ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
A Well Laid Trap
Type: Quest
Stage: 2A
When Revealed: Make Munuv Du^v Ravine the active location (returning any previous active location to the staging area). Each player discards each Item and each Mount attachment he controls. Each player chooses 1 ally he controls and discards each other ally he controls.
You've driven back the attackers, but some of them seized your bags during the fight and took them as they fled. Inside one of those bags is the gold that Saruman gave you for your quest, so you pursue the thieves deeper into Dunland.
Battle at the Crossings
Type: Quest
Quest points: 20
Stage: 4B
Forced: After an enemy attacks and destroys a character, remove X progress from this stage. X is the attcking enemy's printed Threat.
This stage cannot be defeated except at the end of the combat phase. If the players defeat this stage, they win the game.
The Back Serpent leads your pursuers in a final, savage attack. You must hold the crossings against them or fail at the last leg of your journey.
Battle at the Crossings
Type: Quest
Quest points: 20
Stage: 4A
When Revealed: The first player takes control of Poros Garrison. Search the encounter deck and discard pile for each enemy that belongs to an encounter set denoted by the first icon on each set aside stage 3 and add them to the staging area. Shuffle the encounter deck.
You've reached the Crossings of Poros, but the enemy is hot on your heels. Desperate, you blow a loud note on your horn. From the northern shore you hear horns answer, and the soldiers of Gondor rush to your aid.
Battle for Dunland
Type: Quest
Keywords: Time 3.
Quest points: 10
Stage: 1B
Time 3.
Forced: After the last time counter is removed from this stage, remove 1 time counter from each location in play. Place 3 time counters on this stage.
On your return journey to Isengard, you find war in Dunland. The Raven Clan has refused the Boar's claim to The Antlered Crown, and chief Turch asks you to join his Clan as they march to battle. Seeing an opportunity to earn Saruman the friendship of a unified Dunland, you agree to join forces and fight...
Battle for Dunland
Type: Quest
Keywords: Time 3.
Quest points: 10
Stage: 1A
Setup: The first player takes control of Chief Turch. Set Raven Chief and Raven Chief's Camp aside, out of play. Reveal 1 copy of Dunland Battlefield and make it the active location. Reveal 1 copy of Raven War-camp and add it to the staging area. Create the Raven deck (see insert) and set it next to the quest deck. Each player chooses 1 different enemy from the Raven deck and adds it to the staging area. Shuffle the encounter deck and Raven deck.
Battle in the Bay
Type: Quest
Keywords: Sailing.
Quest points: 16
Stage: 2B
Sailing.
If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost.
You cannot advance while at least 1 objective is guarded by an encounter.
Battle in the Bay
Type: Quest
Keywords: Sailing.
Quest points: 16
Stage: 2A
When Revealed: Search the encounter deck and discard pile for a Ship enemy and add it to the staging area (2 Ship enemies instead if there are 3 or 4 players in the game). Shuffle the encounter deck. For each unguarded objective in the staging area, attach a non-unique Ship enemy in the staging area to that objective, guarding it.
The Corsair fleet seems to be attacking multiple key locations simultaneously. To stop the attack, you must defend Dol Amroth from the Corsair ships.
Battle in the Camp
Type: Quest
Quest points: 6
Stage: 2B
If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls.
The Black Serpent is considered to be engaged with each player who controls a Harad objective.
This stage cannot be defeated unless each Harad objective in play is attached to a hero.
Battle in the Camp
Type: Quest
Quest points: 6
Stage: 2A
When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player randomly selects 1 set aside Harad objective, reveals it, and adds it to the staging area.
Your initial attack was a success, but the enemy has been alerted to your presence and the whole camp is astir. The fighting soon spills into every corner of the crossroads fort.
Battle in the Dale
Type: Quest
Keywords: Battle.
Quest points: 8
Stage: 3B
Players cannot advance from this stage unless stage 2 and stage 4 are complete.

Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.
Battle in the Dale
Type: Quest
Keywords: Battle.
Quest points: 8
Stage: 3A
As soon as the host of their enemies was dense in the valley, they sent against it a shower of arrows, and each flickered as it fled as if with stinging fire. Behind the arrows a thousand of their spearmen leapt down and charged. The yells were deafening. The rocks were stained black with goblin blood. -The Hobbit
Battle Under the Trees
Type: Quest
Quest points: 255
Stage: 3F
Chieftain Morlug gets -1 engagement cost for each progress token on this stage.
Forced: At the end of the round, remove 5 progress from this stage or each player at each stage discards cards from the top of the encounter deck until an enemy is discarded and puts it into play engaged with him. (If the last card of the encounter deck is discarded resolving this effect, shuffle the discard pile back into the encounter deck.) The first player may remove an additional 5 progress from this stage to choose a non-unique enemy at any stage and destroy it.
Battle Under the Trees
Type: Quest
Quest points: 255
Stage: 3E
When Revealed: Remove all tokens from the Lieutenant enemy at this stage and set it aside, out of play. Add the set aside Chieftain Morlug to the staging area, unless it is in a victory display. If Dol Guldur's city strength is 5 or lower (10 or lower if playing epic multiplayer mode), Chieftain Morlug makes an immediate attack against each player in turn order.
A sortie from Dol Guldur charges into the woods that surround the fortress in an attempt to divide the Elves and break the siege.
Battle with the Pack
Type: Quest
Quest points: 5
Stage: 3B
Pack Leader cannot take damage unless there are at least 5 progress tokens on this stage.
Forced: When it becomes Day, discard all progress from this stage.
The players cannot defeat this stage while Pack Leader is in play. If Pack Leader is destroyed, the players win the game.
If you can defeat the alpha mail, that will scatter the pack...
Battle with the Pack
Type: Quest
Quest points: 5
Stage: 3A
When Revealed: Flip the Time objective to Nightfall. Add Pack Leader to the staging area. 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 1 less than the number of players in the game. Add each discarded enemy to the staging area.
You cannot go on like this. You must do something to discourage the Wargs from pursuing you further.
Battle with the Spiders
Type: Quest
Stage: 4B
Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).

Progress cannot be placed on this stage while The Spider's Glade is in play.

Action: Spend 2 Baggins resources to ready an unconscious character you control.

If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.
Battle with the Spiders
Type: Quest
Stage: 4A
When Revealed: Add The Spider's Glade to the staging area.
Then the battle began. Some of the dwarves had knives, and some had sticks, and all of them could get stones; and Bilbo had his elvish dagger. Again and again the spiders were beaten off, and many of them were killed. But it could not go on for long. -The Hobbit
Beasts of Legend
Type: Quest
Quest points: 16
Stage: 3B
During the quest phase, add X Threat to the total Threat in the staging area, where X is the tens digit of the temperature.
Forced: At the end of the round, increase the temperature by 4.
While at least 1 Were-worm is in play, the players cannot defeat this stage. If the players defeat this stage, they win the game. If the temperature is 60 or higher, the players lose the game.
Beasts of Legend
Type: Quest
Quest points: 16
Stage: 3A
When Revealed: Increase the temperature by 2. Each player searches the encounter deck, discard pile, and victory display for a Were-worm and adds it to the staging area, if able. Shuffle the encounter deck.
You have wandered through the trackless desert and discovered the legendary nesting grounds of the wild Were-worms. The beasts rear up and circle to attack. You must drive them off or meet your end upon the desert sands.
Old One Lair
Type: Quest
Quest points: 5
Stage: 4B
When Revealed: Create you own staging area. Reveal 4 cards from the encounter deck and add them to your staging area.
Forced: After the 5th progress token is placed on Old One Lair, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.
Below the Mines
Type: Quest
Quest points: 5
Stage: 4A
The river has deposited you at...
Sheltered Rocks
Type: Quest
Quest points: 11
Stage: 4B
When Revealed: Create your own staging area. Reveal 2 cards from the encounter deck and add them to your staging area.
Forced: After the 11th progress token is placed on Sheltered Rocks, join another player at the beginning of the travel phase. If you cannot join another player, all players continue to stage 5 together.
Below the Mines
Type: Quest
Quest points: 11
Stage: 4A
The river has deposited you at...
The Endless Caves
Type: Quest
Quest points: 17
Stage: 4B
When Revealed: Create your own staging area. Discard all resources from your heroes.
Forced: After the 17th progress token is placed on The Endless Caves, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.
Below the Mines
Type: Quest
Quest points: 17
Stage: 4A
The river has deposited you at...
The Shivering Bank
Type: Quest
Quest points: 7
Stage: 4B
When Revealed: Create your own staging area. Discard your hand. Reveal 2 cards from the encounter deck and add them to your staging area.
Forced: After the 7th progress token is placed on The Shivering Bank, join another player at the beginning of the travel phase. If you cannot join another player, all players continue on to stage 5 together.
Below the Mines
Type: Quest
Quest points: 7
Stage: 4A
The river has deposited you at...
Beyond Expectations
Type: Quest
Quest points: 7
Stage: 1B
Players cannot travel to West Bank locations.
As the van of the army enters the city, some of the horde's outriders are aware of your presence, and head in your direction. Drawing back, your make a hasty retreat towards the river.
Beyond Expectations
Type: Quest
Quest points: 7
Stage: 1A
Setup: Search the encounter deck for 12 Scout cards, and add 3 per player (one of each title), to the staging area. Remove The Witch-king from the encounter deck and set him aside, out of play. Shuffle any unused Scoutcards back into the encounter deck.
There are reports of increased Orc activity around Ithilien, and you have been sent to investigate. You enter Osgiliath and cross the river. On the outskirts of the city, you see a horde that surpassses all expectations coming down the Morgul Road.
Breaking Isengard
Type: Quest
Quest points: 255
Stage: 2B
The players cannot travel to Orthanc.
Forced: After a non-unique location is explored, place 1 damage here. Then, if there are 5 damage tokens here, advance to stage 3A.
Quest Action: Exhaust Ent of Fangorn to place 2 progress on a non-unique location.
The power of Saruman must be broken and the fortress of Isengard destroyed!
Breaking Isengard
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Make Gates of Isengard the active location. Add Saruman and Orthanc to the staging area.
"To Isengard! Though Isengard be ringed and barred with doors of stone;
Though Isengard be strong and hard, as cold as stone and bare as bone,
We go, we go, we go to war, to hew the stone and break the door;
For bole and bough are burning now, the furnace roars - we go to war!"
-The Ents, The Two Towers
Breakthrough at the Approach
Type: Quest
Keywords: Battle.
Quest points: 7
Stage: 3B
Battle.
Forced: After the players quest unsuccessfully, instead of raising threat each player must choose and discard 1 character he controls.
Breakthrough at the Approach
Type: Quest
Keywords: Battle.
Quest points: 7
Stage: 3A
With a crashing boom the eastern gate shatters. A ram has broken through, and the pressing host of Orcs pour into the courtyard beyond. Engage them in hand-to-hand combat and secure the gate!
Breakthrough at the Citadel
Type: Quest
Keywords: Siege.
Quest points: 5
Stage: 4B
Siege.
Breakthrough at the Citadel adds 5 Threat to the staging area.
Breakthrough at the Citadel
Type: Quest
Keywords: Siege.
Quest points: 5
Stage: 4A
Orc scramblers have infiltrated the island and climbed over the walls. They fought to the western gate, and the gate fell. Now a new host of enemies that were lying in wait are breaching the Citadel itself!
Break Through the Fleet!
Type: Quest
Keywords: Sailing.
Quest points: 5
Stage: 3B
Sailing.
Raider Flagship gets -50 engagement cost.
Break Through the Fleet! has +5 quest points for each Ship enemy in play.
If this stage is defeated, or if Raider Flagship is in the victory display, the players have broken through the Corsair fleet and win the game!
Break Through the Fleet!
Type: Quest
Keywords: Sailing.
Quest points: 5
Stage: 3A
When Revealed: The players make engagement checks against each enemy in the staging area. Raider Flagship gets -50 engagement cost during these engagement checks.
"You have to go after Sahír!" Imrahil yells as the battle rages on. "We will finish this fight!"
Calphon's Divination
Type: Quest
Keywords: Sailing.
Quest points: 4
Victory points: 3
Stage: 2B
Sailing.
While you are off-course (Cloudy, Rainy, or Stormy), each Ship enemy gains Boarding 1.
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.
Calphon's Divination
Type: Quest
Keywords: Sailing.
Quest points: 4
Victory points: 3
Stage: 2A
When Revealed: Search the encounter deck and discard pile for 1 copy of Scouting Ship and add it to the staging area. Shuffle the encounter deck.
Calphon bursts into one of the heroes’ quarters in the middle of the night, sweating profusely and breathing heavily. “I saw it again!” he cries. “It was the same island as before, only the sun was rising behind it, bathing the sky in orange. It must be to the east!” You can change course to follow Calphon’s vision, but you risk being discovered by the Corsairs chasing you...
Captured!
Type: Quest
Keywords: Battle.
Quest points: 15
Stage: 2B
Battle.
At the beginning of the quest phase, each player takes 1 hidden card.
If a player has 5 hidden cards, he must turn them faceup.
If the players defeat this stage, they have won the game.
Captured!
Type: Quest
Keywords: Battle.
Quest points: 15
Stage: 2A
When Revealed: Place Faramir and Lord Alcaron under Captured! (they are in play but players cannot gain control of them). Each player turns each of his hudden cards faceup.
Faramir and Lord Alcaron have been captured! Through the throng of warriors, you see their bloodied torn forms rushed eastward by a band of Uruks. You must move quickly to prevent the unthinkable! If there is to be any hope of rescuing your friends, you must fight your way out of the ambush.
Captured by Spiders
Type: Quest
Stage: 3B
Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious character).

Do not pass the first player token. When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary.)

Action: Spend 2 Baggins resources to ready and unconscious character you control.
Captured by Spiders
Type: Quest
Stage: 3A
When Revealed: Remove all resources from each hero's resource pool. Then, make each character you control (except Bilbo Baggins) unconscious.
Bilbo was horrified, now that he noticed them for the first time dangling in the shadows, to see a dwarvish foot sticking out from the bottoms of some of the bundles, or here and there the tip of a nose, or a bit of beard or of a hood. -The Hobbit
Captured by Spiders
Type: Quest
Quest points: 10
Stage: 1B
Forced: When Spider Den is explored, flip it over and put Mendor into play under the first player's control, ready.
This stage cannot be defeated unless the first player controls Mendor.
The cries are those of an Elf who has been captured within a spider den. You must rescue him!
Captured by Spiders
Type: Quest
Quest points: 10
Stage: 1A
Setup: Add Spider Den to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds it to the staging area. Shuffle the encounter deck.
You are traveling through Mirkwood forest in search of The Elvenking's hidden halls, when you hear a desperate cry for help from a dark path of woods.
Capture the Oliphaunts
Type: Quest
Quest points: 8
Stage: 2B
Forced: At the beginning of the quest phase, if there is no active location, reveal an additional encounter card this phase.
This stage cannot be defeated while there are any Capture objectives in play. If the players defeat this stage, they win the game.
Capture the Oliphaunts
Type: Quest
Quest points: 8
Stage: 2A
When Revealed: Starting with the first player, each player attaches 1 random set-aside Capture objective to a Wild Mûmak in play.
You’ve tracked the Mûmakil through miles of dense jungle and battled with the creatures that dwell therein, but now comes the hard part: you must actually capture the Oliphaunts alive.
Carried Away
Type: Quest
Quest points: 255
Stage: 3B
Each enemy guarding a hero cannot take non-combat damage. Each guarded hero is in play but under no player's control.
Forced: When an enemy guarding a hero is defeated, return that hero to its owner’s control exhausted.
When the players advance from this stage, discard each guarded hero.
Carried Away
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Each player chooses a hero he controls, discards each token and attachment from that hero, and places it in the staging area. Each player discards cards from the top of the encounter deck until an enemy is discarded and attaches that enemy to the hero he owns in the staging area, guarding it.
As night falls some of your companions are carried off by unseen foes. You follow the sound of their cries in order to rescue them.
Change of Plans
Type: Quest
Stage: 2B
When Revealed: Flip Captain Sahír and Na’asiyah to their objective sides, removing all tokens from them. Search the encounter deck, discard pile and all play areas for each encounter card from the Corsair Raiders encounter set and remove each of those cards from the game. Add The Thing in the Depths to the staging area. Shuffle the encounter discard pile and the set aside The Thing in the Depths encounter set into the encounter deck. Advance to stage 3.
Change of Plans
Type: Quest
Stage: 2A
Sahír and Na’asiyah prove to be worthy adversaries, but before you can finish the fight, the entire ship starts to shudder and shake violently. The battle stops as both parties look about, startled. All of a sudden, tentacle arms burst forth from all around the Stormcaller, grabbing a hold of the deck and the masts, punching through the hull of the ship. Deadly, spiked arms lash about at friend and foe alike, and the entire ship creaks, slowly crushed by the arms of a giant sea-beast. The Corsairs lock eyes with you, and you nod in a silent truce.
Chased by Easterlings
Type: Quest
Quest points: 5
Stage: 1B
This stage gets +5 quest points per player.
Add +1 Threat to the total threat in the staging area for each resource token on Easterling Pursuit.
Your only hope is to reach the safety of Dorwinion by the Crossing of Araw before your Easterling pursuers overtake you.
Chased by Easterlings
Type: Quest
Quest points: 5
Stage: 1A
Setup: Set Warriors of the East aside, out of play. Add Easterling Pursuit and 1 copy of River Running to the staging area. Each player adds 1 different Easterling enemy to the staging area. Shuffle the encounter deck.
You are traveling south along the River Running on your way to Dorwinion when you are attacked by Easterling raiders in the night. The raiders set fire to your boat, trapping you on the east side of the river, and you are forced to flee south on foot.
Conspiracy
Type: Quest
Stage: 1B
When Revealed: Search the encounter deck for The Fourth Star and make it the active location. Shuffle the encounter deck.
Forced: After the active location leaves play as an explored location, place 1 resource token on this quest.
If there are 4 or more resource tokens on Conspiracy, advance to the next stage.
You begin your investigation at The Fourth Star, a popular tavern...
Conspiracy
Type: Quest
Stage: 1A
Setup: Create the underworld deck. Remove Roots of Mindolluin from the encounter deck and set it aside, out of play. Shuffle all Villain cards and randomly set one aside, out of play, without looking at it. Remove the others from the game. Repeat this with all Plot cards.
Even as foes mass from without, the Steward of Minas Tirith fears there are enemies within. You have been asked to investigate the possibility of a conspiracy within the White City...
Continuing Eastward
Type: Quest
Quest points: 17
Stage: 2B
When Revealed: The first player makes a locate test. If this test is failed, reveal cards from the encounter deck equal to the number of players in the game and add them to the staging area. Then, trigger all "Lost:" effects in play.
If the players quest unsuccessfully, trigger all "Lost:" effects in play.
If the players defeat this stage, they have won the game.
Continuing Eastward
Type: Quest
Quest points: 17
Stage: 2A
Time carries no weight in the darkness, and the hours creep by with no end in sight. The number of Orcs in the mines increase as you head toward the East-gate, but there appears to be little real organization within their ranks. You press onward!
Cornered Animals
Type: Quest
Quest points: 20
Stage: 2B
Each damaged character gets -1 Willpower.
Forced: At the beginning of the quest phase, either discard 1 resource token from Savage Counter-attack, or reveal an additional encounter card this phase.
If the players defeat this stage, they win the game.
Already weary from days of travel through harsh weather, you are hard pressed to match the Orcs' ferocity. You must rally your men or see them fall!
Cornered Animals
Type: Quest
Quest points: 20
Stage: 2A
When Revealed: End the current phase. Shuffle the encounter discard pile and the Orc deck into the encounter deck. Reveal Orc Ambush and Amon Forn and add them to the staging area.
You've hunted the Orcs to their secret gathering place on the northern edge of the Weather Hills: the old Dúnedain border fort of Amon Forn. With nowhere left to run, the Orcs turn and fight with desperate savagery.
Corsair Confrontation
Type: Quest
Keywords: Sailing.
Quest points: 255
Victory points: 3
Stage: 2B
Sailing.
Forced: At the end of the quest phase, if there is no Corsair Warship in play, this stage is defeated.
When this stage is defeated, if you are on course (☀), 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. Otherwise, advance to the top stage of the quest deck.