ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Terror from the Mountain
Type: Quest
Quest points: 14
Stage: 1A
Setup: Shuffle all copies of Smaug into a separate Smaug Deck. Search the encounter deck for Lake-town and add it to the staging area. Shuffle the encounter deck. Then reveal 1 card from the encounter deck per player, and add it to the staging area.
"Then warning trumpets were suddenly sounded, and echoed along the rocky shores. The cheering stopped and the joy was quickly turned to dread. So it was that the dragon did not find them quite unprepared." - The Hobbit
Terror of the Dead
Type: Quest
Quest points: 8
Stage: 2B
Forced: At the beginning of each round, the players must choose: each player skips the next planning phase, or heroes do not collect resources during the resource phase this round.
Terror of the Dead
Type: Quest
Quest points: 8
Stage: 2A
When Revealed: Add The Stone of Erech to the staging area and attach Derufin to it.
Thaurdir's Pursuit
Type: Quest
Quest points: 30
Stage: 2B
Thaurdir's Pursuit has -5 quest points for each Clue objective attached to a character.
This stage cannot be defeated while Thaurdir has any hit point remaining. If this stage is defeated, the players win the game.
The wraith you fought in Fornost has followed you since your flight from Mount Gram. Your only hope is to escape with the clues you've found.
Thaurdir's Pursuit
Type: Quest
Quest points: 30
Stage: 2A
When Revealed: Add Thaurdir to the staging area. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.
As you study the clues that you've found, you feel a chill wind flow through the keep. "You will not leave this place alive," a sinister voice echoes throughout the halls. "My master Daechanar will it so."
"Thaurdir!" Amarthiúl exclaims, unsheathing his blades.
The Ambush
Type: Quest
Quest points: 11
Stage: 1B
At the beginning of the quest phase, each player takes 1 hidden card.
At the beginning of the combat phase, each player must either turn each of his hidden cards faceup or take 1 hidden card.
You've pursued the enemy all the way to the Crossroads when a wicked horn blares in the distance. Within minutes, a host of orcs swarms out of the trees from all sides, led by a foreboding robed figure...
The Ambush
Type: Quest
Quest points: 11
Stage: 1A
Setup: Add the Crossroads and Black Númenorean to the staging area. Put the Faramir and Lord Alcaron objective allies into play. Shuffle the encounter deck and reveal 1 card from the encounter deck per player and add it to the staging area.
After the assault on Osgiliath, Lord Alcaron urges Boromi to pursue the retreating enemy. Boromir agrees and gives permission to Faramir and his rangers. Grateful for you valiant efforts in Gondor's defense, Faramir invites you to join the hunt...
The Angry Forest
Type: Quest
Keywords: Time 3.
Stage: 3B
Time 3.
Forced: After the last time counter is removed from this stage, discard the top 5 cards of the encounter deck. Each player must choose an enemy or objective in the discard pile, reveal it and add it to the staging area. Place 3 time counters on this stage.
Forced: After placing progress here, if there is at least 6 progress on this stage and Mugash is attached to a hero, advance to stage 2A.
The Angry Forest
Type: Quest
Keywords: Time 3.
Stage: 3A
Mugash has disappeared deeper into the woods. As you continue to search for him, the trees close in around you and you can feel their roots and limbs shaking with anger. Their branches rattle like a raging temptest, but without any wind. You're beginning to regret the decision to enter Fangorn. You need to find Mugash and get out...
The Antlered Crown
Type: Quest
Quest points: 1
Stage: 3B
Each Guardian enemy engages the player who controls the Key objective with a Trait shared by that enemy.
Players cannot defeat this stage unless Hallowed Circle is in the victory display. If the players defeat this stage, they win the game.
Out of the fog, the angry guardian spirits emerge once more, determined to stop you from retrieving the crown. You desperately rush to the circle while fending them off.
The Antlered Crown
Type: Quest
Quest points: 1
Stage: 3A
When Revealed: Add Hallowed Circle to the staging area. Reveal each Guardian enemy in the victory display, adding them to the staging area.
You have finally completed the trials and recovered each key. None have made it this far before. You hasten to the hallowed circle in the center of the forest. All that's left is to insert the hilts of these swords into the marked stone the shaman described, and the Antlered Crown will be yours. As you advance, a thick fog gathers around you and growing dread tugs at your mind.
The Battle of the Morannon
Type: Quest
Keywords: Dire.
Quest points: 255
Stage: 2B
Dire. During the staging step, the first player does not reveal an encounter card as normal. Instead, he reveals 1 encounter card for each resource on The Black Gate.
Forced: After the players quest unsuccessfully, discard the active location.
This stage cannot be defeated. Each round the players survive gives the Ring-bearer more time to fulfill the quest to Mount Doom.
The Battle of the Morannon
Type: Quest
Keywords: Dire.
Quest points: 255
Stage: 2A
When Revealed: Each player searches the encounter deck and discard pile for a different Orc, Troll, or Nazgûl enemy and adds it to the staging area. Shuffle Gwaihir into the encounter deck.
He gave a great cry, and turned, leaded upon his steed, and with his company galloped madly back to Cirith Gorgor. But as they went his soldiers blew their horns in signal long arranged: and even before they came to the gate Sauron sprang his trap. -The Return of the King
The Beast of Belegost
Type: Quest
Quest points: 255
Stage: 4B
While Naurlhûg's Lair is in the victory display, Naurlhûg loses the text: "Cannot take damage."
Forced: After Naurlhûg attacks, if it was dealt a shadow card with no shadow effect, it engages the next player. Then, it makes an immediate attack. Do not deal it a shadow card for this attack.
When Naurlhûg is defeated, the players win the game.
The Beast of Belegost
Type: Quest
Quest points: 255
Stage: 4A
When Revealed: Add Naurlhûg and Naurlhûg's Lair to the staging area. Shuffle the Sword of Belegost, and the encounter discard pile into the encounter deck.
After fleeing the breaking of Thangorodrim, the great worm Naurlhûg hid itself in the ruins of Belegost. The fire dragon hoarded the wealth it found there into a giant, golden bed at the center of a large, underground lake. If you wish to claim the treasure for yourself, then you must slay Naurlhûg.
The Betrayal
Type: Quest
Stage: 2B
Lord Alcaron cannot leave play unless destroyed. If Lord Alcaron is defeated, advance to the next stage.
Alcaron utters an ancient word, and a ghastly shriek rises from Minas Morgul. Something cold and terrible has awoken. Something that is aware of your presence. A short distance ahread, the Uruk carrying Faramir pauses, intimidated by the carrion cry from the city. There may still be time. But first you must deal with the traitor...
The Betrayal
Type: Quest
Stage: 2A
When Revealed: Add Lord Alcaron to the staging area.
You've defeated Murzag and his kin. There is no time for rest as you follow Faramir depper into the vale. Soon you find the traitor Alcaron blocking the road, a grimace of anger on his formerly handsome face. "By the the thousand thorn-drakes of Morgai, you do temp my patience!" he sneers.
The Bridge of Khazad-dûm
Type: Quest
Quest points: 15
Stage: 3B
No more than 5 progress can be placed on this stage each round.
The players cannot defeat this stage while The Great Bridge is in play. If the players defeat this stage, they win the game.
"Now for the last race!" said Gandalf. "If the sun is shining outside we may still escape. After me!" -The Fellowship of the Ring
The Bridge of Khazad-dûm
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Add The Great Bridge to the staging area. Each player reveals 1 encounter card and removes 1 damage token from Doom, Doom, Doom.
The outer door could only be reached by a slender bridge of stone, without kerb or rail, that spanned the chasm with one curving spring of fifty feet. -The Fellowship of the Ring
The Burglar's Turn
Type: Quest
Stage: 2B
Forced: After questing successfully, place 1 progress on Smaug the Golden. Then, he first player makes a burgle attempt. If successful, the first player takes the top card from under The Lonely Mountain into his hand. Then, the players may advance to stage 3.

Forced: After the first player makes an unsuccessful burgle attempt, Smaug the Golden attacks the first player.
The Burglar's Turn
Type: Quest
Stage: 2A
There he lay, a vast red-golden dragon, fast asleep; thrumming came from his jaws and nostrils, and wisps of smoke, but his fires were low in slumber. Beneath him, under all his limbs and his huge coiled tail, and about him on all sides stretching away across the unseen floors, lay countless piles of precious things, gold wrought and unwrought, gems and jewels, and silver red-stained in the ruddy light. -The Hobbit
The Cape of Andrast
Type: Quest
Keywords: Sailing.
Quest points: 24
Stage: 4B
Sailing.
Forced: After a Weather treachery is revealed, deal 1 damage to each Ship objective and Ship enemy at this stage.
If you defeat this stage, you have caught up to the Stormcaller and win the game.
The Cape of Andrast
Type: Quest
Keywords: Sailing.
Quest points: 24
Stage: 4A
When Revealed: Discard cards from the top of the encounter deck until a Weather treachery is discarded. Resolve that card’s “when revealed” effect. That effect cannot be canceled.
You’ve pursued the Stormcaller all the way to the deadly Cape of Andrast, where terrible winds and sharp jetties threaten to tear apart your entire fleet.
The Cape of Andrast
Type: Quest
Quest points: 24
Stage: 4D
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.
If the Stormcaller defeats this stage, Captain Sahír has gotten away with the key, and the players lose the game.
The Cape of Andrast
Type: Quest
Quest points: 24
Stage: 4C
The Stormcaller once again slips out of your grasp, rounding the Cape of Andrast to the south.
The Capture
Type: Quest
Quest points: 3
Stage: 2B
Forced: After this stage is defeated, the first player chooses a player. That player must pass an Escape test, dealing 1 card from the encounter deck for each resource token on Gollum, to capture him. If Gollum is not captured at this time, reset the quest deck to stage 1B.
If this final Escape test is passed, the players have captured Gollum and won the game.
The Capture
Type: Quest
Quest points: 3
Stage: 2A
After a tiring pursuit through the treacherous marshland, you have cornered Gollum, and move in for the capture.
The Catacombs of Carn Dûm
Type: Quest
Quest points: 18
Stage: 1B
Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points.
When the players advance to stage 2, all Sorcery cards attached to this stage are attached to stage 2B.
Daechanar's powers of sorcery and necromancy are strongest here, in the capital of the Witch-realm where the lord of the Nazgûl once resided.
The Catacombs of Carn Dûm
Type: Quest
Quest points: 18
Stage: 1A
Setup: Set Daechanar and Altar of Midwinter aside, out of play. Each player reveals an encounter card from the top of the encounter deck. Each player reanimates the top card of his deck.
As you descend into the catacombs beneath Carn Dûm, you find yourself overcome with terror. Still, you press onward, knowing that Iârion's fate-and perhaps the fate of the north-lies in your hand.
The Chasm
Type: Quest
Quest points: 255
Stage: 3B
Forced: Reveal an additional encounter card during the quest phase.
Progress cannot be placed on Cracked Pillar while it is in the staging area.
After Cracked Pillar leaves play as an explored location, advance to stage 4A.
As you search for a way across, you see that one tall pillar near the edge of the chasm has cracked where it meets the ceiling. If you topple the pillar, it could serve to bridge the gap.
The Chasm
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Set Goblin Chieftain aside, out of play. Add Cracked Pillar to the staging area.
The Goblins retreat down a dark tunnel, and you chase them into a large hall of many pillars. A wide chasm runs the width of the hall and the Goblins race across on a large plank. Their chieftain casts the plan into the depths of the chasm and disappeats, leaving you stranded on the other side.
The Clouds Burst
Type: Quest
Stage: 5B
When Revealed: Each player must search the encounter deck and discard pile for a copy of Bodyguard of Bolg and add it to the staging area, if able. Shuffle the encounter deck.

Progress cannot be placed in this stage. While Bolg is in the staging area, it is considered to be engaged with the first player.

If Bolg is destroyed, the players win the game.
The Clouds Burst
Type: Quest
Stage: 5A
Soon the attackers were attacked, and they were forced into a great ring, facing every way, hemmed all about with goblins and wolves returning to the assault. The bodyguard of Bolg came howling against them, and drove in upon their ranks like waves upon cliffs of sand. -The Hobbit
The Clutches of Carn Dûm
Type: Quest
Quest points: 15
Stage: 1B
Thaurdir cannot leave the staging area and cannot take damage. At the end of the round, if Thaurdir is Champion side faceup, flip him.
Do not discard unresolved shadow cards at the end of the combat phase.
Forced: If there are 3 shadow cards dealt to Thaurdir, flip him.
Thaurdir has mustered the defense of Carn Dûm. There is no turning back now. "For Iârion!" the Rangers begin to shout, unsheathing their swords.
The Clutches of Carn Dûm
Type: Quest
Quest points: 15
Stage: 1A
Setup: Add Thaurdir to the staging area, Captain side faceup. Add 1 copy of Carn Dûm garrison per player to the staging area. Search the encounter deck for 1 copy of Accursed Battlefield and make it the active location. Shuffle the encounter deck.
Your company has made its way swiftly north, and finally the fortress of Carn Dûm looms before you. Unsure if you have arrived in time, you can only hope beyond hope that Iârion is still alive.
The Coast of Umbar
Type: Quest
Keywords: Sailing.
Quest points: 15
Stage: 1B
Sailing.
Progress cannot be placed on The Coast of Umbar if the players are off-course.
If the Stormcaller is destroyed (or if this stage has 15 or more progress on it), advance to stage 2.
Deep in enemy waters, you must recover the artifact from the Stormcaller.
The Coast of Umbar
Type: Quest
Keywords: Sailing.
Quest points: 15
Stage: 1A
Setup: Shuffle the Coast of Umbar, Corsair Raiders, Stormy Weather, Umbar Fleet, and Voyage Across Belegaer encounter sets into one encounter deck and make it the active encounter deck. Set The City of Corsairs encounter set aside, as an inactive second encounter deck. Prepare the Corsair deck. Players prepare their fleet. Add the Stormcaller to the staging area. Add 1 copy of Southern Belfalas to the staging area (2 instead if there are 3 or 4 players in the game). Shuffle the encounter deck.
The Cold-Drake Attacks!
Type: Quest
Quest points: 3
Stage: 2B
Ignore the Deep keyword.
Cold-Drake cannot leave the staging area (even if it has damage equal to its hit points), but it is considered to be engaged with each player.
No more than 6 damage can be placed on Cold-Drake each round and it cannot have more than 18 damage.
This stage cannot be defeated while Cold-Drake has any hit points remaining.
The Cold-Drake Attacks!
Type: Quest
Quest points: 3
Stage: 2A
When Revealed: Add the set-aside Cold-Drake to the staging area.
You've followed the Dragon tracks high up the Ered Mithrin mountain range to a sheltered hollow where you find the beast waiting for you. It lets out a roar that shakes the mountain, and rocks tumble down as it charges toward you in a rage!
The Company Divided
Type: Quest
Stage: 2B
Forced: At the end of the refresh phase, shuffle Seat of Seeing and Forod's Choice into the encounter discard pile. Then, place the encounter discard pile on the bottom of the encounter deck. Starting with the first player, each player creates his own staging area and advances to a different stage 3A of his choice. In player order, each player moves 1 encounter card from this staging area to his. When there are no encounter cards left at this stage, discard it.
The Company Divided
Type: Quest
Stage: 2A
When Revealed: Remove the Ring-bearer, and each card attached to it, from the game (treat The One Ring's text as blank while resolving this effect). Reduce each enemy's engagement cost to 0 until the end of the encounter phase. Skip the travel phase this round.
The river has carried the Company as far as it can and the time has come for Frodo to choose which way to go. He asks for an hour to decide, but after he disappears Orcs are discovered prowling the woods and the Company scatters to find him...
The Confrontation
Type: Quest
Quest points: 15
Stage: 3B
When Revealed: Shuffle the underworld deck into the encounter deck.
The players cannot defeat this stage while a Villain is in play. If this stage is defeated, the players have won the game.
The Confrontation
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Reveal the set aside Villain card and add it to the staging area.
You have unmasked the conspiracy and its champion is upon you. The wheels of treachery are in motion, and only a heroic effort can stop the cabal's plan in time...
The Corsairs' Assault
Type: Quest
Quest points: 18
Stage: 1B
Forced: At the end of the combat phase, deal X damage to the Aflame location in play with the lowest Aflame value. X is the number of Corsair enemies in play.
Corsairs are attacking the Grey Havens and burning the Elven fleet. You must defend the Havens from these fierce raiders and save as many ships as you can!
The Corsairs' Assault
Type: Quest
Quest points: 18
Stage: 1A
Setup: Set Captain Sahír and Na'asiyah aside, out of play. Add The Havens Burn, The Dream-chaser, and 1 copy of Sahír’s Ravager to the staging area. Shuffle the encounter deck and discard cards from the top of the encounter deck until X locations with the Aflame keyword are discarded, where X is the number of players in the game. Add each discarded Aflame location to the staging area. Then, shuffle the encounter discard pile back into the encounter deck.
The Council of Elrond
Type: Quest
Stage: 1B
Forced: At the end of the planning phase, each player places the top card of his deck faceup in front of him, in player order, until there are a total of 4 faceup cards between the players. The first player chooses 1 faceup card to be played for 0 cost, 1 to add to its owner's hand, 1 to discard, and 1 to shuffle into its owner's deck. Then, either shuffle Lust for the Ring into the encounter deck, or raise each player's threat by 5. Advance to stage 2.
The Council of Elrond
Type: Quest
Stage: 1A
Setup: Set Lust for the Ring, Redhorn Pass, Doors of Durin and Watcher in the Water aside, out of play. Shuffle the encounter deck.
In the House of Elrond, the evil wound that Frodo received on Weathertop is healed and he is reunited with his uncle Bilbo. The One Ring cannot remain hidden in Rivendell for long, so Lord Elrond summons a council to decide what should be done to protect the Free Peoples of Middle-earth.
The Crack of Doom
Type: Quest
Keywords: Dire.
Quest points: 255
Stage: 4B
Dire. Allies cannot enter play and 'when revealed' effects cannot be canceled.
Forced: When Mount Doom is explored, the first player makes a Fortitude test. Discard 1 extra encounter card for each player. If the first player fails this test, the Ring-bearer claims The One Ring and the players lose the game. If the test is successful, the Ring-bearer completes the quest and the players win the game.
The Crack of Doom
Type: Quest
Keywords: Dire.
Quest points: 255
Stage: 4A
When Revealed: 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 this way to the staging area.
He was come to the heart of the realm of Sauron and the forges of his ancient might, greatest in Middle-earth; all other powers were here subdued.
-The Return of the King
The Crossing of Araw
Type: Quest
Quest points: 15
Stage: 2B
Each enemy in the staging area gets -10 enagement cost.
While at least one player is engaged with an enemy, no more than 5 progress can be placed here each round.
When this stage is defeated, the players win the game.
You must fight your way past the Easterlings to cross into Dorwinion.
The Crossing of Araw
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: Add Warriors of the East to the staging area. 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 this way to the staging area.
You have reached the crossing, but some of your enemies anticipated this course of action and raced here ahead of you. They fight to delay your escape while their comrades close in from behind.
The Crossroads Fort
Type: Quest
Quest points: 6
Stage: 1B
If a Harad objective is not attached, the first player claims it and attaches it to a hero he controls.
This stage cannot be defeated unless each Harad objective in play is attached to a hero.
In order for your plan to work, you must capture several important tokens from the Serpent's Camp.
The Crossroads Fort
Type: Quest
Quest points: 6
Stage: 1A
Setup: Set each Harad objective aside, out of play. Add The Black Serpent to the staging area. Shuffle the encounter deck. The first player randomly selects 1 set aside Harad objective, reveals it, and adds it to the staging area.
The Black Serpent’s caravan has taken shelter in a dilapidated desert fortress on their way to Mordor. Their wagons are loaded with tribute for the Dark Lord. Your plan is to seize the wagons and use the caravan to infiltrate Cirith Gurat.
The Cursed Shade
Type: Quest
Quest points: 6
Stage: 3B
Fram's Shade is immune to player card effects.
While The Cursed Tomb is in the victory display, Fram's Shade gains victory 6.
This stage cannot be defeated unless Fram's Shadw is in the victory display. When player defeat this stage, they win the game.
The Cursed Shade
Type: Quest
Quest points: 6
Stage: 3A
When Revealed: The first player adds The Cursed Tomb to the staging area. Each other player searches the encounter deck and discard pile for a non-unique Undead enemy and adds it to the staging area. Shuffle the encounter deck.
You've found Fram's Tomb in the catacombs below the keep, but it is guarded by the ghastly shade of Fram himself. You must defeat him in order to win his blade, but you're not sure you can face the terror of his cold gaze.
The Dark of Nibin-Dûm
Type: Quest
Quest points: 8
Stage: 1B
When Revealed: Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.
The Dwarves abandonded Nibin-Dûm after an earthquake collapsed part of the mine, but it seems these Goblins have since adopted it as their home. The flickering light of your torch reveals a network of dark passages and you set about searching for signs of the enemy.
The Dark of Nibin-Dûm
Type: Quest
Quest points: 8
Stage: 1A
Setup: Search the encounter deck for Goblin Chieftain, Cracked Pillar, and Cave Torch. Set Goblin Chieftain and Cracked Pillar aside, out of play. The first player attached Cave Torch to one of his heroes. Shuffle the encounter deck.
You have pursued the Goblins that attacked a woodman village to the mountains of Mirkwood. The trail leads over a steep ridge where you discover the forgotten Dwarf home of Nibin-Dûm. You light a torch and enter in.
The Dead are Following
Type: Quest
Quest points: 5
Stage: 3B
While Stone of Erech is the active location, each Oathbreaker enemy loses the Phantom keyword and gets -20 engagement cost.
When The Stone of Erech leaves play as an explored location, the players win the game.
"Yes, the Dead ride behind. They have been summoned." -Elladan, The Return of the King