ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Rescue the Prisoners
Type: Quest
Quest points: 10
Stage: 1A
Setup: Set Uruk Chieftain aside, out of play. Add The Captives of Cirith Gurat and 1 copy of Dungeon Cell to the staging area. Attach Abaan to Dungeon Cell. Each player searches the encounter deck for a different Orc enemy and adds it to the staging area. Shuffle the encounter deck. Starting with the first player, each player discards cards from the top of his deck until an ally that is not in play is discarded and attaches that ally to an unattached enemy in the staging area.
Rescue Tiny
Type: Quest
Quest points: 5
Stage: 2A
The 'when revealed' effects of treachery cards cannot be canceled.
Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advance to stage 3A.
The players cannot travel to the Grey Moorland guarding Tiny unless there is at least 5 progress on this stage. This stage cannot be defeated unless the first player controls Urdug and Tiny.
Urdug's friend, Tiny, turns out to be an enormous Hill-troll. You find him trapped in a deep bog and Urdug begs you to help rescue him.
Retake the City
Type: Quest
Stage: 1B
Player card effects cannot place progress tokens on locations in the staging area.
Forced: When an Osgiliath location leaves play as an explored location, the first player takes control of that location.
If the players control all Osgiliath locations in play at the end of the round, they have won the game.
Retake the City
Type: Quest
Stage: 1A
Setup: Each player chooses 1 enemy and 1 unique location and add them to the staging area. Shuffle the encounter deck.
You have returned to Minas Tirith just in time to join the army of Gondor as it marches to Osgiliath. An army of orcs and southrons have garrisoned the ancient city, but Lord Boromir means to retake it. Eager to strike a blow against Mordor, you will see the city retaken or die in the attempt...
Retreat from Osgiliath
Type: Quest
Quest points: 254
Stage: 2B
X is the total cost of all allies in the staging area.
Allies in the staging area are treated as if their text box is blank, are immune to player card effects, and are under no player's control.
Forced: At the end of the round, assign damage among the allies in the staging area equal to the number of enemies in the staging area.
"Where are our own folk?" -Men of Gondor, The Return of the King
Retreat from Osgiliath
Type: Quest
Quest points: 254
Stage: 2A
When Revealed: Each player adds 1 set aside Wraith on Wings to the staging area and reveals an encounter card. Starting with the first player, each player discards cards from the top of his deck until he discards an ally that is not in play. Put the discarded ally into play in the staging area and treat its text box as if it were blank until the end of the phase.
"The enemy," men murmured. "The dike is down. Here they come pouring through the breaches!" -The Return of the King
Retrieve Urdug's Horn
Type: Quest
Quest points: 5
Stage: 2B
Each enemy with 1 or more guarded attachments gets +2 Threat and +2 Defense.
Forced: When the players defeat this stage, remove it from the game. Advance to a random stage 2A, if able. Otherwise, advane to stage 3A.
The Grey Mountain Giant guarding Urdug's Horn cannot take damage unless there is at least 5 progress on this stage. This stage cannot be defeated unless the first player controls Urdug with Urdug's Horn attached.
Retrieve Urdug's Horn
Type: Quest
Quest points: 5
Stage: 2A
When Revealed: The first player searches the encounter deck, discard pile, and victory display for a Grey Mountain Giant, adds it to the staging area, and attaches the set-aside Urdug's Horn to it as a guarded objective. Shuffle the encounter deck. Each other player reveals an encounter card.
You thought Urdug's story about being chased by a Giant sounded funny until you come upon a mean-looking Giant using the Goblin's horn as a tooth-pick. Urdug insists he won't lead you anywhere without that horn.
Return to Rhosgobel
Type: Quest
Stage: 3B
When Revealed: Heal 5 wounds from Wilyador for each Athelas objective card the players control.
If Wilyador is completely healed when this effect resolves, Wilyador survives and the players have won the game. Otherwise, the players have lost the game.
Return to Rhosgobel
Type: Quest
Stage: 3A
Feeling tha time is runing out on Wilyador's life, you gather the Athelas you have found and head back to Rhosgobel. You arrive at night, wondering if you have found enough of the herb...
Riddles in the Dark
Type: Quest
Quest points: 9
Stage: 2B
Players cannot advance to stage 3A unless both 1B and 2B are complete.
Progress tokens cannot be added to, or removed from, this quest except by answering riddles.
Cards in the riddle area are immune to player card effects and cannot leave the riddle area except by quest effects.
Riddles in the Dark
Type: Quest
Quest points: 9
Stage: 2A
Setup: Search the encounter deck for Gollum and Bilbo's Magic Ring. Place Gollum and Bilbo Baggins in the riddle area and attach Bilbo's Magic Ring to Bilbo Baggins. Then, shuffle the encounter deck.
During the confusion, bilbo stumbled won a tunnel and into Gollum's cave. There the Hobbit had to outwit the creature Gollum in a dangerous riddle contest to discover the way out.
Roast Mutton
Type: Quest
Quest points: 1
Stage: 2B
Forced: If there are no Troll enemies left in play, or if there are no cards left in the encounter deck, advance it to the next stage.
Any time players would place progress tokens on this quest, discard an equal number of cards from the encounter deck instead. (Progress is placed on the active location before triggering this effect.)
Roast Mutton
Type: Quest
Quest points: 1
Stage: 2A
When Revealed: Add the set-aside Troll enemies and the Troll Cave to the staging area. Shuffle the encounter discard pile back into the encounter deck.
Obviously trolls. Even Bilbo, in spite of his sheltered life, could see that: from the great heavy faces of them, and their size, and the shape of their legs, not to mention their language, which was not drawing-room fashion at all - The Hobbit
Rohan has Come!
Type: Quest
Quest points: 255
Stage: 4B
Progress cannot be placed on this stage by questing successfully is instead assigned as damage among enemies in play. (Progress must be placed on the active location first.)
Forced: At the end of the quest phase, advance to stage 5A.
...the hosts of Mordor wailed, and terror took them, and they fled, and died, and the hoofs of wrath rode over them. -The Return of the King
Rohan has Come!
Type: Quest
Quest points: 255
Stage: 4A
When Revealed: Set the Witch-king aside, out of play. Each player searches the top 10 cards of his deck for an ally that matches the sphere of a hero he controls and put it into play under his control. Each player shuffles his deck.
Horns, horns, horns. In dark Mindolluin's sides they dimly echoed. Great horns of the North wildly blowling. Rohan had come at last.
-The Return of the King
Rouse the Ents
Type: Quest
Quest points: 255
Stage: 1B
Players cannot draw cards or gain resources. Do not commit to the quest or reveal encounter cards during the quest phase.
Forced: At the end of the round, place 1 resource here. Then, the players may advance to stage 2. If the players advance, the first player shuffle the encounter discard pile into the encounter deck and reveals 1 encounter card for each resource here. Then, remove each Ent objective in the staging area from the game.
Rouse the Ents
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set Gates of Isengard, Orthanc, Saruman, and Saruman's Staff aside, out of play. Add each copy of Ent of Fangorn to the staging area. Shuffle the encounter deck.
Saruman's army has been defeated at Helm's Deep, but the Wizard's fortress is beyond Rohan's power to capture. However, the Ents of Fangorn have also suffered great injury because of Saruman and his Orcs. They have the strength to break Isengard, but only if they can be roused to attack.
Ruins of the First Age
Type: Quest
Quest points: 6
Stage: 1B
The player cannot advance unless they control at least 1 Loot objective.
Forced: At the beginning of the travel phase, if there are no locations in play, return the topmost location in the encounter discard pile to the staging area.
Forced: When this stage is defeated, if Keys of Belegost is attached to a hero, advace to stage 2C. Otherwise, advance to Stage 2A.
Inside the Dwarven city, you can feel an evil presence stalking you...
Ruins of the First Age
Type: Quest
Quest points: 6
Stage: 1A
Setup: Add Stalking the Ruins and 1 copy of Abandoned Mine per player to the staging area. Set Lurker of the Depths, Naurlhûg, Naurlhûg's Lair, and Sword of Belegost aside, out of play. Randomly select 1 of the 5 remaining Loot objectives and place it facedown underneath Stalking the Ruins (without looking). Shuffle the others into the encounter deck (without looking at them).
You have entered the dark, half-sunken ruins of Belegost in search of powerful artifacts and ancient treasure.
Running out of Time
Type: Quest
Quest points: 255
Stage: 2B
Forced: After the players quest unsuccessfully, choose 1 random card from the investigation deck and remove it from the game (without looking at it).
Forced: After the players place progress on this stage from questing successfully, the first player must choose: either reveal an encounter card and remain at this stage, or make the accusation (see rules) and advance to stage 3A.
Running out of Time
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top of the encounter deck until X locations are discarded. X is the number of players in the game. Add each discarded location to the staging area.
Your investigation has uncovered a small but dangerous web of criminals lurking in the shadows of Bree-land. You suspect the killer you seek is the leader of this outlaw gang. It is imperative that you find the rogue and bring him to justice.
Sahír's Advance
Type: Quest
Quest points: 255
Stage: 2B
Any time players would place progress on this quest, remove an equal amount of damage from locations in play instead. (Progress is placed on the active location before triggering this effect.)
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If Captain Sahír is in the victory display and each location in play has no damage, the players win the game.
Sahír's Advance
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Add Na’asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na’asiyah and Captain Sahír equal to the amount of damage on The Dream-chaser. Add 1 resource to each other Raider enemy in play.
A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: "Kill the defenders!" he shouts. "Destroy their ships!"
Sahír's Advance
Type: Quest
Quest points: 255
Stage: 2B
Resources on Na'asiyah are considered to be on Captain Sahír, as well (and can be removed as if they were on him).
Each Raider enemy revealed by the encounter deck enters play with 1 resource on it.
If both Captain Sahír and Na'asiyah are in the victory display, the players win the game.
Sahír's Advance
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Add Na'asiyah and Captain Sahír to the staging area, enemy side faceup. Each player reveals the top card of the encounter deck. Place resources on Na'asiyah and Captain Sahír equal to the amount of damage on the Dream-chaser. Add 1 resource to each other Raider enemy in play.
A menacing ship leads the raiders, its charismatic captain bellowing orders to the Corsairs: "Kill the defenders!" he shouts. "Destroy their ships!"
Sahír's Betrayal
Type: Quest
Stage: 2B
While an Underwater location is the active location, players cannot play attachments or allies.
You dive at Sahír, but he swiftly runs to the entrance, laughing as he seals you in. "Captain?! What about me?" Na'asiyah scream angrily. As soon as the entrace is sealed shut, the walls shudder, and water begins to leak rapidly from the ceiling and walls. "We have to get out of here!" the heroes shout, as the water level starts to rise.
Sahír's Betrayal
Type: Quest
Stage: 2A
When Revealed: Make the set aside Shrine to Morgoth the active location, Grotto side faceup. Captain Sahír flips to his enemy side (removing all tokens) and makes an immediate attack against the first player. Remove Captain Sahír from the game. Each player searches the encounter deck and discard pile for an Undead enemy and adds it to the staging area. Shuffle the encounter deck.
In the center of the shrine, reverently placed on a large altar, lies a long black chest. As soon as you get close, Sahír knocks one of the heroes over and grabs it!
Savagery of the Orcs
Type: Quest
Keywords: Villagers 5.
Stage: 1B
When progress would be placed on Savagery of the Orcs, move an equal number of villager tokens from this quest onto Rescued Villagers instead.
If there are no villager tokens on Savagery of the Orcs, advance to the next stage.
In a smoldering village near Amon Dîn, you find none other than a tired Lord Alcaron. Pleased to see you, he requests your assistance in protecting the village.
Savagery of the Orcs
Type: Quest
Keywords: Villagers 5.
Stage: 1A
Setup: Set Ghulat aside, out of play. Put Lord Alcaron into play. Make Burning Farmhouse the active location. Add the Rescued Villagers and Dead Villagers objectives to the staging area. Then, shuffle the encounter deck and reveal 1 encounter card per player and add it to the staging area.
Emerging from the Druadan Forest with news of the conspirators' demise, you begin your journey to Minas Tirith. As you wake the following day, you see dark plumes of smoke rising across the lands of Anórien.
Scattered Among the Hills
Type: Quest
Quest points: 255
Stage: 1B
The first Weather treachery card revealed each round gains surge.
Forced: After the active location is explored, reveal the top card of the Orc deck and resolve it as if it was just revealed from the encounter deck (reveal the top 2 cards instead if there are 3 or more players in the game).
As you pursue the Orcs, the weather itself turns against you. Now you must contend with the elements while you hunt the enemy.
Scattered Among the Hills
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set Orc Ambush and Amon Forn aside, out of play. Create the Orc deck (see insert) and set it next to the quest deck. Make Exposed Ridge the active location. Add Hunting the Orcs and 1 Weather Hilltop to the staging area. Shuffle the encounter deck.
You've pursued the remnants of an Orc war party east from the borders of Bree-land and into the wilderness beyond. Their trail climbs out of the lowlands and into the Weather Hills.
Searching for Dragon Sign
Type: Quest
Quest points: 6
Stage: 1B
Forced: After the active location is explored, look at the top 3 cards of the encounter deck. Reveal 1 of those cards and discard the rest.
The players cannot defeat this stage unless at least 1 Dragon Sign is in the victory display.
The Grey Mountains are a cold and untamed wilderness where nothing friendly dwells, and the weather is as real a danger to you as Dragons.
Searching for Dragon Sign
Type: Quest
Quest points: 6
Stage: 1A
Setup: Set Cold-Drake and all four copies of Dragon Sign aside, out of play. Create the Caves deck (see insert) and set it next to the quest deck. Shuffle 2 set aside Dragon Sign objectives into the Caves deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
You have journeyed to the Withered Heath in search of a giant Dragon. There you discover tracks that lead you to the cold heights of the Grey Mountains.
Searching for Mugash
Type: Quest
Keywords: Time 2.
Stage: 2B
Time 2.
Forced: After the last time counter is removed for this stage, shuffle the discard pile into the encounter deck and reveal 2 encounter cards per player. Place 2 time counters on this stage.
Response: After questing successfully, cancel all progress that would be placed on this stage. Then, place 1 time counter on this stage. Or, if Mugash is in play, advance to stage 3.
Searching for Mugash
Type: Quest
Keywords: Time 2.
Stage: 2A
Orcs prowl the mountainside on the lookout for intruders. A single horn-call from one of the sentries would have every Orc in Methedras scurrying out of their holes to fight. You must move carefully to avoid detection while you search for their captain...
Searching for Ulchor
Type: Quest
Quest points: 5
Stage: 1B
City Guard cannot have more than 5 damage, and it gets -5 engagement cost for each resource here.
Forced: At the end of the round, place 1 resource here.
Ulfast is a city of Easterlings, and they do not take kindly to intruders. You must take care to avoid the city guard as you search about.
Searching for Ulchor
Type: Quest
Quest points: 5
Stage: 1A
Setup: Add City Guard to the staging area. Each player adds a different location to the staging area. Shuffle the encounter deck.
After his defeat in Dorwinion. Ulchor fled east with the remnants of his army. You have pursued him to the City of Ulfast on the southern shore of the Sea of Rhûn. Determined to bring the villain to justice, you sneak into the city at night and begin searching for him.
Searching the Caves
Type: Quest
Quest points: 5
Stage: 1B
When Revealed: Discard cards from the encounter deck until X locations are discarded, where X is the number of players. Add each location discarded by this effect to the staging area.
Inside the cavern entrance you find a large maze of tunnels criss-crossed with all manner of prints. It is impossible to discern which are the tracks you seek, so you begin to search all around.
Searching the Caves
Type: Quest
Quest points: 5
Stage: 1A
Setup: Set Brood Mother aside, out of play. Add the Search objective to the staging area (Off Track face up).
Several members of your group were seized by spiders in the night and dragged away from camp. When the sun came up, you followed their trail to a large cavern entrance and entered in.
Searching the High Seas
Type: Quest
Quest points: 253
Stage: 1B
*This stage has a global quest point value of 8 per player among all groups.
No more than 5 progress per player can be placed on this stage each round.
The players can only advance at the end of the quest phase.
Searching the High Seas
Type: Quest
Quest points: 253
Stage: 1A
The vicious Corsairs of Umbar have been pillaging the Gondorian coastline for months, and rumors are swirling that they've built the most devastating and gigantic ship ever known: The Dreadnaught. Many are suspicious of such extraordinary reports but, if true, the massive enemy is unlike any you've faced before. It will take an equally-colossal effort to take down such a potent foe. No others can bear such a difficult task, so it's up to the heroes to assemble a formidable fleet, and then scour the seas for the mighty warship.
Searching the Island
Type: Quest
Keywords: Exploration.
Stage: 1B
Exploration.
For each progress that would be placed on Searching the Island, you may place it on a location in the staging area, instead.
Sahír has led you to an uncharted isle, and has agreed to help you find a chest he claims the black key will open. First, you must find the Gate Key that opens the way to the grand temple on the eastern side of the island.
Searching the Island
Type: Quest
Keywords: Exploration.
Stage: 1A
Setup: Prepare the Island Map (see insert). Flip over the top-left and bottom-left locations of the Island Map (without resolving their Forced effects, if any), and choose one as the player's starting active location, using a resource token to represent which location is active. The first player takes control of Captain Sahír, and the last player takes control of Na'asiyah (objective-ally side faceup). Add Temple Guardian to the staging area and attach Gate Key to it, guarded. Shuffle the encounter deck.
Searching the Ruins
Type: Quest
Quest points: 12
Stage: 2B
Forced: At the beginning of the quest phase, the first player must choose: either raise each player's threat by 2, or discard cards from the top of the encounter deck until a location is discarded and add that location to the staging area.
This stage cannot be defeated unless the players control at least 2 Loot objectives.
Searching the Ruins
Type: Quest
Quest points: 12
Stage: 2A
When Revealed: Shuffle the encounter discard pile into the encounter deck. Then, each player reveals an encounter card.
Night deepends outside and a sense of dread grows with each passing hour you spend inside the haunted keep. You fear that if you don't find Fram's sword and escape quickly, you will lose yourself to the darkness.
Searching the Woods
Type: Quest
Stage: 3B
If Frodo's Choice is not in play, any time players would place progress on this quest, discard an equal number of cards from the encounter deck instead.
Forced: After Frodo's Choice is revealed at this stage, advance to stage 4A.
Response: After you quest successfully, discard a non-unique location in the staging area.
Searching the Woods
Type: Quest
Stage: 3A
Forced: After stage 2B is discarded, if the total Threat of the encounter cards in this staging area is less than 4, reveal 1 encounter card.
Sam had dashed off first. Merry and Pippin had followed, and were already disappearing westward into the trees by the shore, shouting: Frodo! Frodo! in their clear, high hobbit-voices. -The Fellowship of the Ring
A Way Up
Type: Quest
Quest points: 20
Stage: 2B
Add the active location's Threat to the staging area.
During the travel phase, the players must travel, if able.
Search for an Exit
Type: Quest
Quest points: 20
Stage: 2A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. It's 'when revealed' effects cannot be canceled.
The Mines of Moria are vast beyond your imagination. Though you feel that you are making progress, one wrong turn could mean disaster.
A Wrong Turn
Type: Quest
Quest points: 15
Stage: 2B
When Revealed: Each player chooses 1 card in his hand and shuffles the rest into his deck.
Search for an Exit
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (cost 2 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. It's 'when revealed' effects cannot be canceled.
The Mines of Moria are vast beyond your imagination. Though you feel that you are making progress, one wrong turn could mean disaster.
A Wrong Turn
Type: Quest
Quest points: 1
Victory points: 2
Stage: 2B
When Revealed: Reveal 1 encounter card per players, and add it to the staging area. Players may bypass this quest at the end of the combat phase.
Players may bypass this quest card at the end of the combat phase.
This is a dangerous part of the Mines.
Search for an Exit
Type: Quest
Quest points: 1
Victory points: 2
Stage: 2A
While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.
As the presence draws near, doubt and fear surround you like a vast shadow. You must find daylight, you must escape from the Black Pit...
Blocked by Flame
Type: Quest
Victory points: 1
Stage: 2B
The Nameless Fear attacks each player in turn order during the combat phase (deal and discard a shadow card for each attack). Characters are eligible to attack The Nameless Fear while it is in the staging area.

If The Nameless Fear has 10 or more damage on it, remove all damage from it and advance to the next stage. Players may bypass this quest card at the end of the combat phase.
Search for an Exit
Type: Quest
Victory points: 1
Stage: 2A
While Search for an Exit is the active quest card, only flip it to side 2B at the beginning of the staging step.
As the presence draws near, doubt and fear surround you like a vast shadow. You must find daylight, your must escape from the Black Pit...