ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
The Dead are Following
Type: Quest
Quest points: 5
Stage: 3A
When Revealed: Add The Stone of Erech and Army of the Dead (enemy side faceup) to the staging area. Each player may raise his threat by 3 to detach Overcome by Fear from his threat dial and set it aside, out of play.
"I see shapes of Men and of horses, and pale banners like shreds of cloud, and spears like winter-thickets on a misty night. The Dead are following." -Legolas, The Return of the King
The Defense
Type: Quest
Keywords: Siege.
Quest points: 9
Stage: 1B
Siege.
Players must deal damage from undefended attacks to the lowest Threat Battleground location in play. If there are no Battleground locations in play, immediate advance to the next stage.
The assault is relentless, and the defenders grow weary. The tide is slowly but surely turning against you...
The Defense
Type: Quest
Keywords: Siege.
Quest points: 9
Stage: 1A
Setup: Add The Approach, The Citadel, and The Banks to the staging area. Shuffle the encounter deck.
The island fortress of Cair Andros, which guards Gondor's northernmost causeways over the river Anduin, is under siege! Battering rams rumble up the eastern causeway and rafts filled with Orcs float across the river toward the lightly defended northern banks.
The Defense of Ravenhill
Type: Quest
Keywords: Siege.
Quest points: 8
Stage: 4B
Players cannot advance from this stage unless stage 2 and stage 3 are complete.

Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.
The Defense of Ravenhill
Type: Quest
Keywords: Siege.
Quest points: 8
Stage: 4A
On all this Bilbo looked with misery. He had taken his stand on Ravenhill among the Elves - partly because there was more chance of escape from that point, and partly (with the more Tookish part of his mind) because if he was going to be in a last desperate stand, he preferred on the whole to defend the Elvenking. -The Hobbit
The Desert of Harad
Type: Quest
Quest points: 8
Stage: 1B
Forced: After an ally enters play, either exhaust it, or deal 1 damage to it.
Forced: At the end of the round, increase the temperature by 4.
If the temperature is 60 or higher, the players lose the game.
As the sun climbs into the sky, you can feel the rising heat begin to take its toll on you...
The Desert of Harad
Type: Quest
Quest points: 8
Stage: 1A
Setup: Each player searches the encounter deck for a copy of Burnt Sands and adds it to the staging area. Shuffle the encounter deck. Place the heat tracker next to the quest deck and set the temperature to 10.
You have escaped from Umbar and thrown off your pursuers by fleeing into the desert, but many barren miles lie between you and the other side. To turn back is to walk into the arms of the Haradrim, so you set out on a dangerous desert crossing.
The Desert Path
Type: Quest
Quest points: 10
Stage: 2B
Forced: After a player plays an ally, he must either exhaust that ally or deal 1 damage to it.
You set out across the desert of Harondor, but it isn't long before the heat begins to take its toll.
The Desert Path
Type: Quest
Quest points: 10
Stage: 2A
When Revealed: Shuffle the Desert Sands encounter set into the encounter deck. Remove the Mountains of Shadow encounter set and the other stage 2A from the game.
You ask Kahliel which way you should take and he says: "My people are weary. Climbing the rocky hills of the Ephel Dúath will be too difficult for them. We will journey to Gondor across the desert."
The Disappearance
Type: Quest
Quest points: 6
Stage: 1B
When Revealed: Reveal 1 encounter card per player, adding them to the staging area.
Players cannot defeat this stage while Tarlang's Next is in play.
The Disappearance
Type: Quest
Quest points: 6
Stage: 1A
Setup: Make Tarlang's Next the active location. Set Derufin, The Lord of the Dead, The Stone of Erech, and the 3 Night objectives aside, out of play. Shuffle the encounter deck. Place Eventide into play, next to the current quest.
The Lord of Lamedon has asked you to assist him in discovering the whereabouts of his lost son, Derufin. He hasn't been seen for days, and his father fears he may be in grave peril. Your search has led you to the Blackroot Vale, where the people live in dread of the Dead Men of Dunharrow.
The Dragon's Wrath
Type: Quest
Stage: 3B
Forced: During the quest phase, reveal 1 additional card from the encounter deck.
Refresh Action: Reset the quest deck to stage 2B.
The players must defeat Smaug to defeat this stage. When Smaug is defeated, compare the number of damage tokens on Lake-town with the number of Victory points in the victory display. If the players have more victory points, they have won the game. Otherwise, Lake-town has burned and the players have lost.
The Dragon's Wrath
Type: Quest
Stage: 3A
"Roaring he swept back over the town. A hail of dark arrows leaped up and snapped and rattled on his scales and jewels, and their shafts fell back kindled by his breath burning and hissing into the lake." - The Hobbit
The Dripping Walls
Type: Quest
Quest points: 9
Stage: 1B
When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.
A low rumble sounds from below. There are a variety of underground waterways in Moria, but they should not be disturbed.
The Dripping Walls
Type: Quest
Quest points: 9
Stage: 1A
Setup: Place the Foundations of Stone encounter set aside, out of play. The first player attaches Cave Torch to a hero of his choice.
Your journey has led to a decrepit portion of the mines, untouched by Dwarven pick for many a year. The air grows thick with moisture, and the walls almost appear to be weeping.
The Eastern Spur
Type: Quest
Quest points: 8
Stage: 2B
Players cannot advance from this stage unless stage 3 and stage 4 are complete.

Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.
The Eastern Spur
Type: Quest
Quest points: 8
Stage: 2A
Bard and some of the nimblest of men and elves climbed to the height of the Eastern shoulder to gain a view of the North. Soon they could see the lands before the Mountain's feet black with a hurrying multitude. -The Hobbit
The Enemy's Servant
Type: Quest
Keywords: Time 3.
Quest points: 12
Stage: 2B
Time 3.
Forced: After the last time counter is removed from this stage, trigger each scour effect currently in play. Place 3 time counters on this stage.
Unless there is at last 12 progress on this stage, Bellach is immune to player card effects and cannot be engaged.The players cannot win unless Celebrimbor's Mould is attached to a hero. If the players defeat this stage, they win the game.
The Enemy's Servant
Type: Quest
Keywords: Time 3.
Quest points: 12
Stage: 2A
When Revealed: Trigger each Scour effect currently in play. Bellach makes an attack against the player who controls Celebrimbor's Mould. Then, attach Celebrimbor's Mould to Bellach.
You have just recovered a partial ring-mould from Celebrimbor's secret forge when you are struck from behind. You look up to see Bellach holding the mould and gloating, "Fools! My master will be pleased." As he turns to leave, he shouts to his servants, "Kill them!" You must escape the Orcs and recapture the mould!
The Ephel Dúath
Type: Quest
Quest points: 10
Stage: 2B
Forced: After a player plays an ally, he must exhaust that ally or raise his threat by 1.
Forced: When this stage is defeated, advance to a random stage 3.
As you travel along the edge of Mordor a feeling of unease sets in and you fear that you are being watched.
The Ephel Dúath
Type: Quest
Quest points: 10
Stage: 2A
When Revealed: Shuffle the Mountains of Shadow encounter set into the encounter deck. Remove the Desert Sands encounter set and the other stage 2A from the game.
You ask Kahliel which way you should take and he says: "The desert offers us no place to hide, and I fear my people cannot endure another desert crossing. We will take the rocky path through the hills to Gondor."
The Farthest Edge
Type: Quest
Keywords: Race.
Stage: 4B
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing Defense test. To pass requires 1 STRAIGHT result, plus an additional STRAIGHT result for each stage you have completed this round. If the players pass the test, excess progress is placed on the next stage. If the players fail the test, reveal the top card of the encounter deck (top 2 cards instead if there are 3 or more players).
The Farthest Edge
Type: Quest
Keywords: Race.
Stage: 4A
After navigating a dangerous turn, the Wainrider's track wanders through difficult terrain at the far edge of their camp.
The Fate of Balin
Type: Quest
Quest points: 17
Stage: 2B
When Revealed: Remove Book of Mazarbul from the game.
Forced: At the end of the staging step, reveal the top X cards of the encounter deck, adding all enemies to the staging area. Discard the other revealed cards without resolving them. X is the number of players.
If the players defeat this stage, they win the game.
The Fate of Balin
Type: Quest
Quest points: 17
Stage: 2A
You have discovered the Chamber. Before you lies the resting place of Balin, last lord of Moria. The final portion of the book tells the grim tale—Balin was slain in the Dimrill Dale, and the Dwarves were then trapped in the mines. It seems as if there are no survivors. You stand silently by his tomb, but cannot tarry. Orc war cries and horns sound close. You leave the cumbersome book as a testament to the Dwarves' valor, and prepare to fight your way out, lest Balin's fate become your own...
The Final Confrontation
Type: Quest
Quest points: 12
Stage: 2B
Encounter card effects cannot be canceled.
The number of damage tokens on Than Ulchor cannot exceed the number of progress tokens here.
When Thane Ulchor is defeated, the players win the game.
Ulchor strikes at you with undeniable power, but you hold your ground. You will either see him finally brought low, or die valiantly in the attempt.
The Final Confrontation
Type: Quest
Quest points: 12
Stage: 2A
When Revealed: Reveal the top card of The Power of Mordor deck. Shuffle the encounter discard pile into the encounter deck. Thane Ulchor makes an immediate attack against each player in turn order.
You have reached the great hall inside Dol Rhugar. There you find Ulchor, Thane of Nurn, waiting for you. "You arrogant fools!" he says, rising to his full height. "You have pursued me all this way only to die here where my power is at its strongest!"
The Final Push
Type: Quest
Quest points: 255
Stage: 3B
Forced: At the end of the round, place 1 progress on the Goblins' Assault for each enemy in play. Then, if there is X or more progress on The Goblins' Assault, the players lose the game. X is equal to 8, plus 8 per player.
Your saga through Rhovanion has reached its final test. If you fail, the Goblins of Gundabad will reestablish themseleves as a threat to the North and all your achievements will be for naught. The fate of Wilderland is in your hands.
The Final Push
Type: Quest
Quest points: 255
Stage: 3A
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 in the game. Add those enemies to the staging area.
Urdug commits the last of his reserves to the attack. Weary as you are from fighting so long, you reel at this fresh assault.
The Fire Worm
Type: Quest
Quest points: 255
Stage: 3B
Ignore the Deep keyword.
Forced: After a player declares X attackers against Fire-drake, he must remove X progress tokens from the main quest or cancel the attack.
This stage cannot be defeated while Fire-drake is in play. If Fire-drake is defeated, the players win the game.
The Fire Worm
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Search the encounter deck and discard pile for a Dragon treachery and attach it to Fire-drake, if able. Shuffle the encounter deck.
The cavern around you trembles as the dragon roars and spews fire from its mouth. For a moment, the terrifying form of the beast is lit by red-orange flame and it all becomes clear to you: the huge fire-drake must be responsible for the upheaval you’ve encountered in Wilderland. The Iron Hills and the realm of Dale will not be safe until the dragon is dead.
The Forbidden Door
Type: Quest
Quest points: 255
Stage: 1B
When Revealed: Each player may add 1 resource to the resource pool of each hero he controls. Each player who does so must raise his threat by 3.
Forced: At the end of the planning phase, discard all cards in each player’s hand and advance to stage 2A.
"This is an evil door," said Halbarad, "and my death lies beyond it. I will dare to pass nonetheless..." -The Return of the King
The Forbidden Door
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set The Stone of Erech and Army of the Dead aside, out of play. Each player attaches a copy of Overcome by Fear to his threat dial. Remove each unattached copy of Overcome by Fear from the game.
"I must take new counsel for myself and my kindred. We must ride our own road, and no longer in secret. For me the time of stealth has passed. I will ride by the swiftest way, and I will take the Paths of the Dead." -Aragorn, The Return of the King
The Ford of Harnen
Type: Quest
Quest points: 20
Stage: 4B
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).
Forced: After an enemy attacks and destroys a character, place 1 progress on the Orc's stage.
If you defeat this stage, you have escaped the Orcs and win the game.
The Ford of Harnen
Type: Quest
Quest points: 20
Stage: 4A
When Revealed: Add River Harnen to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards from the top until an Orc enemy is discarded. Add that enemy to the Orc's area.
You can see the river on the horizon. Your pursuers won't dare to cross the water where it's deep, but the large Mumakil can manage easily. If only you can reach the river in time...
The Ford of Harnen
Type: Quest
Quest points: 20
Stage: 4D
Uruk Chieftain cannot take damage while River Harnen is in the staging 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 of each engaged enemy.
If the Orcs defeat this stage, the Orcs have caught you and you lose the game.
The Ford of Harnen
Type: Quest
Quest points: 20
Stage: 4C
The Harnen cuts a line across the horizon and the Wargs race to reach its shore ahead of their prey. Their Orc riders urge them on with shouts and savage kicks. If they let their quarry cross the river, they will not be able to pursue, so they set a frenzied pace and tear across the sand.
The Forest of Great Fear
Type: Quest
Quest points: 8
Stage: 4B
The nemesis gets +2 Threat, +2 Attack, +2 Defense and is immune to player card effects.
Forced: At the end of the round, return the nemesis to the staging area and it makes an attack against the first player.
This stage cannot be defeated while the nemesis is in play. The nemesis cannot take damage unless there is at least 8 progress on this stage. If the players defeat the nemesis, they win the game.
The Forest of Great Fear
Type: Quest
Quest points: 8
Stage: 4A
When Revealed: Remove Searching for a Way Out from the game. Search the remaining set-aside encounter set for the enemy with the most hit points and add it to the staging area. That enemy is the “nemesis” until it leaves play.
Just when you think you've found the way out of the forest, you see an evil creature blocking your path. You dare not leave the trail after working so hard to find it, so you resolve to fight the beast and escape Mirkwood.
The Forgotten Temple
Type: Quest
Quest points: 255
Victory points: 10
Stage: 1B
Skip the quest phase.
Forced: At the end of the planning phase, place 1 resource token here. Then, if there are 2 resource tokens here, add this stage to the victory display and advance to the topmost stage 2A.
The journey to reach this place has been difficult and you take a moment to prepare yourself before entering the dark temple.
The Forgotten Temple
Type: Quest
Quest points: 255
Victory points: 10
Stage: 1A
Setup: Shuffle each of the stage 2 quest cards together and place them facedown under this stage. Create The Power of Mordor deck (see insert) and set it next to the quest deck. Add Thane Ulchor and Tribute to Mordor to the staging area. Shuffle the encounter deck.
Your search for the missing Dorwinions has led you up the mountains of Rhûn. There you discover the remains of an ancient temple built to honor Sauron during the dark years of Middle-earth.
The Garrison of Gondor
Type: Quest
Quest points: 2
Stage: 1B
Skip the quest phase and combat phase.
Forced: At the end of the planning phase, place 1 progress here.
...companies came and were hailed and cheered and passed through the Gate, men of the Outlands marching to defend the City of Gondor in a dark hour.
-The Return of the King
The Garrison of Gondor
Type: Quest
Quest points: 2
Stage: 1A
Setup: Set Minas Tirith, Grond, The Witch-king, and each copy of Wraith of Wings aside, out of play. Search the encounter deck for a copy of Pelennor Field and make it the active location. Shuffle the encounter deck. The players may attach Esquire of Rohan and Esquire of Gondor to different heroes.
"Here will the hammer-stroke fall hardest. And for that reason Mithrandir came hither in such haste. For if we fall, who shall stand?
-Beregond, The Return of the King
The Gates of Moria
Type: Quest
Stage: 4B
There can be 2 active locations. During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on each active location.
If Doors of Durin is explored, the players win the game.
The Fellowship is being hunted by Wargs!
The Gates of Moria
Type: Quest
Stage: 4A
When Revealed: Make Doors of Durin the active location. Add Watcher in the Water to the staging area. Discard all tokens from the Ring-bearer and place it (and each card attached to it) facedown under Watcher in the Water.
Pursued by evil Wargs and foul weather, the Company of the Ring decides to enter the Mines of Moria. But as they seek the hidden gate, a foul creature seizes the Ring-bearer with one of its many groping arms...
The Gathering of the Clouds
Type: Quest
Stage: 1B
When Revealed: Put stage 2, stage 3 and stage 4 into play at the same time. Then remove this stage from play.
Ever since the fall of the Great Goblin of the Misty Mountains the hatred of their race for the dwarves had been rekindled to fury. Messengers had passed to and from between all their cities, colonies and strongholds; for they resolved now to win the dominion of the north. -The Hobbit
The Gathering of the Clouds
Type: Quest
Stage: 1A
Setup: Search the encounter deck for Bolg and add it to the staging area. Then, shuffle the encounter deck and reveal 1 encounter card per player.
"Dread has come upon you all! Alas! It has come more swiftly than I guessed. The Goblins are upon you! Bolg of the North is coming. O Dain! whose father you slew in Moria. Beehold! the bats are above his army like a sea of locusts. They ride upon wolves and Wargs are in their train!" - Gandalf, The Hobbit
The Goblin's Task
Type: Quest
Quest points: 255
Stage: 1B
Progress cannot be placed on locations in the staging area.
Forced: When the active location is explored, if the first player controls Urdug, advance to a random stage 2A.
You have agreed to help the Goblin in return for his assistance, but you keep a wary eye on him all the same.
The Goblin's Task
Type: Quest
Quest points: 255
Stage: 1A
Setup: The first player takes control of Urdug, objective side face-up. Set each other objective and objective-ally aside, out of play. 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.
The Goblin, Urdug, has agreed to show you a secret entrance to Mount Gundabad, but only if you help him recover some things he lost in Rhovanion.
The Grand Design
Type: Quest
Stage: 2B
When Revealed: Make Roots of Mindolluin the active location, returning any other active location to the staging area.
Forced: After the active location leaves play as an explored location place 1 resource token on this quest.
If there are 4 or more resource tokens on The Grand Design, advance to the next stage.
The Grand Design
Type: Quest
Stage: 2A
When Revealed: Reveal the set aside Plot card and add it to the staging area.
You have uncovered crucial information about the dissident plot, and even gleaned hints of teh conspirator's secretive leader. Clues have led you to a cavern deep in the heart of Mount Mindolluin. As you descend into the ancient rock, you begin to suspect the clues that led you here may have been misleading... that you may have been lured away from the city streets for a purpose.
The Great River
Type: Quest
Quest points: 12
Stage: 1B
Enemies get +2 Defense and cannot be engaged. Skip the encounter phase.
The players cannot advance while The Argonath is in play.
So the Company went on their long way, down the wide hurrying waters, borne ever southwards. Bare woods stalked along either bank, and they could not see any glimpse of the lands behind. -The Fellowship of the Ring
The Great River
Type: Quest
Quest points: 12
Stage: 1A
Setup: Set Frodo's Choice, Seat of Seeing, and Parth Galen aside, out of play. Add The Argonath and Sarn Gebir to the staging area.
Having barely escaped from Moria, the Company of the Ring flees into the forest of Lórien where they are welcomed by the Elves of the Golden Wood and supplied with boats and other gifts by their Lord and Lady, Celeborn and Galadriel. Then, after a brief rest, they set out upon the River Anduin.
The Grotto
Type: Quest
Quest points: 15
Stage: 1B
While an underwater location is the active location, players cannot play attachments or allies.
Forced: After a double-sided location is explored, add the top location from the Grotto deck to the staging area, Grotto side faceup.
You cannot advance unless there are at least 3 Underwater locations in the victory display.
The Grotto
Type: Quest
Quest points: 15
Stage: 1A
Setup: Set Shrine to Morgoth aside, out of play. Prepare the Grotto deck. Add the top 2 locations from the Grotto deck to the staging area, Grotto side faceup (the top 3 instead if there are 3 or more players in the game). The first player takes control of Captain Sahír, and the last player takes control of Na'asiyah (objective-ally sides faceup).
In the sunken ruins of the temple, you find a grotto leading deep below the sea level. Much of the grotto is submerged underwater.
The Haunted Keep
Type: Quest
Quest points: 6
Stage: 1B
This stage cannot be defeated unless the players control at least 1 Loot objective.
A curse lays on the keep and foul creatures prowl through the night, but you will not be deterred from your search.
The Haunted Keep
Type: Quest
Quest points: 6
Stage: 1A
Setup: Set The Cursed Tomb aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.
The search for the legendary sword of Fram has led you to the long-forgotten city of Framsburg. There is an evil air inside the keep, and you wonder what dangers wait for you in the darkness within.
The Haven of Umbar
Type: Quest
Quest points: 18
Stage: 3B
"Find them!" You can here shouting throughout the city. Sahír has raised the alarm. Set upon on all sides by Corsairs, you must fight your way through and stop the captain.
The Haven of Umbar
Type: Quest
Quest points: 18
Stage: 3A
When Revealed: Search the encounter deck for The Shattered Monument and Captain Sahír, and set them aside, out of play. Each player searches the encounter deck for 1 enemy and 1 location, and adds them to the staging area. If the Stormcaller was not destroyed at stage 1, add 1 resource to each Raider enemy in play.
The Dream-chaser and her fleet have met their ultimate fate, but you still have your mission to complete. Sahír is somewhere within the city.