ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Into the Woods
Type: Quest
Keywords: Time 4.
Quest points: 9
Stage: 1B
Time 4.
Forced: After the last time counter is removed from this stage, shuffle Mugash into the encounter deck and advance to stage 3.
The players cannot advance to stage 2 unless Mugash is attached to a hero.
You pursue Mugash into the ancient forest to find that the trees themselves seems to be attacking him. Without thinking, your at the tree branches to rescue your captive. That is when you first sense your own peril...
Into the Woods
Type: Quest
Keywords: Time 4.
Quest points: 9
Stage: 1A
Setup: Add Edge of Fangorn to the staging area and attach Mugash to that location. Shuffle the encounter deck. Reveal X additional encounter cards where X equals the number of players in the game minus 1.
You've captured the Orc captain, Mugash, in the mountains above Isengard. But as you make your way down Methedras, your captive escaped and flees east into Fangorn.
Investigating the Crime
Type: Quest
Quest points: 12
Stage: 1B
No more than 4 progress can be placed on this stage each round.
Forced: At the beginning of the quest phase, each player must choose: either raise his threat by 2, or reveal an additional encounter card this phase.
Someone has broken into The Prancing Pony, murdered a guest and made off with the victim's belongings. Barliman Butterbur begs you to find the killer before the trail grows cold.
Investigating the Crime
Type: Quest
Quest points: 12
Stage: 1A
Setup: Search the encounter deck for the 5 Suspect enemies and 5 Hideout locations. Randomly select 1 Suspect and 1 Hideout and set them aside out of play, facedown (without looking at them). Build the Investigation deck (see rules) and place it next to the quest deck. Make The Prancing Pony the active location and add 1 Ramshackle Manor to the staging area. Shuffle the encounter deck.
You have arrived in Bree to find the village abuzz over a recent crime.
Journey's End
Type: Quest
Quest points: 17
Stage: 3B
Each damaged character gets -2 Willpower unless there is an active location with the safe keyword.
If the players defeat this stage, they have escaped the Ettenmoors with their lives, and win the game.
Your wounded companions only slow your progress. With Trolls on your heels and foul weather overhead, you press onward.
Journey's End
Type: Quest
Quest points: 17
Stage: 3A
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a side quest is discarded. Reveal that side quest and add it to the staging area, if able.
You are getting closer to the edge of the Troll-fells, but exhaustion has taken its toll. One way or another, this journey is nearing its end...
Journey in the Black Pit
Type: Quest
Quest points: 13
Stage: 1B
When Revealed: Discard cards from the top of the encounter deck until you discard X locations, where X is one less than the number of players in the game (minimum 1). Add those locations to the staging area, and shuffle the other discarded cards back into the encounter deck.
Each location gets +1 threat. If the players quest unsuccessfully, trigger all "Lost:" effects in play.
Journey in the Black Pit
Type: Quest
Quest points: 13
Stage: 1A
Setup: The first player attaches Cave Torch to a hero of his choice.
Your party is scouting the Mines of Moria, searching for signs of Orcs. Dark tunnels and twisting passages spread out in all directions, a labyrinthine maze that you could wander in forever if you take the wrong path.
A Presence in the Dark
Type: Quest
Quest points: 20
Stage: 2B
Forced: At the beginning of the staging step, the opposing team looks at the top 2 cards of the encounter deck, puts 1 on the bottom, and puts the other back on top.
Journey in the Black Pit
Type: Quest
Quest points: 20
Stage: 2A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 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.
Once inside the mine it becomes obvious that the rumors were true: evil things move through the darkness all around you. With the way behind you blocked by that horrible creature, your only option is to press forward.
Narrow Paths
Type: Quest
Quest points: 20
Stage: 2B
When Revealed: The opposing team searches the encounter deck and discard pile for one different 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.
Journey in the Black Pit
Type: Quest
Quest points: 20
Stage: 2A
When Revealed: The opposing team chooses an attachment controlled by each player and places them faceup under this stage as guarded objectives with blank text boxes. Players cannot play or put into play any attachment that shares a title with an attachment guarded by this stage. When this stage is defeated, return each guarded attachment to its owner's hand.
Once inside the mine it becomes obvious that the rumors were true: evil things move through the darkness all around you. With the way behind you blocked by that horrible creature, your only option is to press forward.
The Long Dark of Moria
Type: Quest
Quest points: 20
Stage: 2B
When Revealed: The opposing team searches the encounter deck and discard pile for one different 0 cost location per player and adds them to the staging area. Shuffle the encounter deck.
Last Climb
Type: Quest
Keywords: Race.
Stage: 5B
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing Willpower 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, place 2 damage per player on The Wainriders' stage.
Last Climb
Type: Quest
Keywords: Race.
Stage: 5A
Before returning to the camp. the Wainrider's track climbs a steep hill that rises above the plains surrounding it.
Last Lord of Moria
Type: Quest
Quest points: 1
Stage: 3B
When Revealed: Durin's Bane makes an immediate attack on the first player. Add Dark Pit to the staging area.
Players cannot win the game while Durin's Bane is in play. If Durin's Bane leaves play by the effect on Dark Pit, the players have won the game.
Last Lord of Moria
Type: Quest
Quest points: 1
Stage: 3A
There is a crumbling pile of boulders on the edge of a teetering cliff, and it gives you a sudden idea. There are chasms and pits along the path you are traveling, and perhaps a well-timed rockslide could send the Balrog down into the depths below...
Leader of the Cult
Type: Quest
Quest points: 255
Stage: 3B
The Cultist cannot take more than X damage each round, where X is the printed quest points of the active location.
When the Cultist enemy is defeated, the players win the game.
Inside the catacombs you see evidence of evil deeds done in Sauron's name, and the leader of the cult at the center of it. You must defeat this agent of Mordor in order order to put an end to these atrocities.
Leader of the Cult
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Add 1 random set-aside Cultist enemy to the staging area. Shuffle the encounter discard pile into the encounter deck and discard cards until X enemies are discarded, where X is one less than the number of players. Add each enemy discarded this way to the staging area.
You have discovered the cult's secret meeting place in the catacombs below the city.
Lead the Revolt
Type: Quest
Quest points: 10
Stage: 2B
This stage gets +10 quest points per player.
Forced: After a player commits characters to the quest, if he is not engaged with a Warden enemy he must reveal an encounter card.
This stage cannot be defeated while a Warden enemy is in play. When this stage is defeated, the players win the game.
Lead the Revolt
Type: Quest
Quest points: 10
Stage: 2A
When Revealed: The first player returns each Warden enemy in the victory display to the staging area. Each other player discards cards from the top of the encounter deck until he discards an enemy and adds that enemy to the staging area.
You've freed Ulchor's slaves, but his lieutenants are advancing with a garrison to recapture them. You must lead the prisoners in a desperate fight to win their freedom.
Lead the Sortie
Type: Quest
Quest points: 255
Stage: 3B
Progress cannot be placed here while Battering Ram 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 a victory display at the end of the round, the players have routed the enemy and win the game.
Lead the Sortie
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Shuffle the encounter discard pile into the encounter deck. The first player adds Battering Ram and Lieutenant of Angmar to the staging area. Each player reveals an encounter card.
You've held back the host of Angmar, but a dark figure appears to lead the final assault. With a terrifying cry, he orders a battering ram against the gate. The old timbers won't endure for long, so you rally your troops for a desperate counter-attack. It's victory or death!
Lost at Sea
Type: Quest
Keywords: Sailing.
Quest points: 255
Victory points: 3
Stage: 2B
Sailing. Cancel the first ☸ symbol found during each Sailing test.
Forced: At the end of the quest phase, if your heading is on-course (☀), this stage is defeated.
When this stage is defeated, look at the top 3 stages of the quest deck and advance to one of your choice, placing the others on the bottom of the quest deck.
Lost at Sea
Type: Quest
Keywords: Sailing.
Quest points: 255
Victory points: 3
Stage: 2A
When Revealed: Set your heading to the worst setting (⚡).
These seas are strange and bewildering. Try as you might, you cannot find any stars you recognize in the overcast sky. You realize now that you may never find your way back to shore.
Lost in the Dark
Type: Quest
Stage: 2B
When Revealed: Reveal stage 3 and create a separate staging area for the first player use that stage. If there are not other players in the game, discard this stage and each card in the staging area. All other players advance to stage 4.
... the cries of the others got steadily further and fainter, and though after a while it seemed to him they changed to yells and cries for help in the far distance, all noise at last died right away, and he was left alone in complete silence and darkness. -The Hobbit
Lost in the Dark
Type: Quest
Stage: 2A
The nights were the worst. It then became pitch-dark - not what you call pitch-dark, but really pitch, so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose but he could not see it at all. Well, perhaps it is not true to say they could see nothing: they could see eyes. -The Hobbit
Lost in the Fog
Type: Quest
Quest points: 16
Stage: 3B
Progress cannot be placed here while Great Barrow is in play.

Forced: After a player is eliminated (at any stage), raise the threat of each player at this stage by 10.

The players cannot defeat this stage unless each player in the game is at this stage and Standing Stones is in the victory display. If the players defeat this stage, they win the game.
Lost in the Fog
Type: Quest
Quest points: 16
Stage: 3A
When Revealed: The first player adds Standing Stones to the staging area. Each other player reveals 1 encounter card. Shuffle the encounter discard pile and each copy of Great Barrows into the encounter deck.
A Treacherous Swamp
Type: Quest
Quest points: 16
Stage: 3B
Time 3.
Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.
Each player cannot ready more than 5 characters during the refresh phase.
After wandering aimlessly for so long, harried by foul creatures, your resolve begins to waver and your companions collapse from exhaustion. If you cannot find a way across, the swamp will erase all evidence of your passage...
Lost in the Swanfleet
Type: Quest
Quest points: 16
Stage: 3A
When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.
Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...
Creatures of a Forgotten Age
Type: Quest
Quest points: 16
Stage: 3B
Time 3.
Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.
Each enemy in the staging area gets -20 engagement cost.
As if the swamp itself was not bad enough, its foul denizens swarm around you, their serpentine forms slithering through the murky water that rises to your waist...
Deadly Waters
Type: Quest
Keywords: Time 3.
Quest points: 16
Stage: 3B
Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.
Treachery card effects cannot be canceled.
Lost in the Swanfleet
Type: Quest
Keywords: Time 3.
Quest points: 16
Stage: 3A
When Revealed: Raise each player's threat by 1. Add Ancient Marsh-dweller to the staging area (from out of play or engaged with a player) and heal all damage from it.
Lost as you are, your presence in the marsh has not gone unnoticed. An ancient and foul swamp creature stalks your company...
Impassable Marshland
Type: Quest
Quest points: 16
Stage: 3B
Time 3.
Forced: After the last time counter is removed from this stage, advance to a different stage 3A at random. Return this stage to the quest deck.
Each location in play gets +1 Threat.
Despite the size of the creatures hunting you, the swamp itself is your worst enemy. The ground sinks down beneath you and the mud pulls the boots off your feet. Every step forward is a struggle...
Man the Walls
Type: Quest
Quest points: 50
Stage: 2F
This stage gets -10 quest points for each Host of Angmar in a victory display.Forced: At the beginning of the round, add 1 set aside Host of Angmar (from any stage's set aside area) to this staging area.
Response: At the end of the round, choose a stage. Each player at that stage draws 1 card.
Man the Walls
Type: Quest
Quest points: 50
Stage: 2E
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is one less than the number of players in the game, to a minimum of 1. Add each enemy discarded this way to the staging area.
You've done all you can to slow the enemy, so you retreat inside Annúminas and man the walls. Grappling hooks and ladders are raised against the battlements and arrows whistle overhead as the host of Angmar attacks the city.
Memory of the Dark Years
Type: Quest
Quest points: 12
Victory points: 1
Stage: 2B
Forced: At the beginning of the quest phase, discard X cards from the top of the encounter deck, where X is 1 more than the number of quest stages in the victory display. Add 2 to the total Threat in the staging area for each different card type discarded this way.
While there are 4 quest stages in the victory display, progress cannot be place here.
Memory of the Dark Years
Type: Quest
Quest points: 12
Victory points: 1
Stage: 2A
When Revealed: Reveal 1 encounter card per player.
All about you are the cruel trappings of Mordor: evidence of torture and death callously strewn about the cavern floor. You search among the bones and debris for fresh signs of those you seek.
Midwinter's Crux
Type: Quest
Quest points: 15
Stage: 2B
Thaurdir cannot leave the staging area, is considered to be engaged with each player, and attacks each player in turn during the combat phase (deal and discard a new shadow card for each attack). At the end of the round, if Thaurdir is Captain side faceup, flip him.
While Midwinter's Crux has 15 or more progress on it, Thaurdir loses indestructible. You cannot defeat this stage while Thaurdir is in play.
If Thaurdir is defeated, you win the game
Midwinter's Crux
Type: Quest
Quest points: 15
Stage: 2A
When Revealed: Raise each player's threat by X, where X is the number of shadow cards in play. If Thaurdir is Captain side faceup, flip him.
A swirling dark cloud starts to gather above you, and a cold wind tenses your muscles. "I have a bad feeling about this..." you hear Amarthiúl mutter. It seems Daechanar's ritual has begun. Sensing you have little time to spare, your company rushes to the gates of Carn Dûm
Mirkwood Forest
Type: Quest
Quest points: 12
Stage: 2B
When Revealed: Each player searches the encounter deck and discard pile for a Forest location and adds it to the staging area. Shuffle the encounter deck. This stage cannot be defeated unless at least 1 copy of Goblin Trail is in the vitory display.
Mirkwood Forest
Type: Quest
Quest points: 12
Stage: 2A
The Goblins' trail leads you deeper into the dark forest of Mirkwood. The enemy has a significant lead, but the sign of their passing is easy to follow. You may yet overtake them if you press on.
Mirkwood Forest
Type: Quest
Quest points: 12
Stage: 2B
When Revealed: Each player searches the encounter deck and discard pile for a Forest location and adds it to the staging area. Shuffle the encounter deck.
This stage cannot be defeated unless at least 1 copy of Goblin Trail is in the vitory display.
A Fork in the Road
Type: Quest
Quest points: 5
Stage: 2B
When Revealed: The opposing team searches the encounter deck and discard pile for a location with cost 2 or less, adds it to the staging area, and places a resource on it. Shuffle the encounter deck.
The location with a resource on it is immune to player card effects and the players cannot travel to it while this stage has any quest points remaining. This stage cannot be defeated while the location with a resource on it is in play.
Mirkwood Forest
Type: Quest
Quest points: 5
Stage: 2A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with 1 or less (cost 2 or less if there are two or more players), set it aside, and shufles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.
Radagast asks that you travel to Dol Guldur to measure the Enemy's strength there. The Anduin vale is too closely watched, so you make your way through the perils of Mirkwood forest.
A New Terror Abroad
Type: Quest
Quest points: 5
Stage: 2B
This stage gets +5 quest points per player.
Forced: At the beginning of the quest phase, Rider of Mirkwood makes an immediate attack against the first player.
Carried Away
Type: Quest
Quest points: 20
Stage: 2B
When Revealed: The opposing team chooses an ally controlled by each player and places them faceup under this stge as guarded objectives with blank text boxes.
Players cannot play or put into play any ally that shares a title with an ally guarded by this stage. When this stage is defeated, return each guarded ally to its owner's hand.
Mirkwood Forest
Type: Quest
Quest points: 20
Stage: 2A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with 1 or less (cost 2 or less if there are two or more players), set it aside, and shufles the encounter deck. Reveal the set aside card. Its 'when revealed' effects cannot be canceled.
Radagast asks that you travel to Dol Guldur to measure the Enemy's strength there. The Anduin vale is too closely watched, so you make your way through the perils of Mirkwood forest.
Nearing the Gate
Type: Quest
Quest points: 9
Stage: 1B
When Revealed: Reduce each player's threat to 0. Reveal X cards from the encounter deck, where X is one less than the number of players in the game, and add them to the staging area.
A crack like lightning sounds before you, and a creature of shadow and flame blocks your way. It is an ancient demon of Morgoth, and its presence explains the massing in Moria.
Nearing the Gate
Type: Quest
Quest points: 9
Stage: 1A
Setup: Remove Dark Pit from the encounter deck and place it aside, out of play. Add Durin's Bane to the staging area. Shuffle the encounter deck.
As you reach the eastern realm of Darrowdelf the craftsmanship of the Dwarves is proudly displayed. But the sound of drums sound in the deep, and it appears that these halls are infested with Orcs.
Last Lord of Moria
Type: Quest
Quest points: 15
Stage: 3B
Durin's Bane engages the first player.
Durin's Bane cannot take more than X damage per round, where X is the number of progress tokens on this stage.
This stage cannot be defeated while Durin's Bane is in play. If the players defeat this stage, they win the game.
Nearing the Gate
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.
Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.
The Bridge of Khazad-dûm
Type: Quest
Quest points: 10
Stage: 3B
No more than 5 progress can be placed here each round.
Forced: At the beginning of the quest phase, Durin's Bane makes an attack against the first player. Any undefended or excess damage dealt by this attack must be placed here.
If this stage has damage on it equal to or greater than its quest points, the players lose the game. If this stage is defeated the players win the game.
Nearing the Gate
Type: Quest
Quest points: 10
Stage: 3A
When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.
Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.
The Rear Guard
Type: Quest
Quest points: 20
Stage: 3B
Each player's threat cannot be reduced by player card effects.
Durin's Bane is considered to be engaged with each player and attacks each player in turn order during the combat phase. (Deal and resolve a shadow card for each attack.)
If the players defeat this stage, they win the game.
Nearing the Gate
Type: Quest
Quest points: 20
Stage: 3A
When Revealed: Add the set-aside Durin's Bane to the staging area. It cannot take damage this round. If there is more than 1 player, it makes an immediate attack against the first player.
Your spirits rise as you are drawing near to the East Gate of Moria. But then a huge, dark shape rises in front of you and bursts into flames: a Balrog! Durin's Bane blocks your escape.
No Way Out
Type: Quest
Stage: 3B
Time X. X is 5 times the number of players in the game.
If a hero is destroyed at this stage, the players lose the game.
Forced: After the last time counter is removed from this stage, the players make engagement checks. Then, each engaged enemy makes an attack. If no heroes are destroyed by these attacks, the players win the game.
No Way Out
Type: Quest
Stage: 3A
When Revealed: Put Chief Turch into play, engaged with the first player.
The Dunlendings are more clever than you thought: using your gear as bait, they have lured you into a deep ravine where you are surrounded. A large warrior wearing a boar mantle strides forward and signals the attack. With no hope of escape, your only option is to fight...
Oathkeepers
Type: Quest
Quest points: 8
Stage: 4B
While there are at least 8 progress tokens on this stage, Goblin Chieftain loses the text: "Cannot take damage."
This stage cannot be defeated while Goblin Chieftain is in play. When this stage is defeated, the heroes rescue the captives, fulfilling their oaths, and the players win the game!
Oathkeepers
Type: Quest
Quest points: 8
Stage: 4A
When Revealed: Add Goblin Chieftain to the staging area.
You've made it across the chasm and resumed the chase. The Goblins rally around their chieftain outside the dungeons where the woodmen villagers are being held. You must defeat the big Goblin if you are to fulfill your oath and rescue the captives.