ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Tunnels of Mount Gram
Type: Location
Traits: Underground.
Keywords: Capture 1.
Quest points: 4
Threat strength: 254
X is the number of captured cards underneath Tunnels of Mount Gram.
Shadow: Capture each attachment attached to the defending character underneath the attacking enemy.
Turbulent Waters
Type: Location
Traits: Mountain.
Quest points: 2
Threat strength: 3
While Turbulent Waters is the active location, players cannot optionally engage enemies.
...about the feet of the main range there was tumbled an ever wider land of bleak hills, and deep valleys filled with turbulent waters. -The Fellowship of the Ring
Twilight Hall
Type: Location
Traits: Forest.
Quest points: 6
Threat strength: 0
Cannot have attachments.
Twilight Hall gets +1 Threat for each character controlled by the first player.
Forced: When Twilight Hall is explored, reveal 1 encounter card per player.
Twilight Hall
Type: Location
Traits: Forest.,Dark.
Quest points: 6
Threat strength: 2
Twilight Hall gets +2 Threat for each resource on it.
Forced: After a Forest location is explored, place 1 resource here.
Travel: Raise each player's threat by 1 for each resource here. If there are no resources on Twilight Hall, the players cannot travel here.
Twisted Tunnel
Type: Location
Traits: Underground.
Quest points: 2
Threat strength: 2
When Revealed: Discard cards from the top of the encounter deck until an enemy is discarded. Add that enemy to the staging area.
Shadow: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.
Twisting Passage
Type: Location
Traits: Underground.
Quest points: 2
Threat strength: 2
When Revealed: Discard the top card of the encounter deck. If that card is a location, add it to the staging area.
Twisting Passage
Type: Location
Traits: Underground.,Dark.
Quest points: 5
Threat strength: 3
Forced: Before placing progress tokens on Twisting Passage, the first player must make a locate test. If this test is failed, do not place any progress tokens on Twisting Passage and trigger all 'Lost:' effects in play.
Twisting Shadows
Type: Location
Traits: Underground.,Dark.
Quest points: 254
Threat strength: 254
X is the number of Dark locations in play.

When Revealed: Remove all progress from each Dark location in play.
Shadow: Attacking enemy gets +1 Attack for each Dark location in play.
Umbar Bridge
Type: Location
Traits: Umbar.,Coastland.
Quest points: 6
Threat strength: 3
While Umbar Bridge is in the staging area, cancel the first X progress that would be placed on the current quest each round, where X is the highest number of resources on a Raider enemy in play.
Travel: Reduce the engagement cost of each Corsair enemy to 0 until the end of the round.
Umbar Harbor
Type: Location
Traits: Umbar.,City.
Quest points: 4
Threat strength: 4
While Umbar Harbor is the active location, Corsair enemies get +2 Defense.
Shadow: If attacking enemy is a Raider, move 1 resource from a hero you control to attacking enemy.
Umbar Square
Type: Location
Traits: City.
Quest points: 3
Threat strength: 2
While Umbar Square is the active location, it gains: "Response: After an enemy is defeated, place 1 progress on the main quest, bypassing the active location."
Travel: Reveal the top card of the encounter deck to travel here.
The loss of Umbar was grievous to Gondor...
-The Return of the King
Umbar Street
Type: Location
Traits: City.
Quest points: 3
Threat strength: 3
While Street of Umbar is the active location, each enemy gets -1 engagement cost for each progress token on the main quest.
Shadow: Discard an attachment you control.
Umbar War Galley
Type: Location
Traits: Ship.
Quest points: 3
Threat strength: 3
Victory points: 3
While Umbar War Galley is the active location, each Corsair enemy gets -10 engagement cost.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards from the encounter deck until a Corsair enemy is discarded. Add the discarded enemy to the staging area.
"The Corsairs are upon us! It is the last stroke of doom!"
-Men of Gondor, The Return of the King
Underground Armoury
Type: Location
Traits: Isengard.
Quest points: 3
Threat strength: 4
While Underground Armoury is in the staging area, it gains: "Forced: After an enemy engages a player, deal it a shadow card."
Wizardry: Each player exhausts a character he controls.
The shafts ran down by many slopes and spiral stairs to caverns far under; there Saruman had treasuries, store-houses, armouries, smithies, and great furnaces. -The Two Towers
Underground Lake
Type: Location
Traits: Underground.,Dark.
Quest points: 254
Threat strength: 254
Victory points: 1
X is the number of characters controlled by the player who controls the most characters.
Forced: After an ally enters player, exhaust it.
...without warning he trotted splash into water! Ugh! it was icy cold. That pulled him up sharp and short.
-The Hobbit
Dark Abyss
Type: Location
Traits: Underground.,Underwater.
Quest points: 12
Threat strength: 5
Victory points: 2
While Dark Abyss is the active location, characters cannot attack.
Forced: If Dark Abyss is the active location at the end of the quest phase, deal 1 damage to each character in play. Then, you may flip Dark Abyss to its Grotto side.
Undersea Grotto
Type: Location
Traits: Underground.,Grotto.
Quest points: 3
Threat strength: 2
While Undersea Grotto is the active location, reduce the cost of the first ally played by the players each round by 1.
Response: After you travel to Undersea Grotto, you may flip it to its Underwater side.
Unholy Crypt
Type: Location
Traits: Carn Dûm.,Underground.
Quest points: 7
Threat strength: 1
Unholy Crypt gets +1 Threat for each Reanimated Dead in play.
Shadow: if this attack destroys a character, reanimate that character and deal it 1 shadow card.
Upper Hall
Type: Location
Traits: Underground.
Keywords: Doomed 2.
Quest points: 4
Threat strength: 3
High up above the eastern archway through a shaft near the roof came a long pale gleam; and across the hall through the northern arch light also glimmered faint and distantly.
-The Fellowship of the Ring
Uruk Guardroom
Type: Location
Traits: Dungeon.
Quest points: 4
Threat strength: 4
While Uruk Guardroom is in the staging area, increase the cost to play each ally by 1.
Travel: Shuffle the encounter discard pile into the encounter deck and discard cards until an Orc enemy is discarded. Add that enemy to the staging area.
Vale of Shadows
Type: Location
Traits: Blackroot Vale.
Quest points: 3
Threat strength: 1
When Revealed: Make Vale of Shadows the active location. If another location is currently active, return it to the staging area.
Dusk. Vale of Shadows gets +2 quest points.
Midnight. Vale of Shadows gets +4 quest points.
Vast Coastland
Type: Location
Traits: Coastland.,Ocean.
Quest points: 4
Threat strength: 6
When Revealed: Add Vast Coastland to the Stormcaller’s area.
Shadow: Attacking enemy gets +2 Attack if you are at the same stage as The Stormcaller.
Vast Troll-fells
Type: Location
Traits: Ettenmoors.
Quest points: 4
Threat strength: 3
As an additional cost to travel to a safe location, each player must spend 1 resource.
Heroes cannot gain resources by card effects.
Shadow: If no progress was placed on a side quest this round, attacking enemy gets +4 Attack.
Village Hut
Type: Location
Traits: Forest.,Village.
Quest points: 2
Threat strength: 2
Response: After the players travel to Village Hut, the first player discards the top card of his deck. If that card is an ally, he puts it into play under his control, exhausted.
Travel: Discard the top card of the encounter deck. If that card is an enemy, add it to the staging area.
Village Stable
Type: Location
Traits: Bree.
Keywords: Investigate 1.
Quest points: 3
Threat strength: 3
Investigate 1.
Response: After triggering the Investigate keyword on Village Stable, if the looked at card is a Suspect or a Hideout, add Village Stable to the victory display to add that card to the staging area.
Travel: Each player discards 1 random card from his hand to travel here.
Walls of Cair Andros
Type: Location
Traits: Cair Andros.,Battleground.
Quest points: 4
Threat strength: 4
If Walls of Cair Andros has 4 or more damage, discard it and each player must assign 4 damage amoung characters he controls.
Shadow: Attacking enemy gets +X, where X is the amount of damage on the active location.
Walls of Umbar
Type: Location
Traits: Ocean.,Coastland.
Quest points: 4
Threat strength: 5
While Walls of Umbar is in the staging area, it gains: "Forced: After a player commits an ally to a Sailing test, raise his or her threat by 1.
*Forced: After Walls of Umbar is discarded from the encounter deck during a Sailing test, raise each player's threat by 1 for each ally he or she committed to that test.
Wall of Morannon
Type: Location
Traits: Plains.
Quest points: 5
Threat strength: 5
While Wall of Morannon is the active location, each enemy and location in the staging area is immune to player card effects.
Forced: After Wall of Morannon becomes of the active location, return each engaged enemy to the staging area.
...behind the Morannon were the tunnels and deep armouries that the servants of Mordor had made for the defence of the Black Gate...
-The Return of the King
Wall of Trees
Type: Location
Traits: Forest.
Quest points: 4
Threat strength: 254
Victory points: 254
X equals the number of players in the game.
While Wall of Trees is in the staging area, progress must be placed on Wall of Trees before it can be placed on the current quest.
The trees drew close again on either side, and they could no longer see far ahead. -The Fellowship of the Ring
Warg's Den
Type: Location
Traits: Arnor.
Quest points: 1
Threat strength: 4
Immune to player card effects.
Travel: The first player searches the encounter deck and discard pile for a Warg enemy, reveals it, and puts it into play engages with him. Shuffle the encounter deck.
The howling of the wolves was now all around them... -The Fellowship of the Ring
Warg Lair
Type: Location
Traits: Mountain.
Quest points: 3
Threat strength: 1
When Revealed: Search the encounter deck and discard pile for 1 copy of Mountain Warg and add it to the staging area, if able. Shuffle the encounter deck.
Response: After Warg Lair leaves play as an explored location, each player draws 1 card.
War-torn Waters
Type: Location
Traits: Coastland.,Ocean.
Quest points: 5
Threat strength: 3
While War-torn Waters is in the staging area, it gains: "Forced: At the end of the quest phase, if War-torn Waters is not guarding an objective and there is an unguarded objective in the staging area, attach War-torn Waters to that objective, guarding it.
Travel: Deal 2 damage to each Ship objective to travel here.
Waste of Dagorlad
Type: Location
Traits: Plains.
Quest points: 6
Threat strength: 3
While Waste of Dagorlad is the active location, treat the printed text box of each ally as if it were blank (except for Traits).
SO desolate were those places and so deep the horror that lay on them that some of the host were unmanned.
-The Return of the King
Watched Path
Type: Location
Traits: Forest.
Quest points: 1
Threat strength: 3
Forced: When Watched Path is explored, discard the top card of the encounter deck. If the discarded card is an enemy, add it to the staging area.
Watched Path
Type: Location
Traits: Forest.,Road.
Quest points: 4
Threat strength: 3
Each player who does not control at least 1 Clue card cannot draw cards through card effects.
Shadow: If you do not control at least 1 Clue card, discard all cards from your hand.
"The Road is watched, but we should have to cross it..."
-Aragorn, The Fellowship of the Ring
Watch Tower
Type: Location
Traits: Umbar.,Coastland.
Quest points: 3
Threat strength: 2
While Watch Tower is in the staging area, it gains: "Forced: When a Raider enemy enters play, add 1 resource to it."
Shadow: If this attack destroys an ally, add resources to a Raider enemy in play equal to that character's printed resource cost.
Watch Tower
Type: Location
Traits: Plains.
Quest points: 5
Threat strength: 254
While Watch Tower is in the staging area, it gains archery X.
X is 1 more than the number of Captive objective allies the players control.
Travel: Reveal the top card of the encounter deck.
Waterspout
Type: Location
Traits: Ocean.
Quest points: 4
Threat strength: 2
While your heading is at the worst setting (Stormy), when faced with the option to travel, the players must travel to Waterspout, if able.
Forced: After traveling to Waterspout, deal 4 damage to each Ship objective.
Water-logged Halls
Type: Location
Traits: Ruins.,Underground.,Grotto.
Quest points: 4
Threat strength: 2
While Water-logged Halls is the active location, each Undead enemy in play gets -1 Threat.
Response: After you travel to Water-logged Halls, you may flip it to its Underwater side.
Weathered Hilltop
Type: Location
Traits: Arnor.,Hills.
Quest points: 5
Threat strength: 1
Weathered Hilltop gets +1 Threat for each resource token on it.
Forced: After a Weather treachery is revealed from the encounter deck, place 1 resource token here.
"There is little shelter or defence here..." -Aragorn, The Fellowship of the Ring
Weathertop
Type: Location
Traits: Hills.,Ruins.
Quest points: 4
Threat strength: 4
Victory points: 4
Immune to player card effects.
While Weathertop is in the victory display, each enemy in play gets -1 Threat.

Travel: The first player must exhaust The One Ring to travel here.
"It was burned and broken, and nothing remains of it now but a tumbled ring..."
-Strider, The Fellowship of the Ring
Weathertop
Type: Location
Traits: Hills.,Ruins.
Quest points: 6
Threat strength: 4
Victory points: 3
Immune to player card effects.
The Witch-king cannot be damaged.
Forced: After Weathertop becomes the active location, exhaust The One Ring. The One Ring cannot ready while Weathertop is the active location.
Weather Deck
Type: Location
Traits: Ship.,Deck.
Quest points: 3
Threat strength: 2
While Weather Deck is in the staging area, each other Deck location in play gains "Travel: Each player must exhaust a character he controls to travel here."
Shadow: Exhaust a character you control.
Weather Hills
Type: Location
Traits: Forest.,Hills.
Quest points: 2
Threat strength: 3
Response: After the players travel here, place 1 non-unique enemy in play facedown under this location. While an enemy is under this location, it is out of play.

 Forced: After this location leaves play, return each enemy under it to the staging area face-up.
Weather Hills
Type: Location
Traits: Hills.
Quest points: 5
Threat strength: 3
While the players are at stage 1, progress cannot be placed here.
While The One Ring is exhausted, Weather Hills gets +2 Threat.
Shadow: Attacking enemy gets +2 Attack.
Weather-torn Valley
Type: Location
Traits: Arnor.,Hills.
Quest points: 5
Threat strength: 5
Progress cannot be placed on Weather-torn Valley while it is in the staging area.
While Weather-torn valley is active location, Weather cards cannot be canceled.
...suddenly a light came in the sky, and there was a noise of thunder.
-The Fellowship of the Ring
Web-wall
Type: Location
Traits: Forest.
Quest points: 6
Threat strength: 3
When Revealed: Reveal the topmost Spider enemy in the encounter discard pile and add it to the staging area.
Shadow: The player guarding Gollum must discard all resources from each of his heroes' resource pools.
Western Emyn Muil
Type: Location
Traits: Forest.,Hills.
Quest points: 4
Threat strength: 3
While Western Emyn Muil is in the staging area, each Uruk-hai enemy at this stage gains Toughness 1.
Travel: A player at this stage must engage the highest toughness enemy in the staging area to travel here.
Western Hall
Type: Location
Traits: Underground.
Quest points: 4
Threat strength: 3
Travel: Discard the top card of the encounter deck. Raise each player's threat by X, where X is that card's printed Threat.
Shadow: If this attack destroys a character, reveal the top card of the encounter deck.
Western Hall
Type: Location
Traits: Underground.
Quest points: 4
Threat strength: 4
Each Goblin in play gets +1 Threat for each resource on it. This ability does not stack with other copies of Western Hall
Away beyond the shadows at the western end of the hall there came cries and horn-calls.
-The Fellowship of the Ring
Western Quarter
Type: Location
Traits: Osgiliath.
Quest points: 4
Threat strength: 2
Forced: When you take control of Western Quarter, discard the highest cost attachment you control.
While a player controls Western Quarter it gains: "Forced: After the 'when revealed' effect of a treachery is canceled, return Western Quarter to the staging area."
Western Road
Type: Location
Traits: Ithilien.,Road.
Quest points: 4
Threat strength: 2
Western Road gets +5 quest points while it is in the staging area.
Travel: The first player must take 1 hidden card to travel here.
...he saw, beyond an arch of boughs, the road to Osgiliath running almost as straight as a streched ribbon down, down, into the West. -The Two Towers
Western Shore
Type: Location
Traits: River.,Valley.
Quest points: 4
Threat strength: 254
X is the number of cards in the first player's hand.
While Western Shore is in the staging area, each enemy gets -X engagement cost.
Shadow: If you have 5 or more cards in your hand, this attack is considered undefended.
Western Slopes
Type: Location
Traits: Mountain.
Quest points: 5
Threat strength: 2
Response: When Western Slopes leaves play as an explored location (choose one): the first player draws 2 cards, or remove 1 progress token from Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card. He may discard 2 cards from his hand that match the revealed card's sphere.
West Gate
Type: Location
Traits: Osgiliath.
Quest points: 5
Threat strength: 2
Action: If there is no active location, search the encounter deck and discard pile for an Osgiliath location, reveal it and add it to the staging area. Then, make West Gate the active location. Shuffle the encounter deck.
Forced: After the player who controls West Gate lets an attack go undefended, return West Gate to the staging area.
West Pier
Type: Location
Traits: Lake-town.,Pier.
Quest points: 2
Threat strength: 2
Victory points: 2
Each location in play gains Burn 1.
West Quarter
Type: Location
Traits: Osgiliath.
Quest points: 3
Threat strength: 2
While West Quarter is the active location, the current quest gains Siege.
Shadow: If this attack destroys a character, that character's controller must return a location he controls with the highest Threat to the staging area.
White-flowered Fields
Type: Location
Traits: Valley.
Quest points: 3
Threat strength: 3
Forced: At the end of the round, each player must either exhaust a hero he controls or place 1 progress token on To the Tower.
Shadow: Return attacking enemy to the staging area after this attack.
White Ship
Type: Location
Traits: Grey Havens.,Ship.
Keywords: Aflame 4.
Quest points: 6
Threat strength: 4
Travel: Search the encounter deck and discard pile for a Corsair enemy and add it to the staging area. Shuffle the encounter deck.
Forced: When White Ship is placed underneath The Havens Burn, place 1 resource on each Raider enemy in play.
Wicked Cove
Type: Location
Traits: Coastland.,Ocean.
Quest points: 4
Threat strength: 2
Each location in the staging area is immune to player card effects.
Shadow: Until the end of the round, attacking enemy is immune to player card effects and gets +2 Defense.
Wicked Hilltops
Type: Location
Traits: Western Lands.,Hills.
Quest points: 5
Threat strength: 3
Forced: After placing 1 or more progress tokens on Wicked Hilltops, each player must discard an ally he controls without an attached Sack card.
Shadow: Attacking enemy gets +2 Attack. (+3 Attack instead if attacking enemy is a Troll.)
Winding Caverns
Type: Location
Traits: Underground.
Keywords: Uncharted.
Quest points: 6
Threat strength: 2
While Winding Caverns is the active location, each enemy gets +10 engagement cost.
When you travel from Winding Caverns to another location, you may travel to a location up to 3 locations away. (You must still pay that location's Travel cost in order to travel there.)
Lost Island
Type: Location
Traits: Underground.
Keywords: Uncharted.
Quest points: 6
Threat strength: 2
Uncharted.
Cannot have player card attachments.
Forced: After Lost Island becomes the active location, flip it over.
Action: Remove 4 progress from Lost Island to look at its facedown side.
Winding Stairs
Type: Location
Traits: Cirith Ungol.
Quest points: 4
Threat strength: 2
While Winding Stairs is the active location, each enemy in the staging area gets +10 engagement cost.
Travel: Each player must exhaust a character he controls to travel here.
The stairs were high and steep and winding.
-The Return of the King
Withywindle
Type: Location
Traits: Forest.,River.
Quest points: 5
Threat strength: 1
Victory points: 3
Immune to player card effects.

The player cannot win the game while Withywindle is in play.

While Withywindle is the active location, the first player reveals 1 additional encounter card during the quest phase.
"The Withywindle valley is said to be the queerest part of the whole wood..." -Merry, The Fellowship of the Ring
Wold of Rohan
Type: Location
Traits: Plains.,Hills.
Quest points: 5
Threat strength: 5
Action: Increase the pursuit value by 1 to place 1 progress on Wold of Rohan.
Shadow: Discard a non-objective attachment you control.
...the land sloped down into a wide shallow depression, where the ground was soft and wet. -The Two Towers
Wooded Glade
Type: Location
Traits: Forest.
Quest points: 4
Threat strength: 4
While Wooded Glade is the active location, treat each non-objective attachment's text box as if it were blank.
Shadow: Discard a non-objective attachment you control.
Wooded Riverbank
Type: Location
Traits: Riverland.
Quest points: 1
Threat strength: 3
Forced: When Wooded Riverbank is explored, put the top card of the Evil Creatures deck into play engaged with the first player.
Shadow: Deal 1 damage to the defending character.
Wooded Shoreline
Type: Location
Traits: River.,Forest.
Quest points: 4
Threat strength: 3
While Wooded Shoreline is in the staging area, it gains archery 2.
Travel: Search the encounter deck and discard pile for an enemy and add it to the staging area to travel here. Shuffle the encounter deck.
Wooden Palisade
Type: Location
Traits: Town.
Quest points: 3
Threat strength: 2
While Wooden Palisade is the active location, Dagnir gets -2 Attack.
Travel: The first player readies a hero he controls.
"Within there rise the roofs of houses; and in the midst, set upon a green terrace, there stands aloft a great hall of Men."
-Legolas, The Two Towers
Woodman's Glade
Type: Location
Traits: Forest.
Quest points: 2
Threat strength: 2
Travel: The player guarding Gollum must exhaust a hero he controls to travel to Woodman's Glade.
Response: After exploring Woodman's Glade, reduce the threat of each player not guarding Gollum by 2.
Haldan
Type: ObjectiveAlly
Traits: Woodman.,Scout.
Willpower: 2
Attack: 3
Defense: 1
Hit points: 4
The first player gains control of Haldan while he is free of encounters.
While there is an active location, Haldan does not exhaust to quest.
If Haldan leaves play, the players lose the game.
Woodmen Village
Type: Location
Traits: Riverland.
Quest points: 4
Threat strength: 4
Immune to player card effects.
Forced: When Woodmen Village is explored, add the top card of the Evil Creatures deck to the staging area. Then, flip over Woodmen Village and attach Haldan to the just-added enemy as a guarded objective.
Woody End
Type: Location
Traits: Forest.
Quest points: 1
Threat strength: 1
Victory points: 1
While Woody End is the active location, reduce each Hide X value by 1.
At the south end of the greensward there was an opening. There the green floor ran on into the wood, and formed a wide space like a hall, roofed by the boughs of trees.
-The Fellowship of the Ring
Wood Elf Path
Type: Location
Traits: Forest.
Quest points: 3
Threat strength: 1
Response: After the players travel to Wood Elf Path, the player guarding Gollum may choose a new player to guard him.