ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Escape from Taur-nu-fuin
Type: Quest
Quest points: 16
Stage: 4D
Forced: At the end of the round, raise each player’s threat by 1 for each enemy engaged with him.
This stage cannot be defeated while a player is engaged with an enemy. When this stage is defeated, the players win the game.
Escape from Taur-nu-fuin
Type: Quest
Quest points: 16
Stage: 4C
When Revealed: Remove Searching for a Way Out from the game. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy and puts that enemy into play engaged with him.
You can see light ahead from what must be the forest’s edge and it looks as if you will reach the other side, but then you hear the cry of enemies all around you. It seems that you will have to fight once more to escape from Mirkwood.
Escape from Tharbad
Type: Quest
Stage: 2B
Time 3.
Forced: After the last time counter is removed from the quest, either raise each player's threat by 3 or Bellach makes an immediate attack against Nalir. Then, place 3 time counters on this stage.
Progress that would be placed on this quest are instead placed on The Crossing at Tharbad.
Forced: After a character leaves play, raise its controller's threat by 2.
Escape from Tharbad
Type: Quest
Stage: 2A
When Revealed: Add Bellach and The Crossing at Tharbad to the staging area. Then shuffle the encounter discard discard pile into the encounter deck and discard cards from the encounter deck until X Orc enemies have been discarded, where X is the number of players in the game. Add all discarded Orc enemies to the staging area.
You've eluded the Orcs and you make haste for the river crossing. If you can get across, perhaps you can escape. But, Bellach has cleverly set a patrol at the ford, and you are quickly spotted. You make a dash for the river...
Escape into the Jungle
Type: Quest
Quest points: 15
Stage: 4B
Uruk Chieftain cannot take non-combat damage.
Each non-unique Orc enemy gets -10 engagement cost.
Forced: After Uruk Chieftain engages a player, it makes an immediate attack.
The players cannot defeat this stage while Uruk Chieftain is in play. If the players defeat this stage, they win the game.
Escape into the Jungle
Type: Quest
Quest points: 15
Stage: 4A
When Revealed: Add Uruk Chieftain to the staging area. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
The Orcs run rampant through the Haradrim boma. Amidst the chaos, you see an opportunity to escape but a large Uruk chieftain bars your way. You will have to defeat the chieftain in order to get past him.
Escape to Buckland
Type: Quest
Stage: 3B
When Revealed: The first player searches the encounter deck and discard pile for a Black Rider, reveals it (cannot be canceled), and adds it to the staging area. Shuffle the encounter deck.
When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)
Response: After a player makes a successful Hide test, place X progress on a non-unique location in play. X is twice the number of players in the game.
Escape to Buckland
Type: Quest
Stage: 3A
When Revealed: Add Buckleberry Ferry to the staging area.
Escape to the Quays
Type: Quest
Quest points: 15
Stage: 3B
Enemies cannot be optionally engaged.
Forced: The first enemy revealed from the encounter deck each round makes an immediate attack against the player who controls Alcaron's Scroll from the staging area.
The players cannot defeat this stage unless Alcaron's Scroll is attached to a hero. If the players defeat this stage, they have won the game.
Escape to the Quays
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Each player searches the encounter deck and discard pile for 1 enemy and adds it to the staging area.
You've recovered the scroll but are still outnumbered by your determined foes. Lord Alcaron shouts for you to escape and deliver the scroll before he flees to summon the city guard. If you can get to your ship, you can escape the clutches of these desperate thugs...
Explore the Island
Type: Quest
Quest points: 20
Stage: 1B
Progress cannot be placed on Explore the Island except by quest effects.
Forced: After a location is explored, add progress to Explore the Island equal to that location’s printed quest points.
Forced: When an Uncharted location becomes the active location, add 1 copy of Lost Island from the top of the Uncharted deck to the staging area.
Explore the Island
Type: Quest
Quest points: 20
Stage: 1A
Setup: Set Shrine to Morgoth aside, out of play. Prepare the Uncharted deck. Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area (3 copies instead if there are 3 or 4 players in the game). The first player takes control of Calphon. Shuffle the encounter deck.
You arrive on the island’s western beach, the edge of a dense jungle looming beyond. With no map to guide you and no idea of what to expect, you venture forward, deeper into the island...
Dagnir's Wrath
Type: Quest
Quest points: 7
Victory points: 1
Stage: 2E
Forced: After characters are committed to the quest, Dagnir makes an immediate attack against each player with 6 or more characters.
Forced: When this stage is defeated, deal 5 damage to Dagnir. This damage is not limited by Dagnir's text, and does not count toward her X value.
At the end of the combat phase, the players may bypass this stage.
Exploring Gundabad
Type: Quest
Quest points: 7
Victory points: 1
Stage: 2A
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
The interior of Gundabad is dark and  vast. Only by exploring the mines can you find your way.
Foreboding Darkness
Type: Quest
Quest points: 4
Victory points: 1
Stage: 2F
Each player cannot play more than 1 card each phase.
Forced: When this stage is defeated, the first player looks at the top 2 cards of the quest deck and chooses 1 to place on the bottom of the quest deck. Then, flip over the top card of the quest deck.
At the end of the combat phase, the players may bypass this stage.
Exploring Gundabad
Type: Quest
Quest points: 4
Victory points: 1
Stage: 2A
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
The interior of Gundabad is dark and  vast. Only by exploring the mines can you find your way.
Frenzied Warrens
Type: Quest
Quest points: 5
Victory points: 1
Stage: 2D
Forced: After characters are committed to the quest, discard the top 5 cards of the encounter deck. Add a random enemy discarded this way to the staging area.
Forced: When this stage is defeated, reduce each player's threat by 5.
At the end of the combat phase, the players may bypass this stage.
Exploring Gundabad
Type: Quest
Quest points: 5
Victory points: 1
Stage: 2A
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
The interior of Gundabad is dark and  vast. Only by exploring the mines can you find your way.
Imminent Pursuit
Type: Quest
Quest points: 6
Victory points: 1
Stage: 2G
Forced: After characters are committed to the quest, each player must deal 2 damage to a questing character he controls.
Forced: When this stage is defeated, discard a non-unique enemy from play.
At the end of the combat phase, the players may bypass this stage.
Exploring Gundabad
Type: Quest
Quest points: 6
Victory points: 1
Stage: 2A
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
The interior of Gundabad is dark and  vast. Only by exploring the mines can you find your way.
The Great Worm
Type: Quest
Quest points: 255
Victory points: 1
Stage: 2H
Dagnir gets -5 engagement cost for each character the first player controls.
Response: After a player resolve an attack against Dagnir, if Dagnir has no hit points remaining, that player may discard a Reforged Wormsbane he controls to add Dagnir to the victory display. Then, the players win the game.
At the end of the combat phase, if there are 4 or fewer quests in the victory display, the players must bypass this stage.
Exploring Gundabad
Type: Quest
Quest points: 255
Victory points: 1
Stage: 2A
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
The interior of Gundabad is dark and  vast. Only by exploring the mines can you find your way.
The Lower Deeps
Type: Quest
Quest points: 3
Victory points: 1
Stage: 2C
The 'when revealed' effects of the first treachery revealed each round cannot be canceled.
Forced: When this stage is defeated, search the Caves deck for a location and make it the active location. Shuffle the Caves deck.
At the end of the combat phase, the players may bypass this stage.
Exploring Gundabad
Type: Quest
Quest points: 3
Victory points: 1
Stage: 2A
When Revealed: Return Dagnir to the staging area.
If Exploring Gundabad is the current main quest, do not flip it over until the beginning of the quest phase.
The interior of Gundabad is dark and  vast. Only by exploring the mines can you find your way.
The Upper Levels
Type: Quest
Quest points: 3
Victory points: 1
Stage: 2B
Forced: After characters are committed to the quest, raise each player's threat by 1.
Forced: When this stage is defeated, shuffle The First Forge into the Caves deck.
At the end of the combat phase, the players may bypass this stage.
Farewell to the Shire
Type: Quest
Stage: 1B
When Revealed: Each player draws 1 card. Advance to a random stage 2A.
"You have left the Shire, and are now outside, and on the edge of the Old Forest." -Merry, The Fellowship of the Ring
Farewell to the Shire
Type: Quest
Stage: 1A
Setup: Set Old Man Willow and Withywindle aside, out of play. Each player searches the encounter deck and adds 1 different location to the staging area. Shuffle the encounter deck.
After being pursued through the Shire by mysterious riders in black, Frodo and his friends decide that the safest way for them to continue their journey to Rivendell is to travel through the Old Forest.
Fate of the Dream-chaser
Type: Quest
Quest points: 255
Stage: 2B
When Revealed: Shuffle the Corsair deck and Corsair discard pile into the second encounter deck. Search the encounter deck and discard piule for each copy of Battle-hardened and each copy of Watch Tower, shuffle them into the second encounter deck. Set the current encounter deck and discard pil aside, inactive. The second encounter deck becomes the active encounter deck. Advance to stage 3.
Your ships have shattered upon the rocks. You barely manage to make it to shore.
Fate of the Dream-chaser
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Each player assigns damage among non-Ship characters he controls equal to the total damage on each Ship objective he controls. Discard all Ship enemies, Ship objective and Ocean locations in play.
Suddenly, all of the beacons and lights along the watch-tower are snuffed as fog rolls in from the west. "Pull up the sails!" you hear, but it is too late. The Corsair ships turn at once, and the Dream-chaser smashes into the rocks. You are plunged into the cold waters, struggling to stay afloat.
Fighting in the Fields
Type: Quest
Quest points: 20
Stage: 5B
The Witch-king and shadow cards deal to The Witch-king are immune to player card effects.
Forced: When an enemy attacks and destroys a character, deal 1 damage to Minas Tirith.
This stage cannot be defeated unless Aragorn is in play and The Witch-king is in the victory display. If the players defeat this stage, they win the game.
Fighting in the Fields
Type: Quest
Quest points: 20
Stage: 5A
When Revealed: The first player adds The Witch-king to the staging area (Sorcerer side faceup). Then, he searches the encounter deck and discard pile for a Fell Beast and attaches it to The Witch-king, if able. Shuffle the encounter deck. Each other player reveals an encounter card.
And now the fighting waxed furious on the fields of the Pelennor; and the din of arms rose upon high, with the crying of men and the neighing of horses.
-The Return of the King
Fighting in the Streets
Type: Quest
Keywords: Battle.
Quest points: 13
Stage: 2B
Battle.
When Revealed: Attach Alcaron's Scroll to the highest engagement cost enemy in play, if able. Otherwise, add Alcaron's Scroll to the staging area.
Fighting in the Streets
Type: Quest
Keywords: Battle.
Quest points: 13
Stage: 2A
During the fight in the tavern, one of your adversaries managed to grab Alcaron's Scroll and flee outside. You chase the thief into the street where you are surrounded by a gang of his fellow brigands. You must fight your way through the mob and recover the scroll!
Fighting in the Tower
Type: Quest
Quest points: 18
Stage: 2B
Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until an enemy is discarded. If there is a copy of that enemy in the staging area, discard that copy as well. If there is not, add the discarded enemy to the staging area.
This stage cannot be defeated unless Topmost Chamber is in the victory display. When the Ring-bearer is free of encounters, this first player gains control of it.
Fighting in the Tower
Type: Quest
Quest points: 18
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 the number of players in the game. Add each enemy discarded by this effect to the staging area.
There could not be much doubt: there was fighting in the tower, the orcs must be at war among themselves, Shagrat and Gorbag had come to blows.
-The Return of the King
Fight at the Fords
Type: Quest
Keywords: Time 5.
Quest points: 6
Stage: 1B
Time 5.
Forced: After the last time counter is removed from this stage, discard Gríma from play.
The players cannot advance unless the first player controls Gríma.
Fight at the Fords
Type: Quest
Keywords: Time 5.
Quest points: 6
Stage: 1A
Setup: Add The Islet to the staging area and attach Gríma to that location. Each player searches the encounter deck for 1 different Dunland enemy and adds it to the staging area. Shuffle the encounter deck.
Riding north to the Gap of Rohan, you come upon a battle at the Fords of Isen. A Small number of Rohirrim have taken a defensive position, on the islet in the river's center where a large force of wild Dunlending assails them. You must move swifty lest the river run red with blood of Rohan...
Fight Your Way Out
Type: Quest
Quest points: 10
Stage: 3B
Forced: At the beginning of the quest phase, discard cards from the encounter deck until an enemy is discarded and add that enemy to the staging area.
The players cannot defeat this stage while a guarded objective is in play. If the players defeat this stage, they win the game.
Horns echo through the dungeon, and the Orcs come running with weapons drawn. You will have to fight past them to escape.
Fight Your Way Out
Type: Quest
Quest points: 10
Stage: 3A
When Revealed: The first player adds Uruk Chieftain to the staging area. Each player chooses a hero he controls, discards all tokens and attachments from it, and attaches it to an unattached enemy in the staging area as a captive. Then, the players make a standard series of engagement checks against each enemy in the staging area. Reduce the engagement cost of each enemy not guarding an objective to 0 during these engagement checks.
One of the captives stumbles for exhaustion, and the noise alerts the guards.
Final Confrontation
Type: Quest
Quest points: 255
Stage: 4B
While any enemy has resources on it, Captain Sahír is indestructible.
Forced: When a hero or enemy is destroyed, add its resources to Captain Sahír.
If Captain Sahír is destroyed, the players have finally put an end to the Corsair's treacherous plot and win the game.
Sahír cackles, a crazed look in his eyes. "With the power of this sword, I will rule the seas from here to the Grey Havens!"
Final Confrontation
Type: Quest
Quest points: 255
Stage: 4A
When Revealed: Add The Shattered Monument to the staging area. Put Captain Sahír into play, engaged with the first player. Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. Shuffle the encounter deck. Add 1 resource to each Raider enemy in play.
You chase Sahír through the streets, eventually cornering him in the broken monument atop a hill overlooking the city. He grins as you confront him. "You're not easy to kill," he scoffs, and unsheaths a long dark blade.
Find Durin's Key
Type: Quest
Quest points: 5
Stage: 2B
Each encounter card guarding a card is immune to player card effects.
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 Deep Ravine guarding Durin's Key unless there is at least 5 progress on this stage. This stage cannot be defeated unless the players control Urdug and Durin's Key.
Find Durin's Key
Type: Quest
Quest points: 5
Stage: 2A
When Revealed: The first player searches the encounter deck, discrd pile, and victory display for a Deep Ravine, adds it to the staging area, and attaches the set-aside Durin's Key to it as a guarded objective. Shuffle the encounter deck. Each player reveals an encounter card.
You have your doubts about Durin's Key, as well as Urdug, but the Goblin insists he dropped it in a ravine as he was fleeing for his life. You follow him as he retraces his steps back to the ravine.
Find the Others
Type: Quest
Quest points: 5
Stage: 2B
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: When this stage is defeated, each player chooses a hero he owns in the staging area, takes control of that hero, and exhausts it.
Find the Others
Type: Quest
Quest points: 5
Stage: 2A
Still weary from the long journey across the desert, your companions are somewhere in the village. In your weakened state you are no match for the attacking Orcs. Your only chance to survive is to flee into the jungle, but you will not abandon your friends.
Fire and Water
Type: Quest
Quest points: 10
Stage: 2B
Smaug cannot have more than 12 damage on him.
When the players quest successfully, any number of progress tokens that would be placed on this quest may instead be discarded to remove the same amount of damage from Lake-town.
Fire and Water
Type: Quest
Quest points: 10
Stage: 2A
"...every vessel in the town was filled with water, every warrior was armed... before the roar of Smaug's terrible approach grew loud, and the lake rippled red as fire beneath the awful beating of his wings." - The Hobbit
First Sprint
Type: Quest
Keywords: Race.
Stage: 2B
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing Attack 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, deal 1 damage to each character.
First Sprint
Type: Quest
Keywords: Race.
Stage: 2A
The Wainriders have created a track that winds around their camp. The first part of the track is an open field that the racers sprint across to gain position before the track narrows.
Fleeing from Tharbad
Type: Quest
Stage: 1B
When Revealed: Advance to a random stage 2A.
No traveller has entered the Nîn-in-Eilph for an age and there is no path through the shifting marshland. You must find your own way across the treacherous bog.
Fleeing from Tharbad
Type: Quest
Stage: 1A
Setup: The first player takes control of Nalir. Set the Ancient Marsh-dweller 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.
You've entered the vast marshlands of the Nin-in-Eilph with Nalir in order to escape Bellach and his Orcs. Now, you must cross the swamp in order to reach Hollin on the other side.
Flee the City
Type: Quest
Quest points: 15
Stage: 2B
This stage cannot have more than 15 progress tokens on it.
Forced: At the beginning of the quest phase, if any player is not engaged with an enemy, discard cards from the top of the encounter deck until an enemy is discarded and add it to the staging area.
While at least 1 player is engaged with an enemy, the players cannot defeat this stage. If the players defeat this stage, they win the game.
Flee the City
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: End the current phase. Shuffle the encounter discard pile into the encounter deck. Starting with the first player, each player discards cards from the top of the encounter deck until he discards an enemy, and puts that enemy into play engaged with him.
The whole of Umbar is astir, and the Southrons chase you through the streets. If you cannot escape the city quickly, you are certain to be taken prisoner.
Flies and Spiders
Type: Quest
Quest points: 8
Stage: 1B
The nastiest things they saw were the cobwebs; dark dense cobwebs, with threads extradionairly thick, often stretched from tree to tree, or tangled in the lower branches on either side of them. There were none stretched across the path, but whether because some magic kept it clear, or for what other reasons they could not guess. - The Hobbit
Flies and Spiders
Type: Quest
Quest points: 8
Stage: 1A
Setup: Search the encounter deck for 1 copy of the Forest Spider and 1 copy of the Old Forest Road, and add them to the staging area. Then, shuffle the encounter deck.
You are traveling through Mirkwood forest, carrying an urgent message from King Thanduil to the Lady Galadriel of Lorien. As you move along the dark trail, the spiders gather around you...
Flight from Mount Gram
Type: Quest
Quest points: 16
Stage: 3B
The player cannot travel to Southern Gate unless there is at least 16 progress on this stage.
The players cannot defeat this stage while Souther Gate is in play. If the players defeat this stage, they have escaped Mount Gram and win the game.
Orcs and Goblins rush to find you before you can make your escape. You must make haste if you wish to make it out of Mount Gram alive!
Flight from Mount Gram
Type: Quest
Quest points: 16
Stage: 3A
When Revealed: Add Southern Gate and Jailor Gornakh to the staging area. Shuffle the Angmar Orcs encounter set into the encounter deck. Then, reveal 1 encounter card per player from the top of the encounter deck.
Having rescued as many of your companions as you can find, you begin to make your way towards the dungeon's hidden exit. By now Gornákh is surely aware of your escape, and the orcs that were with Thaurdir are now searching for you, as well.
Flight to Gondor
Type: Quest
Quest points: 255
Stage: 1B
Allies enter play exhausted.
Forced: At the end of the planning phase, advance to a random stage 2.
By now the Orcs will be searching for their escaped prisoners, and The Black Serpent will be seeking revenge against the outlaws who ambushed his caravan. You cannot hope to outrun your enemies with the exhausted refugees in your care, so you consult with Kahliel to decide the safest way north.
Flight to Gondor
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set Poros Garrison and each of the following encounter sets aside, out of play: Mountains of Shadow, Desert Sands, Desert Creatures, Harad Soldiers, and Mordor Orcs. The first player adds The Black Serpent to the staging area and shuffles the encounter deck. Each other player reveals an encounter card.
You have escaped the dungeons of Cirith Gurat with the rescued members of Kahliel's tribe, but it's still a long way to Gondor.
Follow the Orcs
Type: Quest
Quest points: 254
Stage: 1B
X is the Pursuit value.
Uglúk cannot leave the staging area or take damage.
Forced: At the end of the combat phase, increase the pursuit value by 1 for each enemy in the staging area.
"With hope or without hope we will follow the trail of our enemies. And woe to them, if we prove the swifter!" -Aragorn, The Two Towers