ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Blocked By Shadow
Type: Quest
Quest points: 9
Stage: 2B
When Revealed: The first player chooses 1 of the following:
• Each player discards 1 card from the top of the encounter deck. If the card is a treachery card, the discarding player is eliminated from the game.
• Reveals the next quest card, putting Blocked by Shadow on the bottom of the quest deck.
Players may bypass this quest card at the end of the combat phase. If the players defeat this stage, they escape and win the game.
Search for an Exit
Type: Quest
Quest points: 9
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...
Escape from Darkness
Type: Quest
Quest points: 4
Stage: 2B
Abandoned Tools gains: "Refresh Action: Exhaust attached hero to put a progress token on Escape from Darkness."
Players may bypass this quest card at the end of the combat phase. Progress tokens cannot be placed on Escape from Darkness except by Abandoned Tools. If the players defeat this stage, they escape and win the game.
There is a weakness in the walls. You can practically taste the freedom beyond.
Search for an Exit
Type: Quest
Quest points: 4
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...
Ghâsh!
Type: Quest
Quest points: 1
Victory points: 1
Stage: 2B
When Revealed: Deal 1 damage to each questing character.
Players may bypass this quest card at the end of the combat phase.
"As I stood there I could hear orc-voices on the other side: at any moment I though they would burst it open. I could not hear what was said; they seemed to be talking in their own hideous language. All I caught was ghâsh: that is 'fire'."
-Gandalf, The Fellowship of the Ring
Search for an Exit
Type: Quest
Quest points: 1
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...
Hasty Council
Type: Quest
Victory points: 2
Stage: 2B
When Revealed: Shuffle all copies of A Foe Beyond from the encounter discard pile back into the encounter deck. Reveal the top 2 cards of the quest deck. Choose 1 to become the active quest (flipped to side 2B) and put the other on the bottom of the quest deck. Then, add Hasty Council to your victory display.
You pause momentarily to consider your options...
Search for an Exit
Type: Quest
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...
Heading Down
Type: Quest
Quest points: 5
Victory points: 1
Stage: 2B
Forced: If Heading Up is in the player's victory display at the end of any quest phase, shuffle Heading Up back into the quest deck.
Players may bypass this quest card at the end of the combat phase.
It looks like you may have to head back up the other way.
Search for an Exit
Type: Quest
Quest points: 5
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, you must escape from the Black Pit...
Heading Up
Type: Quest
Quest points: 7
Victory points: 1
Stage: 2B
Forced: If Heading Down is in the player's victory display at the end of any quest phase, shuffle Heading Down back into the quest deck.
Players may bypass this quest card at the end of the combat phase.
Perhaps if you climbed this pile of rocks, there would be a way out...
Search for an Exit
Type: Quest
Quest points: 7
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, you must escape from the Black Pit...
Narrow Paths
Type: Quest
Quest points: 3
Victory points: 1
Stage: 2B
When Revealed: Each player chooses 1 questing character he controls. Each questing character not chosen does not count its willpower until the end of the turn.
Forced: After placing the 1st progress token on Narrow Paths, search the encounter deck and discard pile for Abandoned Tools and add it to the staging area, if able.
Players may bypass this quest card at the end of the combat phase.
Search for an Exit
Type: Quest
Quest points: 3
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, you must escape from the Black Pit...
Old One Lair
Type: Quest
Quest points: 10
Stage: 2B
When Revealed: The opposing team searchs the encounter deck and discard pile for an enemy with cost 2 or less, adds it to the staging area, and places a resources on it. Shuffle the encounter deck.
The enemy with a resource on it is immune to player card effects, and progress cannot be placed on this stage while that enemy is in play.
Search for an Exit
Type: Quest
Quest points: 10
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.
Pursued By Shadow
Type: Quest
Quest points: 5
Stage: 2B
Forced: At the end of the round, shuffle the discard pile into the encounter deck and discard the top 5 cards. Resolve the "when revealed" effects of each copy of A Foe Beyond discarded by this effect.

No more than 1 progress can be placed on this stage each round. If the players defeat this stage, they win the game.

Players may bypass this quest card at the end of the combat phase.
Search for an Exit
Type: Quest
Quest points: 5
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...
Search for the Chamber
Type: Quest
Quest points: 15
Stage: 1B
When Revealed: Reveal 1 encounter card per player, and add it to the staging area.
The Dwarven runes of the book appear to hold a detailed record of the fledgling colony. But there is some Elvish script at the end which seems out of place...
Search for the Chamber
Type: Quest
Quest points: 15
Stage: 1A
Setup: Search the encounter deck for Book of Mazarbul, and have the first player attach it to a hero of his choice. Shuffle the encounter deck.
You are investigating the Seventh Level of Moria, searching for the Chamber of Records and any signs of Balin's Colony. In the heavy twilight of a hall, a bulky tome is discovered in the grip of a Dwarf skeleton. You carefully take possession of the book. Perhaps it will give you some answers...
Continuing Eastward
Type: Quest
Quest points: 15
Stage: 3B
Each location in the staging area gets +1 Threat and +3 quest points.
Forced: When the active location is explored, reveal the top card of the encounter deck.
This stage cannot be defeated while Chamber of Mazarbul is in play. When this stage is defeated, the players win the game.
Search for the Chamber
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (cost 3 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.
Your journey through Moria has been marked by all manner of terrible hazards, but you've discovered no sign of Balin's company. You hope that you might find some record of the Dwarven colony in the Chamber of Mazarbul.
Drums in the Deep
Type: Quest
Quest points: 10
Stage: 3B
Enemies cannot take damage while Chamber of Mazarbul is in the staging area.
When Revealed: The opposing team searches the encounter deck and discard pile for an enemy and adds it to the staging area.
This stage cannot be defeated while an enemy is in play. When this stage is defeated, the players win the game.
Search for the Chamber
Type: Quest
Quest points: 10
Stage: 3A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (cost 3 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.
Your journey through Moria has been marked by all manner of terrible hazards, but you've discovered no sign of Balin's company. You hope that you might find some record of the Dwarven colony in the Chamber of Mazarbul.
The Fate of Balin
Type: Quest
Quest points: 20
Stage: 3B
Forced: At the beginning of the staging step, the first player must choose: either reveal an additional encounter card this phase, or no more than 5 progress can be placed here this phase.
This stage cannot be defeated while Chamber of Mazarbul is in play. When this stage is defeated, the players win the game.
Search for the Chamber
Type: Quest
Quest points: 20
Stage: 3A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (cost 3 or less instead if there are two or more players), sets it aside, and shuffles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.
Your journey through Moria has been marked by all manner of terrible hazards, but you've discovered no sign of Balin's company. You hope that you might find some record of the Dwarven colony in the Chamber of Mazarbul.
Secrets of Rhudaur
Type: Quest
Keywords: Time 5.
Quest points: 255
Stage: 1B
Time 5.
Forced: After the last time counter is removed from Secrets of Rhudaur, remove each Treachery of Rhudaur side quest from the game and immediately advance to stage 2.
During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest.
If there are no Treachery of Rhudaur side quests in play, immediately advance to stage 2.
Secrets of Rhudaur
Type: Quest
Keywords: Time 5.
Quest points: 255
Stage: 1A
Setup: Make The Great Hall the active location. Set Thaurdir aside, out of play. Add the 3 Treachery of Rhudaur side quests to the staging area, quest side faceup. Search the encounter deck for 1 copy of Ancient Causeway, and add it to the staging area (2 copies instead if there are 3 or 4 players in the game). The first player gains control of Amarthiúl.
You have decided to explore the ruins of this ancient keep, but Thaurdir pursues you, and time is of the essence.
Setting Out
Type: Quest
Stage: 1B
When Revealed: Each player searches the encounter deck for 1 different location and adds it to the staging area. Shuffle the encounter deck. Advance to stage 2A.
Riding atop the Oliphaunts that you captured in the jungle, you set an easy pace.
Setting Out
Type: Quest
Stage: 1A
Setup: Set Ford of Harnen and 1 copy of Uruk Warg-rider aside, out of play. Each player takes control of a Tamed Mumak. Remove each remaining Tamed Mumak from the game. Create the Orc’s area with a second quest deck consisting of stage 1C, 2C, 3C, and 4C as well as Uruk Chieftain.
Emerging from your hunt in the great jungle of the south, you set out across the vast desert of Harad on your long journey north to Gondor.
Setting Out
Type: Quest
Quest points: 10
Stage: 1D
Uruk Chieftain cannot leave the Orc's area.
Forced: At the end of the quest phase, discard the top card of the encounter deck. Place X progress on this stage, where X is the discarded card's Threat plus the total Threat in the Orc's area.
Setting Out
Type: Quest
Quest points: 10
Stage: 1C
The Orcs that attacked Kahliel's village patrol the desert in search of survivors.
Shrine to Sauron
Type: Quest
Quest points: 16
Victory points: 1
Stage: 2B
Forced: At the beginning of the quest phase, each player discards the top X cards of his deck, where X is 1 more than the number of quest stages in the victory display. Each player examines the cards he controls and the cards in his hand. If any of these cards are copies of the cards he just discarded from the top of his deck, he must discard those copies as well.
While there are 4 quest stages in the victory display, progress cannot be placed here.
Shrine to Sauron
Type: Quest
Quest points: 16
Victory points: 1
Stage: 2A
When Revealed: Reveal 1 encounter card per player.
A blood-stained altar to the Dark Lord of Mordor looks to have been used recently. Though the carved stone is ancient, the blood and cloth you find on it are fresh. You search about frantically to find the captive Dorwinions before more are slaughtered.
Slaves of the Dark Lord
Type: Quest
Quest points: 15
Stage: 1B
Each Camp location is immune to player card effects, and player cannot travel there while a Warden enemy is in play.
Forced: At the end of the round, raise each player's threat by 1 for each Camp location in the staging area.
This stage cannot be defeated unless players control all 3 Captive objective-allies.
Slaves of the Dark Lord
Type: Quest
Quest points: 15
Stage: 1A
Setup: Add each Camp location to the staging area. Attach a random Captive objective-ally to each Camp location as a guarded objective. Place 1 random Warden enemy faceup (but not in play) under each Camp location. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is 1 less than the number of players. Add each location discarded this way to the staging area.
You've decided to risk everything to rescue Ulchor's captives from slavery.
Sneak Past the Guards
Type: Quest
Quest points: 15
Stage: 2B
Each enemy in the staging area cannot take damage and gets +X engagement cost, where X is the number of progress tokens here.
Forced: At the end of the round, reveal an encounter card. Then, place 1 resource here if no enemies were engaged this round.
The players cannot defeat this stage unless there are at least 2 resources here.
Sneak Past the Guards
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards cards from the encounter deck until an enemy is discarded and adds that enemy to the staging area.
You've rescued Kahliel's son and several others from their dungeon cells, but you’re not free yet: an entire garrison of Orcs occupies the fortress above you. One false move could bring them all down on top of you, so you quietly make your way towards the secret exit, hoping to avoid a fight.
Snowdrifts
Type: Quest
Quest points: 11
Stage: 2B
When Revealed: Shuffle 1 more copy of Snowstorm into the encounter deck than the number of players.
Forced: After placing the 11th progress token on Snowdrifts, discard any active location. Caradhras becomes the active location.
Snowdrifts
Type: Quest
Quest points: 11
Stage: 2A
Progress slows as you meet the fury of the mountains. Sudden snows fall heavy around you, and a bitter wind howls down from the peaks. You uncover a shallow depression in the snow, filled with frozen remains. Some of them bear strange markings, as if they had been burned with flame. How many other doomed souls lie beneath the quickly rising drifts?
Southron Counter-attack
Type: Quest
Keywords: Siege.,Archery X.
Quest points: 9
Stage: 2B
Siege. Archery X.
X is the number of players in the game.
After this stage is completed advance to stage 4A (bypassing stage 3).
Southron Counter-attack
Type: Quest
Keywords: Siege.,Archery X.
Quest points: 9
Stage: 2A
The Southron army was larger and better prepared than the rangers anticipated, and now your dwindling company is painfully overmatched. Your only option is a disciplined withdrawl to Cair Andros, before being overwhelmed by the enemy reinforcements hurrying up the road to join the fight.
Southron Pursuit
Type: Quest
Quest points: 15
Stage: 3B
Each enemy in the staging area gets -10 engagement cost.
Forced: After an enemy engages a player, remove 1 progress from this stage.
Slowed by the refugees in your care and hounded by the Serpent's outriders, you struggle to make progress towards Gondor.
Southron Pursuit
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Set each other stage 3A aside, out of play. Shuffle the discard pile and the Harad Soldiers encounter set into the encounter deck. Then, each player reveals an encounter card.
Driven by his desire for revenge, The Black Serpent has ordered his soldiers to scour all Harondor for your company.
Spiders of Mirkwood
Type: Quest
Quest points: 255
Stage: 2B
The first Spider enemy revealed each quest phase gains surge.
Forced: When a Spider enemy attacks and damages a character, that character cannot ready until the end of the round.
You fight to keep the spiders at bay as you continue to search for landmarks or a better view of the forest to find your way out.
Spiders of Mirkwood
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Shuffle the Spiders of Mirkwood encounter set into the encounter deck. Then, reveal 1 encounter card per player.
You've got a better idea of where you are, but you have unfortunately wandered too far north and into the territory of the giant spiders of Mirkwood.
Stop the Attack
Type: Quest
Quest points: 255
Stage: 3F
Progress cannot be placed here while Siege Tunnel is in play.Response: At the end of the round, raise each player's threat by 1 and reveal an encounter card to choose a non-unique enemy worth no victory points at another stage. Discard the chosen enemy.
If the Lieutenant of Angmar is in the victory display at the end of the round, the players have routed the enemy and won the game.
Stop the Attack
Type: Quest
Quest points: 255
Stage: 3E
When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player adds Siege Tunnel to the staging area. Each other player reveals an encounter card.
You've driven the enemy from the battlements when you hear a commotion from below. Orcs have tunneled under the walls and atack you from the rear. You charge down the stairs to stem the tide of Orcs and block the tunnel entrance.
Stop the War Party
Type: Quest
Quest points: 30
Stage: 1B
Enemies do not make engagement checks.
Forced: At the end of the refresh phase, raise each player's threat by 1 for each enemy in the staging area.
The players cannot defeat this stage unless the first player controls Iârion. If the players defeat this stage, they win the game.
You must move swiftly to prevent the Orcs from reaching Bree-land!
Stop the War Party
Type: Quest
Quest points: 30
Stage: 1A
Setup: Put Iârion into play. Add 1 Orc War Party to the staging area. Each players adds 1 different location to the staging area. Shuffle the encounter deck.
Rangers have sighted a large group of Orcs making its way towards Bree-land. The Dúnedain, Iârion, has asked you to help him intercept the war party before it can reach the quiet village. The Orcs are a day ahead of you and moving fast, but there is hope you can catch them with the Ranger's tracking skill...
Stranded in Umbar
Type: Quest
Quest points: 15
Stage: 1B
This stage cannot have more than 15 progress tokens on it.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage.
Alarm bells ring from high watchtowers and the city guard shouts for you to lay down your arms and surrender. You must run or be captured!
Stranded in Umbar
Type: Quest
Quest points: 15
Stage: 1A
Setup: Add “Seize them!” to the staging area. Each player adds 1 different location to the staging area and puts 1 copy of Umbar Sentry into play engaged with him. Shuffle the encounter deck.
At the end of a long sea-voyage, you have reached the port of Umbar but your ship was dashed upon the rocks. Though you completed the quest that brought you to Harad, it has left you stranded in enemy territory, far from help.
Surprise Attack
Type: Quest
Stage: 2B
During the encounter phase, treat each enemy's engagement cost as if it were 0.
The stage gets +4 quest points for each enemy in play.
The Goblins are led by a large chieftain who whips them into a frenzy. His soldiers attack you with reckless savagery and you struggle to gain the upper hand.
Surprise Attack
Type: Quest
Stage: 2A
When Revealed: Add Goblin Chieftain to the staging area. Each player searches the encounter deck and discard pile for a different enemy of his choice and adds it to the staging area. Shuffle the encounter deck.
As you search the caves of Nibin-Dûm you are ambushed by Goblins!
Surprise Attack
Type: Quest
Stage: 2B
During the encounter phase, treat each enemy's engagement cost as if it were 0.
This stage gets +4 quest points for each enemy in play.
The Goblins are led by a large chieftain who whips them into a frenzy. His soldiers attack you with reckless savagery and you struggle to gain the upper hand.
Surprise Attack
Type: Quest
Stage: 1B
Damage from undefended attacks must be dealt to a hero in the staging area, if able.
The first card each player plays each phase does not require a resource match.
Forced: After placing progress from questing successfully, each player chooses a hero he owns in the staging area and, takes control of that hero, and exhausts it. Advance to stage 2A.
Surprise Attack
Type: Quest
Stage: 1A
Setup: Set Uruk Chieftain aside, out of play. Each player adds 1 copy of Sauron’s Enforcers to the staging area. Move each hero to the staging area. Each player takes control of an objective-hero and adds 2 resources to its resource pool. Remove each remaining objective-hero from the game. For the remainder of the game, heroes in the staging area are in play but under no player’s control, immune to player card effects, and their text boxes are considered to be blank.
A tribe of Haradrim has rescued you, but their village is attacked by Orcs!
Swift Departure
Type: Quest
Keywords: Sailing.
Quest points: 8
Stage: 1B
Sailing.
Forced: At the end of the quest phase, if you are off-course (Cloudy, Rainy, or Stormy), move 2 progress from Swift Departure to the Stormcaller's quest stage.
Swift Departure
Type: Quest
Keywords: Sailing.
Quest points: 8
Stage: 1A
Setup: Prepare the Corsair deck. Players prepare their fleet. Prepare the Stormcaller’s area with a second quest deck consisting of only stages 2C, 3C, and 4C, as well as the Stormcaller (see insert). Search the encounter deck for 1 copy of Rolling Seas, and add it to the staging area (2 copies instead if there are 3 or more players in the game). Shuffle the encounter deck.
Corsairs led by the treacherous Captain Sahír have stolen the black key you recovered in the ruins of Númenor. You must get it back!
Take the Ship!
Type: Quest
Quest points: 4
Stage: 1B
Captain Sahír and Na’asiyah gain indestructible.
Forced: At the end of the round, if Captain Sahír and Na’asiyah are not in play, add 1 resource to each of them.
Progress cannot be placed on this stage unless Helm of the Stormcaller is in the victory display.
Take the Ship!
Type: Quest
Quest points: 4
Stage: 1A
Setup: Build the encounter deck using only The Stormcaller and Corsair Raiders encounter sets, setting The Thing in the Depths and The Stormcaller Elite encounter sets aside, out of play (enemy side faceup). Search the encounter deck for Helm of the Stormcaller and 1 copy of Umbar Raider, and add them to the staging area. Shuffle the encounter deck.
Swinging across on ropes, your company boards the Stormcaller, and a fierce battle ensues!
Terror from the Mountain
Type: Quest
Quest points: 14
Stage: 1B
Smaug cannot have more than 6 damage on him.
When Revealed: Deal 1 damage to Lake-town for each player in the game.