Quest
Quest points: 10
Stage: 1B
Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.
Forced: When a side quest is defeated, place progress tokens on Into the Etternmoors equal to that side quest's quest points.
You have escaped from the prisons of Mount Gram, but you are not safe yet.
Into the Ettenmoors
Type: Quest
Quest points: 10
Stage: 1A
Setup: Set aside each of the 3 Across the Enttenmoors side quests and each of the 4 locations with the safe keyword. Reveal 1 of those side quests at random and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Search the encounter deck for 1 copy of Savage Trollspawn per player and add them to the staging area. Shuffle the remaining side quests and safe locations back into the encounter deck. The first player gains control of Amarthiúl.
Into the Ettenmoors
Type: Quest
Quest points: 10
Stage: 1B
Forced: At the beginning of the quest phase, if there are no encounter side quests in play, discard cards from the top of the encounter deck until a side quest is discarded, reveal it, and add it to the staging area.
You have escaped from the prisons of Mount Gram, but you are not safe yet.
Into the Ettenmoors
Type: Quest
Quest points: 10
Stage: 1A
Setup: Set aside each side quest and each location with the safe keyword. Reveal 1 of those side quests and 1 of those safe locations at random, adding them to the staging area with the safe location guarded by the side quest. Shuffle the remaining side quests and safe location into the encounter deck. Discard cards from the top of the encounter deck until X enemies are discarded, where X is the number of players in the game. Add the discarded enemies to the staging area. The first player gains control of Amarthiúl.
Into the Fire
Type: Quest
Quest points: 16
Stage: 3B
When Revealed: The first player gains control of Bilbo Baggins. Reveal 1 encounter card per player and add it to the staging area.
Gollum engages the first player. Damage from undefended attacks made by Gollum must be placed on Bilbo Baggins.
All riddle effects are ignored. Treachery cards gain surge.
If players defeat this stage, they have won the game.
Into the Fire
Type: Quest
Quest points: 16
Stage: 3A
To everyone's surprise, Bilbo Baggins rejoined his companions on the eastern side of the Misty Mountains. However, their celebration was cut short by the chilling sound of wolves howling close by. To the frightened hobbit, it seemed that they had escaped from the goblins only to be eaten by wargs.
Into the Marshes
Type: Quest
Quest points: 12
Stage: 1B
'Yes, yes,' said Gollum. 'All dead, all rotten. Elves and Men and Orcs. The Dead Marshes. There was a great battle long ago, yes, so they told him when Smeagol was young, when I was young before teh Precious came. It was a great battle. Tall Men with long swords, and terrible Elves and Orcses shrieking. They fought on th eplain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves; always creeping, creeping.' -The Two Towers.
Into the Marshes
Type: Quest
Quest points: 12
Stage: 1A
Setup: Search the encounter deck for Gollum, and add it to the staging area. Shuffle the encounter deck, then reveal 1 card per player from the encounter deck and add it to the staging area.
You have followed Gollum's trail for days, and are now closing in fast pursuit. In a last ditch effort to escape you, the creature has fled to The Dead Marshes.
Into the Storm
Type: Quest
Quest points: 2
Victory points: 3
Stage: 2B
Forced: At the end of the quest phase, if you are off-course (Cloudy, Rainy, Stormy), each player must distribute 5 damage among characters he controls.
When this stage is defeated, if you are on course (Sunny), look at the top 2 stages of the quest deck and advance to one of your choice, placing the other on the bottom of the quest deck. Otherwise, advance to the top stage of the quest deck.
Into the Storm
Type: Quest
Quest points: 2
Victory points: 3
Stage: 2A
When Revealed: Search the encounter deck and discard pile for 1 copy of Waterspout and add it to the staging area. Shuffle the encounter deck.
Calphon squints at dark storm clouds on the horizon. "In my dream, the skies were dark and full of wrath... Perhaps the island lies within that squall?"
You hesitate. Guiding your ship into a deadly storm is foolish, at best... But what if he’s right?
Into the Wild
Type: Quest
Quest points: 6
Stage: 2B
When Revealed: Add Midgewater to the staging area. Each player places 1 progress on the current quest.
Forced: At the end of the round, eithe remove X progress from the current quest or shuffle 1 out of play Ringwraith into the encounter deck. X is the number of players in the game.
The players cannot advance while Midgewater is in play.
Into the Wild
Type: Quest
Quest points: 6
Stage: 2A
His plan, as far as they could understand it without knowing the country, was to go towards Archet at first, but to bear right and pass it on the east, and then to steer as straight as he could over the wild lands to Weathertop Hill. In that way they would, if all went well, cut off a great loop of the Road, which further on bent southwards to avoid the Midgewater Marshes. But, of course, they would have to pass through the marshes themselves, and Strider’s description of them was not encouraging. –The Fellowship of the Ring