ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
On the Trail
Type: Quest
Quest points: 8
Stage: 3B
Any player who does not control a hero with at least 1 Clue objective attached cannot commit characters to this quest. If there are ever no heroes with Clue objectives attached in play, reset the quest deck to stage 2B.
If the players defeat this stage, the players have once again found a true sign of Gollum's passing, and have won the game.
On the Trail
Type: Quest
Quest points: 8
Stage: 3A
"But at the western edge of Mirkwood the trail turned away. It wandered off southwards and passed out of the Wood-elves' ken, and was lost." -Gandalf, The Fellowship of the Ring
Escape from Taur-nu-Fuin
Type: Quest
Quest points: 20
Stage: 3B
Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Add that location to the staging area.
If the players defeat this stage, they win the game.
On the Trail
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 (3 or less 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.
Dawn comes and and pale streaks of light penetrate the dark forest, giving Mendor the light he needs to navigate. The Elf leads you with renewed confidence, but danger still lies between you and the safety of Thranduil's halls.
The Forest of Great Fear
Type: Quest
Quest points: 15
Stage: 3B
When Revealed: The opposing team searches the encounter deck and discard pile for an enemy, adds it to the staging area, the places a resource on an enemy in play with cost 2 or higher. While this stage is in play, the enemy with a resource gets +2 Attack, +2 Defense, and is immune to player card effects.
This stage cannot be defeated while the enemy witha resource is in play. When this stage is defeated, the players win the game.
On the Trail
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 (3 or less 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.
Dawn comes and and pale streaks of light penetrate the dark forest, giving Mendor the light he needs to navigate. The Elf leads you with renewed confidence, but danger still lies between you and the safety of Thranduil's halls.
To the Elvenking's Halls
Type: Quest
Quest points: 254
Stage: 3B
X is equal to the threat level of the player with the highest threat level.
Each player's threat cannot be reduced by more than 1 each round.
Forced: After the players quest successfully, if 10 or more progress was placed here this phase, reveal the top card of the encounter deck.
If the players defeat this stage, they win the game.
On the Trail
Type: Quest
Quest points: 254
Stage: 3A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less 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.
Dawn comes and and pale streaks of light penetrate the dark forest, giving Mendor the light he needs to navigate. The Elf leads you with renewed confidence, but danger still lies between you and the safety of Thranduil's halls.
Orc Hunting
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 an enemy engaged with a player.
Orc Hunting
Type: Quest
Stage: 3A
Forced: After stage 2B is discarded, if the total Threat of encounter cards in this staging area is less than 4, reveal 1 encounter card.
So it was that Legolas and Gimli found him. They came from the western slopes of the hill, silently, creeping through the trees as if they were hunting. Gimli had his axe in hand, and Legolas his long knife: all his arrows were spent. -The Two Towers
Orc Outpost
Type: Quest
Quest points: 7
Stage: 2B
When Revealed: Search the encounter deck and discard pile for Goblin Gate and add it to the staging area, if able. Then, if there is no active location, Goblin Gate becomes the active location.
Orc Outpost
Type: Quest
Quest points: 7
Stage: 2A
Heavy rain drives you to seek shelter among the caves of the mountains. They are dry, and the fire you start seeps into your bones and restores your spirit. Your eyes are heavy when teh soft clatter of falling pebbles reaches your ears. Perhaps you are not alone.
Orc Patrols
Type: Quest
Quest points: 15
Stage: 3B
Orc Patrols gets +2 quest points for each enemy in the staging area.
Forced: After an enemy engages a player, raise that player's threat by 1.
Orc Patrols
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Set each other stage 3A aside, out of play. Shuffle the encounter discard pile and the Mordor Orcs encounter set into the encounter deck. Then, each player reveals an encounter card.
The Orcs of Cirith Gurat sent their swiftest Warg-riders to track you down after you escaped from their dungeons.
Orders from Orthanc
Type: Quest
Stage: 1B
When Revealed: Each player searches the encounter deck for a Mountain location and adds it to the staging area. Shuffle the encounter deck. Then, advance to stage 2.
Mugash and his Orcs have been raiding the surrounding coutryside from their hidden lair in Methedras, and carrying loot and captives back into the mountains. It's time to put an end to this menace...
Orders from Orthanc
Type: Quest
Stage: 1A
Setup: Each player removes the top 20 cards of his deck and places them aside, as an out-of-play deck. The first player takes Mugash plus 1 Mugash's Guard for each other player in the game and randomly shuffles one facedown into each player's out-of-play deck. Place any remaining copies of Mugash's Guard aside, out of play.
Saruman has tasked you with a dangerous mission: journey up the Misty Mountains' southern peack in search of the Orc, Mugash, and capture him alive.
Outflanked
Type: Quest
Quest points: 255
Stage: 2B
Forced: After an enemy attacks, place 1 progress on The Goblins' Assault.
Forced: At the end of the round, if there is X or more progress on The Goblins' Assault, advance. X is equal to 4, plus 4 per player.
Hammered now on two fronts, you struggle to hold the gate.
Outflanked
Type: Quest
Quest points: 255
Stage: 2A
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 number of players in the game. Add those enemies to the staging area.
A new force of Goblins has scaled the cliff above the gate and attacks you from the rear.
Outmaneuver the Enemy
Type: Quest
Keywords: Sailing.
Quest points: 10
Stage: 1B
Sailing.
Forced: When a Ship enemy engages you, if you are off-course (Cloudy, Rainy or Stormy), deal 2 damage to a Ship objective you control. If you are on-course (Sunny), deal 2 damage to that Ship enemy instead.
If your current heading is at the worst setting (Stormy), Raider Flagship gets -50 engagement cost.
Outmaneuver the Enemy
Type: Quest
Keywords: Sailing.
Quest points: 10
Stage: 1A
Setup: Prepare the Corsair deck. Players prepare their fleet. Set each copy of Dol Amroth Warship aside, out of play. Search the encounter deck for Raider Flagship and 1 copy of Scouting Ship, and add them to the staging area. Search the encounter deck for a Dol Amroth objective of your choice and add it to the staging area. Then, shuffle the encounter deck and resolve the Guarded keyword on that objective.
Corsairs are attacking Dol Amroth to cover Sahír's escape to Umbar!
Out of the Depths
Type: Quest
Quest points: 10
Stage: 1B
Forced: When Dark Pit is explored, flip it over and set Durin's Bane aside, out of play. Each player searches the top 5 cards of his deck for a card, adds it to his hand, and shuffles his deck.
This stage cannot be defeated while Dark Pit is in play.
Surrounded by utter black and running low on supplies, you must find your way out of Khazad-dûm before it's too late.
Out of the Depths
Type: Quest
Quest points: 10
Stage: 1A
Setup: Add Dark Pit to the staging area. The opposing team searches the encounter deck for one different 0-cost enemy or location per player and adds them to the staging area. Shuffle the encounter deck.
You entered Moria with the hope of finding Mithril, but you have become lost underground instead. Below the ancient mansions of the Dwarves, untold dangers lurk in the darkness.
Out of the Depths
Type: Quest
Quest points: 11
Stage: 5B
When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.
Each player cannot commit more allies to the quest than the number of heroes he is also committing to the quest.
If the players defeat this stage, they have won the game.
Out of the Depths
Type: Quest
Quest points: 11
Stage: 5A
The shaft shoots upwards, the glimmering lines of mithril illuminating your way out of the depths of the mountain. The makeshift ladder is narrow, but you cannot linger in the realm of those things of darkness, who gnaw at the roots of the world.
Out of the Dungeons
Type: Quest
Quest points: 7
Stage: 3B
Forced: At the beginning of each quest phase, each player places the top card of his deck, face down in front of him as if it just engaged him from the staging area. These cards are called "Orc Guard" and act as enemies with: 1 hit point, 1 Attack, and 1 Defense.
Players cannot defeat this stage while Nazgul of Dol Guldur is in play. If this stage is defeated and Nazgul of Dol Guldur is not in play, the players have won the game.
Out of the Dungeons
Type: Quest
Quest points: 7
Stage: 3A
Following a thread of sunlight, you discover a cavern opening leading out through the side of the hill. Stationed outside the cave-mouth, however, is a large group of Orcs.
Out of the Frying Pan
Type: Quest
Quest points: 14
Stage: 1B
Players cannot advance to stage 3A unless both 1B and 2B are complete.
Forced: Reveal 1 additional encounter card per player during the staging step.
Out of the Frying Pan
Type: Quest
Quest points: 14
Stage: 1A
Setup: Add Lake in the Cavern to the staging area. Create a riddle area with stage 2A and follow the setup instructions on that card.
After killing the Great Goblin, Bilbo's companions fought to win their escape from the goblins. By the time they realized that Bilbo had been lost in the darkness, it was too late to turn back and search for him.
Out of the Swamp
Type: Quest
Stage: 4B
Time 2.
Forced: After the last time counter is removed from this stage, Ancient Marsh-dweller makes an attack against each player in order. Place 2 time counters on this stage.
When Ancient Marsh-dweller is defeated, the players win the game.
Out of the Swamp
Type: Quest
Stage: 4A
When Revealed: Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage on it. Then Ancient Marsh-dweller makes an attack against each player in player order.
Beyond all hope, you have reached the edge of the swamp! You can see the gentle rise of the hills in the distance, but the huge marsh-dweller that has pursued your company now lies between you and dry land.
Passage into Mordor
Type: Quest
Quest points: 25
Stage: 1B
Event cards cannot shuffle cards from a player's discard pile into his deck.
Forced: At the end of the round, each player discards X cards from the top of his deck, where X is 1 more than the number of quest cards in play. If a player has no cards left in his deck, he is eliminated from the game.
The dark passage offers you a way into Mordor, but only if you can navigate the intersecting maze of tunnels before running out of provisions.
Passage into Mordor
Type: Quest
Quest points: 25
Stage: 1A
Setup: Each player with more than 40 cards in his deck discards cards from the top of his deck until he has 40 cards left. The first player adds a copy of Torech Gorgor Patrol to the staging area. Each other player adds 1 different location to the staging area. Shuffle the encounter deck and discard cards from the top until a side quest is discarded. Reveal that side quest. Shuffle the encounter discard pile into the encounter deck.
The tunnels of Torech Gorgor run beneath the Ash Mountains into Mordor.
Pass the Two Watchers
Type: Quest
Stage: 1B
Each non-unique location gets -1 Threat and cannot leave the staging area.
While The Two Watchers is in the staging area (enemy side faceup), it is considered to be engaged with each player.
The stage cannot be defeated while The Two Watchers is in play.
He could see no obstacle, but something too strong for his will to overcome barred the way. -The Return of the King
Pass the Two Watchers
Type: Quest
Stage: 1A
Setup: Set Shagrat aside, out of play. Add The Two Wachers (location side faceup) and Topmost Chamber to the staging area. The first player loses control of the Ring-bearer and place it faceup under Topmost Chamber as a guarded objective. Then, the first player attaches Last of the Company to a hero he controls and attaches The One Ring to that hero.
Frodo has been captured by the Orcs of Cirith Ungol and imprisoned at the top of their tower, but Sam is determined to rescue his master.
Protect the Villagers
Type: Quest
Quest points: 15
Stage: 2B
If an attack goes undefended, discard X villager tokens from Rescued Villagers instead of damaging a hero. X is the amount of damage that would have been dealt.
When the players defeat this stage, end the game. Compare the number of tokens on Rescued Villagers to the number of tokens on Dead Villagers.
Protect the Villagers
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: Add Ghulat to the staging area.
The orcs pillaging Anórien are remnants of the army defeated at Cair Andros. Stranded on the western bank of the Anduin, They are now punishing the local population. One of the roving bands is led by a cunning orc captain by the name of Ghulat. You must stop Ghulat and his orcs, or many innocents will die...
Pursued by the Enemy
Type: Quest
Quest points: 15
Stage: 1B
The players cannot advance unless The Last Bridge is in the victory display.
Forced: At the end of the round, reduce the Ring-bearer's life by 1.
The Road runs along the edge of the hills for many miles from the Bridge to the Ford of Bruinen. But I have not yet thought how we shall cross that water. One river at a time! We shall be fortunate indeed if we do not find the Last Bridge held against us.
–Strider, The Fellowship of the Ring
Pursued by the Enemy
Type: Quest
Quest points: 15
Stage: 1A
Setup: Shuffle each burden card from the Flight to the Ford burden set into a Burden deck. Attach An Evil Wound to the Ring-bearer. Set Ford of Bruinen and The Witch-king aside, out of play. Add The Last Bridge and 1 Fell Rider per player to the staging area. Set the Ring-bearer's life at 15. Shuffle the encounter deck.
Frodo has been gravely injured in the attack on Weathertop and will perish if his companions cannot bring him to Rivendell in time. Strider leads the Hobbits towards the hidden valley, anxiously listening for the sound of Black Riders...
Race to Minas Tirith
Type: Quest
Quest points: 15
Stage: 4B
When Revealed: Add The Witch-king to the staging area.
Players have now crossed the Anduin. Players cannot travel to East Bank locations.If the players defeat this stage, they have won the game.
Race to Minas Tirith
Type: Quest
Quest points: 15
Stage: 4A
You made it across the Anduin and are leaving Osgiliath when a fell shriek splits the air. You begin the race across the Pelennor Fields to the safety of Minas Tirith, but a new enemy follows behind.
Race To Rivendell
Type: Quest
Quest points: 15
Stage: 2B
When Revealed: Add Ford of Bruinen and The Witch-king to the staging area.
While at least 1 Nazgûl enemy is in play, Race to Rivendell gets +15 quest points.
Forced: At the end of the round, reduce the Ring-bearer's life by 1.
If the players defeat this stage, they have won the game.
Racing North
Type: Quest
Quest points: 15
Stage: 2B
Uruk Chieftain cannot take damage.
Forced: After characters are committed to quest, no more than 5 progress can be placed here this round (10 progress instead if each Tamed Mumak in play is committed to the quest).
Racing North
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: Choose the staging area or the Orc's area. Add the set aside Uruk Warg-rider to the chosen area.
During the night, you hear the howls of distant Wargs drawing nearer. The riders of Mordor are scouring the sandy plains for you and the remnant of Kahlie’s tribe. You give the Mumak’s reigns a hard shake and quicken the pace.
Racing North
Type: Quest
Quest points: 15
Stage: 2D
While the players are at stage 3B, Uruk Chieftain cannot leave the Orc's area.
Forced: At the end of the quest phase, return Uruk Chieftain to the Orc’s area and 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.
If you are at stage 2B when this stage is defeated, you lose the game.
Racing North
Type: Quest
Quest points: 15
Stage: 2C
When Revealed: If the players have already defeated stage 2B, discard cards from the top of the encounter deck until an Orc enemy is discarded. Add that enemy to the Orc's area.
The Wargs have caught the scent and they race north with the Orc riders on their backs.
Radagast's Request
Type: Quest
Quest points: 12
Stage: 2B
Response: After the quest phase begins, the first player may place X damage tokens on Wilyador to look at the top 3 cards of the encounter deck. Reveal and add 1 of these cards to the staging area, and discard the other 2. X is the number of players in the game.
Forced: After a card effect heals Wilyador, remove that card from the game.
Radagast's Request
Type: Quest
Quest points: 12
Stage: 2A
The Eagle's health has grown worse, but you have at last arrived at Rhosgobel, where Radagast examines the bird. He then asks you to head out into the wilderness to find the healing plant, Athelas. Meantime, any healing lore or supplies your party has it its disposal could be used to assist in comforting the Eagle until you return.
Radagast's Request
Type: Quest
Quest points: 10
Stage: 1B
Forced: When Rhosgobel is explored, flip it over and add Rider of Mirkwood to the staging area.
This stage cannot be defeated while Rhosgobel is in play.
You are on your way to Rhosgobel in answer to Radagast's summons, but the deepening shadows of Mirkwood threaten to envelope you before you even reach the Wizard's sanctuary.
Radagast's Request
Type: Quest
Quest points: 10
Stage: 1A
Setup: Add Rhosgobel 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 them to the staging area. Shuffle the encounter deck.
Concerned about the growing darkness in southern Mirkwood, Radagast sent an Eagle to spy on Dol Guldur. When the Eagle returned with an evil wound, the Wizard sent word to the White Council and asked for heroes to investigate.
Raise the Levee
Type: Quest
Quest points: 255
Stage: 1D
Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2.
Response: At the end of the round, remove 10 progress from this stage. Then, the first player at each stage takes control of a set aside Dúnedain of Annúminas.
You race along the shores of Lake Nenuial to gather the Dúnedain inside the walls. "To arms!" you shout. "Everyone into the city! Angmar approaches!"
Raise the Levee
Type: Quest
Quest points: 255
Stage: 1C
Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host of Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Shuffle the encounter deck. Each player discards cards from the top of the encounter deck until he discards an enemy or location. Add each enemy and location discarded in this way to the staging area.
An army from Angmar marches on the Dúnedain city of Annúminas. You ring the alarm bells and hurry to gather what strength you can.
Rebuild the Defenses
Type: Quest
Quest points: 255
Stage: 1B
Forced: At the beginning of the round (before the resource phase), place 1 resource here. Then, if there are 4 resources here, advance to stage 2.
Response: At the end of the round, remove 10 progress from this stage to increase the city strength of Annúminas by 10.
Many hands hurry to reinforce the gate with heavy timbers and large stones while the enemy draws steadily nearer.
Rebuild the Defenses
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set Lieutenant of Angmar, Battering Ram, Enemy Camp, Siege Tunnel, each copy of Host Angmar, and each copy of Dúnedain of Annúminas aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Gate of Annúminas. Shuffle the encounter deck.
An army from Angmar marches on the Dúnedain capital of Annúminas. You rush to prepare the defenses as best you can before the Orcs reach the city.
Reinforcing the Banks
Type: Quest
Quest points: 9
Stage: 2B
Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.
Reinforcing the Banks
Type: Quest
Quest points: 9
Stage: 2A
As smoke and rending cries fill the air, rafts of Orcs beach their crafts all along the northern banks. You must reach the shore and drive them back into the river before a solid foothold can be established.
Rescue the Captives
Type: Quest
Quest points: 254
Stage: 2B
X is the pursuit value.
Response: After an enemy is defeated, reduce the pursuit value by 1.
The players cannot defeat this stage while Uglúk is in play. If the players defeat this stage, they have rescued each Captive hero and won the game.
"Run! There's the forest," he shouted, pointing ahead. "Get to it! It's your best hope. Off you go!" -Uglúk, The Two Towers
Rescue the Captives
Type: Quest
Quest points: 254
Stage: 2A
When Revealed: Each player searches the encounter deck and discard pile for an Uruk-hai enemy, reveals it, and adds it to the staging area. Shuffle the encounter deck.
As their pursuers close in on them, the Uruk-hai race towards the forest of Fangorn with redoubled speed. If the Orcs reach its borders, they will escape into the woods, taking their captives with them...
Rescue the Captives
Type: Quest
Quest points: 255
Stage: 3D
Process cannot be placed here while Enemy Camp 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.
Rescue the Captives
Type: Quest
Quest points: 255
Stage: 3C
When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player adds Enemy Camp to the staging area. Each other player reveals an encounter card. Each player at each stage chooses a hero he controls, discards all tokens and attachments from it, and places it facedown under the main quest at their stage.
You've driven back the Orcs, but they've captured some of your companions. You won't abandon your friends, so you follow them to the enemy camp.
Rescue the Prisoners
Type: Quest
Quest points: 10
Stage: 1B
Each enemy and location in the staging area that is guarding an objective is immune to player card effects.
Forced: After any number of characters are rescued, reveal an encounter card.
This stage cannot be defeated while a guarded objective is in play.
Posing as The Black Serpent’s men, you have infiltrated the Orc stronghold of Cirith Gurat in order to rescue the prisoners there.