ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Angmar Awakened Part 2
Type: Campaign
Resolution: Note the amount of damage on Protect the Innocent in the Campaign Log (replacing the previous number).
The heroes forced the door open and thrust a torch inside. The flickering orange light revealed a small group of survivors huddled together in a corner. They appeared half-starved, and they shivered in the cold dungeon. The heroes removed their cloaks and placed them around the unfortunate prisoners to help warm them.
"Who has done this?" asked one of the heroes, but they were too distraught to answer.
At length, an older man named Thaurdir spoke, "We could hear the harsh voices of Orcs, but there was another voice that commanded them. I don't know what kind of creature it was, but it was terrifying to hear."
"We found none but Orcs when we arrived here," spoke one of the heroes.
"Then it must have escaped," answered the old man.
The hero turned to their companions and said, "We should take these people to Fornost where the Rangers are gathered. Iârion will want to hear what they can tell him of their capture."
The Weather Hills
Type: Campaign
You are playing campaign mode.
Setup: Add the Myterious Omens side quest to the Campaign Log and shuffle it into the encounter deck. Add the Protect the Innocent side quest to the staging area and place damage on it equal to the amount of damage noted for it in the Campaign Log.
There was some murmur of agreement among the company. "It matters not whence the rain comes or if the trail ends; our quarry hides somewhere in these hills, and we must find them or forsake their captives and our oath."
Dream-chaser Part 1
Type: Campaign
Resolution: Add Ominous Fate to the Campaign Pool.
Gain the following:
- 1 XP for each surviving player.
- 1 XP if stage 2B quest cards are in the victory display.
- 1 XP if you ended the game on-course ( sun ).
- 1 XP if no Ship enemies are in play.
- 1 XP for each Corsair Warship in the vistory display.
- 1 XP if Crowley is in the victory display.
- 2 XP if Thunderstruck is in the victory display.
- -1 XP if Ominous Fate is in the victory display.
A wave of relaxation washed over the heroes and crew as the black sails receded over the horizon. The Corsairs vanished just as quickly as the had appeared.
"May that be the last we see of them," quipped Calphon, "though I have my doubts."
Voyage Across Belegaer
Type: Campaign
You are playing Campaign Mode.
Setup: Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. For each ship-objective, its controller may deal 2 damage to it to add 1 resource to a hero's resource pool. Shuffle Ominous Fate and Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck.
As the magnificient Grey Havens slowly disappears behind you, a strong wind catches in the towering sails above. Turning your gaze to the open seas, you're filled with anticipation for the adventure that lies ahead.
A Perilous Voyage
Type: Contract
Sphere: Neutral
Your threat cannot be reduced by non-contract player card effects.
Heroes you control do not exhaust to quest.
Forced: When this card is flipped to this side, reduce your threat by 10. Search your deck for a card and either add it to your hand or play it, reducing its cost by 3. Shuffle your deck.
Thus came Aragorn... borne upon a wind from the Sea to the kingdom of Gondor...
-The Return of the King
A Perilous Voyage
Type: Contract
Sphere: Neutral
Your minimum deck size is 100 cards.
Your threat cannot be reduced by player card effects.
Action: Exhaust this card and raise your threat by 1 to look at the top 2 cards of your deck, draw 1, and place the other on the bottom of your deck.
Forced: When you would be eliminated by reaching your threat elimination level, flip this card over instead.
Bond of Friendship
Type: Contract
Sphere: Neutral
Your deck must be exactly 50 players cards and include exactly 10 cards from each of these four spheres: Leadership, Lore, Spirit, and Tactics. You cannot include more than 2 copies of any card by title in your deck.
When choosing your starting heroes, you may choose 4 heroes instead of 3. Each of your heroes must belong to a different sphere.
"You can trust us to stick to you through think and thin - to the bitter end."
-Merry, The Fellowship of the Ring
Council of the Wise
Type: Contract
Sphere: Neutral
You cannot include more than 1 copy of a card, by title, in your deck.
Response: After you play an event from your hand, choose one: reduce your threat by 1, draw 1 card, or add 1 resource to your hero's resource pool. You can only choose each option once per round.
"I must go to this lords' council and learn what I can."
-Gandalf, The Return of the King
Fellowship
Type: Contract
Sphere: Neutral
You cannot play allies or put allies into play.
Each character you control gets +1 Willpower, +1 Attack, and +1 Defense.
Forced: After a character you control leaves play, flip this card over.
Fellowship
Type: Contract
Sphere: Neutral
You cannot play non-unique allies or put non-unique allies into play.
Forced: When you control exactly 9 unique characters, flip this card over.
Forth, The Three Hunters!
Type: Contract
Sphere: Neutral
Each of your heroes can have 1 additional restricted attachment and gets +1 Willpower for each restricted attachment on it.
Action: Exhaust this card to heal 1 damage from each of your heroes.
"With hope or without hope we will follow the trail of our enemies. And woe to them, if we prove the swifter!"
-Aragorn, The Two Towers
Forth, The Three Hunters!
Type: Contract
Sphere: Neutral
Your deck cannot include ally cards.
Each of your heroes can have 1 additional restricted attachment. Reduce the cost of the first restricted attachment you play on each of your heroes each round by 1.
Refresh Action: If each of your heroes has at least 2 restricted attachments, flip this card over.
"...we that remain cannot forsake our companions while we have strength left."
-Aragorn, The Two Towers
Messenger of the King
Type: Contract
Sphere: Neutral
Attached ally loses the ally card type and gains the hero card type.
Attached character cannot be readied more than once per phase.
Messenger of the King is immune to card effects while attached character is in play. If attached character leaves play, remove Messenger of the King from the game.
Messenger of the King
Type: Contract
Sphere: Neutral
You cannot choose more than 2 heroes during setup.
Setup: Choose a non-neutral unique ally from your deck and put it into play. Add the sum of that ally's printed Willpower, Attack, Defense, and hit points to your starting threat. Then, flip this card over and attach it to that ally.
"I am a messenger of the King," he said. "You are speaking to the King's friend, and one of the most renowned in all the lands of the West."
-Pippin, The Return of the King
The Burglar's Turn
Type: Contract
Sphere: Neutral
The active location gets +1 quest point for each attachment attached to it.
Forced: After you travel to a location, attach the top card of your loot deck faceup to that location as a guarded objective. If that attachment has the guarded X keyword, ignore it.
Forced: When the active location is explored, you may put each guarded attachment on that location into play at no cost, or add it to your hand.
The Burglar's Turn
Type: Contract
Sphere: Neutral
You cannot include attachments in your deck.
Setup: Choose 14 different Item or Artifact attachments from your collection and shuffle them together. This is your loot deck. Flip this card over and place your loot deck facedown under it.
"And I assure you there is a mark on this door - the usual one in the trade, or used to be. Burglar wants a good job, plenty of Excitement and reasonably Reward, that's how it is usually read.
-Glóin, The Hobbit
The Grey Wanderer
Type: Contract
Sphere: Neutral
The first non-unique card you play each planning phase does not require a resource match.
Action: Exhaust this card and raise your threat by 1 to (choose two): Ready your starting hero, add 2 resources to your starting hero's resource pool, or heal 3 damage from your starting hero.
"...this shall be his great task, and maybe the end of his labours."
-Elrond, The Fellowship of the Ring
The Grey Wanderer
Type: Contract
Sphere: Neutral
You cannot choose more than 1 starting hero.
Setup: Search your deck for an attachment with a printed cost of 1 and put it into play. Then, flip this card over.
"...the rule of no realm is mine, neither of Gondor nor any other, great or small. But all worthy things that are in peril as the world now stands, those are my card."
-Gandalf, The Return of the King
An Arduous Journey
Type: EncounterSideQuest
Quest points: 6
Victory points: 10
Each player cannot ready more than 6 characters he controls during the refresh phase.
Response: When this stage is defeated, each player may ready a hero he controls.
The lonely plains appear to stretch endlessly in each direction, and you tire just from looking at them.
A Haunt for Beasts
Type: EncounterSideQuest
Quest points: 4
Victory points: 10
Each enemy cannot take more than 4 damage each round.
While there is at least one enemy in the staging area, this stage cannot be chosen as the current quest.
Within the tunnels of Torech Gorgor are a host of fell creatures.
Captured!
Type: EncounterSideQuest
Quest points: 5
Victory points: 10
When Revealed: Each player loses control of an ally he controls and attaches it to this stage. If no allies are attached to this stage, discard it and reveal an additional encounter card.
Forced: When this stage is defeated, each player reduces his threat by X, where X is the cost of the ally he controls that was attached to this stage.
Orcs spring from a secret passage and pull your friends inside!
Cat and Mouse
Type: EncounterSideQuest
Quest points: 10
Victory points: 10
Each enemy in the staging area gets -10 engagement cost.
Response: After Cat and Mouse is defeated, each player may discard a non-unique enemy engaged with him.
Too many Easterlings have noted your presence in their city. Now you must throw them off your trail if you are to continue your pursuit of Ulchor unnoticed.
Craft Remedy
Type: EncounterSideQuest
Quest points: 6
Victory points: 10
Treat the printed text box of each damaged character as if it were blank (except for Traits).
Response: When this is defeated, heal 1 damage from each character in play.
Some of your companions have been poisoned! They need a remedy to counteract the venom.
Orders from Angmar
Type: Objective
Traits: Clue.
Action: Exhaust Amarthiúl or a hero to claim Orders from Angmar. Then, attach Orders from Angmar to that character.
Attached character gets +1 Defense while defending against undead enemies.
You find a tattered, barely legible scroll dated over 1000 years ago, summong those loyal to the Witch-king of Angmar for an assault on Rivendell.
Decipher Ancient Texts
Type: EncounterSideQuest
Quest points: 14
While Decipher Ancient Texts is the current quest, allies get –2 Willpower.
Action: Pay 1 resource to place 1 progress on Decipher Ancient Texts. (Any player may trigger this action. Limit 3 times per round.)
When this quest is defeated, flip it over.
You look through the keep's many torn and ancient records, hoping to find information to help you understand the Enemy's plan...
Defend the Town
Type: EncounterSideQuest
Quest points: 5
Victory points: 10
While Defend the Town is the current quest, reveal an additional encounter card during the quest phase.
Forced: At the end of the encounter phase, deal 1 damage to Hrogar's Hill for each enemy in the staging area.
The Goblins of Mount Gundabad follow Dagnir in her assault on Hrogar’s Hill. Their attacks spread the defense thin across the outer wall.
Don't Let Them Escape!
Type: EncounterSideQuest
Quest points: 6
Victory points: 10
Forced: At the end of the round, discard all progress from the main quest.
Forced: After this quest is chosen as the current quest, reveal an encounter card.
Some of the Serpent’s men are trying to flee on horseback. If you don’t act quickly they could escape and bring news to Cirith Gurat.
Douse the Flames
Type: EncounterSideQuest
Quest points: 10
Victory points: 10
Forced: At the end of the quest phase, deal 5 damage to Hrogar's Hill.
Response: When Douse the Flames is defeated, remove 10 damage from Hrogar's Hill.
Dagnir's fire spread from the outer wall to the nearby rooftops. If you don’t put them out quickly, Hrogar's Hill will burn.
Draw Her Fire
Type: EncounterSideQuest
Quest points: 5
Victory points: 10
Shadow cards dealt to Dagnir are immune to player card effects and their effects cannot be canceled.
Forced: After Draw Her Fire becomes the current quest, Dagnir makes an immediate attack against the first player.
Dagnir's assault is relentless and the people of Hrogar’s Hill need time to regroup. Someone mst draw the Dragon’s attention away from the town.
Face the Dragon
Type: EncounterSideQuest
Quest points: 10
Victory points: 10
Forced: After Dagnir attacks and destroys a character, heal 5 damage from her.
Forced: After Face the Dragon is defeated, deal 5 damage to Dagnir.
Arrows and spears bounce off Dagnir's armored hide like raindrops. Nothing seems to slow her assault. Perhaps if you cold strike at her underbelly you wold find a way to injure the Dragon.
Fend Off Despair
Type: EncounterSideQuest
Quest points: 8
Victory points: 10
Each event card gains doomed 1.
Forced: When Fend Off Despair is defeated, mark in the Campaign Log that each player's starting threat by 2. (This reduction is cumulative.)
The loss of Iârion at the hands of the wraith weighs upon you and your companions, sapping your resolve and making you question every decision you make in your pursuit. Yet if you give in, there will surely be no rescue for him from the foul sorcery of Angmar...
Find a Way Down
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 6
Victory points: 10
Each player's threat cannot be reduced.
Response: When Find a Way Down is defeated, each player reduces his threat by 3.
The path through the hills has led too far up, and now you walk along exposed heights where there's nowhere to hide. You need to find a way down.
Find Shelter
Type: EncounterSideQuest
Keywords: Surge.,Time 4.
Quest points: 6
Victory points: 10
Surge. Time 4.
Forced: After the last time counter is removed from this quest cards, each player deals 4 damage to a hero he controls. Then, place 4 time counters on this quest card.
The weather is growing steadily worse, and black clouds loom on the horizon. You must find a safe place to shelter or be caught in the storm...
Find Water
Type: EncounterSideQuest
Quest points: 6
Victory points: 10
Characters cannot be readied by player card effects.
Response: When this stage is defeated, each player readies 1 hero he controls.
Your companions grow weary from thirst. They need water to drink.
Forage for Food
Type: EncounterSideQuest
Quest points: 6
Victory points: 10
Forced: After 1 or more resources are spent from a hero's resource pool, deal 1 damage to that hero.
Response: After this stage is defeated, heal 1 damage from each hero.
What little rations you managed to recover after your imprisonment have run dry. If the Trolls or the cold doesn't kill you, starvation surely will. There must be some food to find in these barren hills.
Forced Off Track
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 8
Victory points: 10
Forced: At the end of the round, remove X progress from the main quest, where X is the number of Warg enemies in play.
Response: When this quest is defeated, discard a non-unique Warg enemy in the staging area.
Fortify the Defense
Type: EncounterSideQuest
Quest points: 10
Victory points: 10
Characters do not count their Defense when defending against Dagnir.
Response: When Fortify the Defense is defeated, each player chooses: either draw 3 cards, or each hero he controls gains 1 resource.
Hrogar's Hill was built to defend against Goblins and forest creatures; no one ever imagined a Dragon attack. You hurry to organize a proper defense.
Furious Charge
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 5
Victory points: 10
Forced: When at least 1 progress is placed on Furious Charge, each character gets -2 Defense until the end of the round. If Thaurdir is Captain side faceup, flip him.
Response: After Furious Charge is defeated, add 10 progress to the main quest.
With reckless abandon, your company makes a mad dash for the gates!
Gather Your Courage
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 8
Victory points: 10
When Revealed: Each player placed the top 8 cards fo his deck facedown under this quest.
Forced: When this quest is defeated, shuffle each card under this quest into its owner's deck.
Battling the dead drains your spirit as well as your body.
Guardians of the Jungle
Type: EncounterSideQuest
Quest points: 6
Victory points: 10
Each location gets +1 Threat.
Forced: When Guardians of the Jungle becomes the current quest, search the encounter deck and discard pile for a Territorial Ape and put it into play engaged with the first player.
The great apes of the jungle gather in the trees around you. They shadow your steps and slow your progress.
Hold the Door
Type: EncounterSideQuest
Quest points: 10
Victory points: 10
Each player's threat cannot be reduced.
Response: When Hold the Door is defeated, reduce each player's threat by 5.
The enraged Dagnir batters the gate to Hrogar's Hill and mighty doors of oak crack and split. You call for sturdy beams to brace the gate while you lean desperately against the doors.
In Enemy Territory
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 8
Victory points: 10
Each player cannot have more than 5 cards in his hand. (If you have more than 5, immediately choose and discard cards from hand until you have only 5.)
Response: When this stage is defeated, each player draws a card.
Alone in a hostile land, cut off from help, you struggle to find your bearings...
Isolated
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 7
Victory points: 10
Players cannot draw cards by card effects.
Forced: When this stage is defeated, each player draws 1 card.
Caught in a dense fog, you suddenly find yourself separated from your companions.
Lie Low
Type: EncounterSideQuest
Quest points: 8
Victory points: 10
Forced: At the end of the quest phase, if no progress was placed on Lie Low this round, each enemy gets -20 engagement cost until the end of the round.
Response: After this stage is defeated, choose an enemy in the staging area and shuffle it into the encounter deck.
Trolls and Giants have been pursuing you since your arrival in these moors. Your company must cover their tracks so the vile creatures do not follow.
Loot the Dungeons
Type: EncounterSideQuest
Quest points: 4
Victory points: 10
Loot the Dungeons is considered to be in each player's staging area and gets +4 quest points for each player in the game at every staging area.
Forced: When Loot the Dungeons is defeated, each player (at every staging area) may choose one of the following boons and add it to their hand: Berelind, Chieftain's Brooch, Coruhaer, Laermuin, Mail of Eärnur, or Silverthorn. Add the chosen cards to the Campaign Pool.
Lost in the Dark
Type: EncounterSideQuest
Quest points: 8
Victory points: 10
When Revealed: Each player places the top 10 cards of his deck facedown under his threat dial (without looking at them). When this stage is defeated, each player shuffles all cards under his threat dial back into his deck.
Forced: After a player raises his threat by any amount, he discards the top card from under his threat dial.
It's nearly impossible to find your way through this maze of dark tunnels.
Lost in the Wilderness
Type: EncounterSideQuest
Quest points: 4
Victory points: 10
When Revealed: Each player places all cards in his hand facedown underneath Lost in the Wilderness.
Forced: When Lost in the Wilderness is defeated, return each card underneath it to its owner's hand.
You've lost your way in the vastness of Arnor. You must search around until you find your trail again.
Lost Underground
Type: EncounterSideQuest
Quest points: 5
Victory points: 10
When Revealed: Flip the Search objective to Off Track. While Lost Underground is in play, the Search objective cannot flip. (Do not resolve the Track keyword.)
Response: When this stage is defeated, flip the Search objective to On Track and ignore its Forced effect until the end of the phase.
You've lost your way underground. You must retrace your steps to get on track.
Make a Stand
Type: EncounterSideQuest
Quest points: 255
Victory points: 10
When Revealed: If it is a Day, flip the Time objective to Nightfall, The Time objective cannot flip to Daybreak.
Response: After an enemy is defeated, place 1 resource token on Make a Stand. Then, if there are 2 resource tokens per player on Make a Stand, or if there are no enemies in play, add Make a Stand to the victory display.
Make Camp
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 6
Victory points: 10
Characters cannot be healed.
Response: After Make Camp is defeated, each player heals up to 3 damage from a hero he controls.
Your companions are exhausted from tireless effort, but you must find a safe place to make camp before you can tend to their needs.
Mysterious Omens
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 9
Victory points: 5
Forced: After Mysterious Omens becomes the current quest, each player discards 1 random card from their hand.
Forced: When Mysterious Omens is defeated, remove it from the Campaign Pool. Then, each player may choose 1 of the following boons and attach it to a hero they control: Cunning, Hardy, Resolute, Ruthless, or Stalwart.
Orc Ambush
Type: EncounterSideQuest
Quest points: 4
Victory points: 10
Each Orc enemy gets +1 Threat, +1 Attack and +1 Defense.
When Revealed: Each player must search the encounter deck and discard pile for an Orc enemy and put it into play engaged with him. Shuffle the encounter deck.
Several Orcs spring upon you from their hiding place! Their surprise attack puts you on the defensive. You must fight to gain the upper hand.
Orc Rearguard
Type: EncounterSideQuest
Quest points: 3
Victory points: 10
No more than 3 progress tokens can be placed on the current quest each round.
While Orc Rearguard is the current quest it gains: "Forced: At the end of the staging step, reveal 1 card from the encounter deck."
Some of the Orcs have broken from the war party to hinder your pursuit. Until you deal with them, it will be difficult to continue your chase...
Overwhelming Darkness
Type: EncounterSideQuest
Quest points: 6
Forced: After a player players a card, he discards the top card of his deck.
Response: When this stage is defeated, each player shuffles the top 3 cards of his discard pile into his deck.
As you draw closer to Mordor, the darkness around you seeps into your thought, and despair begins to take hold...
Protect the Bree-landers
Type: EncounterSideQuest
Keywords: Surge.
Quest points: 10
Victory points: 10
Forced: At the end of the quest phase, if no progress was placed on Protect the Bree-landers, place 1 resource on it. Then, raise each players threat by the number of resources on Protect the Bree-landers.
Every step brings the Orcs closer to Bree-land. If you can't find some way to delay the enemy, the war party will reach the village before you can stop them.
Protect the Flanks
Type: EncounterSideQuest
Keywords: Siege.
Quest points: 6
Victory points: 10
Forced: At the end of the combat phase, assign X damage among characters in play, where X is the total number of shadow cards dealt to enemies in the staging area.
Orcs close in on all sides. If you do not hold them back, your forces will not survive long.
Arnor Ravaged
Type: Objective
Subtype: Burden
Traits: Doom.
Setup: Add Arnor Ravaged to the staging area with damage on it equal to the amount of damage marked for it in the Campaign Log.
Forced: After an attack damages a character but does not destroy it, move 1 damage from Arnor Ravaged to that character.