ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
The Hidden Way
Type: Quest
Quest points: 12
Stage: 3B
When Revealed: The first player takes contorl of all Ranger objectives in the staging area.
Enemies do not make engagement checks and cannot be optionally engaged.
The Hills of Emyn Muil
Type: Quest
Quest points: 1
Stage: 1B
Forced: If there are no location cards in the staging area, the first treachery card revealed during the quest phase gains surge.
Players cannot defeat this stage until there are no Emyn Muil locations in play, and they have collected at least 20 victory points.
You are certain that Gollum has fled into the area, and you must explore until you find the fresh trail.
The Hills of Emyn Muil
Type: Quest
Quest points: 1
Stage: 1A
Setup: Search the encounter deck for Amon Hen and Amon Lhaw, and add them to the staging area. Then shuffle the encounter deck.
The hunt for Gollum has led you to the south, and you are now approaching Rauros falls and the nearby hills of Emyn Muil...
The Hosts of Isengard
Type: Quest
Keywords: Defense.
Quest points: 8
Stage: 3B
Forced: After resolving the quest, if the encounter deck did not place at least 1 progress on this stage as the result of questing, the first player reveals 1 encounter card.
Hundreds of long ladders were lifted up. Many were cast down in ruin, but many more replaced them... -The Two Towers
The Hosts of Isengard
Type: Quest
Keywords: Defense.
Quest points: 8
Stage: 3A
When Revealed: Search the encounter deck, discard pile, and victory display for Helm's Gate and add it to the staging area. Shuffle the encounter deck. Make Helm's Gate the active location, returning any previous active location to the staging area.
Against the Deeping Wall the hosts of Isengard roared like a sea. Orcs and hillmen swarmed about its feet from end to end. -The Two Towers
The House of Tom Bombadil
Type: Quest
Quest points: 1
Stage: 1B
Skip the quest phase.
Forced: At the end of the round, place 1 progress on this stage.
"Let us shit out the night!" she said. "For you are still afraid, perhaps, of mist and tree-shadows and deep water, and untame things. Fear nothing! For tonight you are under the roof of Tom Bombadil."
-The Fellowship of the Ring
The House of Tom Bombadil
Type: Quest
Quest points: 1
Stage: 1A
Setup: Set each copy of Great Barrow, Standing Stones, and Hollow Circle aside, out of play. Shuffle the encounter deck.
After rescuing the hobbits from Old Man Willow, Tom Bombadil has invited Frodo and his friends to stay the night in his house. There they are greeted warmly by his wife, Goldberry, the River-daughter.
The Hunt Begins
Type: Quest
Quest points: 8
Stage: 1B
Forced: After the players quest successfully, the first player looks at the top 3 card fo the encounter deck. Reveal and add 1 of those cards to the staging area, and discard the other 2 cards.
You make your way along the banks of the Anduin River, a likely place for Gollum to find food.
The Hunt Begins
Type: Quest
Quest points: 8
Stage: 1A
Setup: Reveal 1 card per player from the encounter deck, and add it to the staging area.
Gandalf has requested your assistance in the search for the elusive creature known as Gollum. Your search begins in the Anduin Valley between Mirkwood Forest and the Misty Mountains
The Hunt is Up!
Type: Quest
Quest points: 12
Stage: 3B
During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on the active location, if able.
The Fellowship is being hunted by Wargs!
The Hunt is Up!
Type: Quest
Quest points: 12
Stage: 3A
When Revealed: Each player searches the encounter deck and discard pile for an enemy and adds it to the staging area. One of those enemies must be Great Warg Chief, if able. Shuffle the encounter deck.
Suddenly Aragorn leapt to his feet, "How the wind howls!" he cried. "It is howling with wolf-voices. The Wargs have come west of the Mountains!" -The Fellowship of the Ring
The Iron Hills
Type: Quest
Stage: 1B
Forced: At the beginning of the quest phase, discard cards from the top of the encounter deck until a location is discarded. Either add that location to the staging area, or raise each player's threat by X, where X is that location's printed Threat.
This stage cannot be defeated unless there are 3 locations with victory points in the victory display.
The Iron Hills
Type: Quest
Stage: 1A
Setup: Build the Caves deck (see insert) and set it next to the quest deck. Set Fire-drake, Dragon Hoard, and the Dragon Might encounter sets 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 and adds that card to the staging area.
You have tracked the beast that attacked the village on the border of Brand’s realm to the mines beneath the Iron Hills. The Dwarves there have been driven from the lower depths by a new terror, and the mines have become a haunt for evil creatures.
The King of the Golden Hall
Type: Quest
Quest points: 255
Stage: 1B
When Revealed: Each player chooses 1 ally in his hand that matches the sphere of a hero he controls and puts it into play under his control.
Skip the quest phase and combat phase.
Forced: At the end of the round, advance to stage 2A.
"Hail, Théoden son of Thengel! I have returned. For behold! the storm comes, and now all friends should gather together..." -Gandalf, The Two Towers
The King of the Golden Hall
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set The Defense of Helm's Deep and 1 copy of Deeping Wall aside, out of play. Each player sets 1 copy of Soldier of Isengard aside, out of play. Then, the players must choose: either each player shuffles 1 copy of Poisoned Counsels into his deck, or advance to stage 2A (bypassing stage 1B).
The pursuit of the Uruk-hai has brought the Heir of Elendil to Rohan just as Saruman declares war on that land. Aragorn and his companions travel to Edoras to aid King Théoden, but their arrival is met with suspicion...
The King Rides Out
Type: Quest
Quest points: 255
Stage: 5B
Skip the quest phase. Players cannot reduce their threat.
If there are no enemies in play, the players win the game.
With a cry and a great noise they charged. Down from the gates they roared, over the causeway they swept, and they drove through the hosts of Isengard as a wind among grass. -The Two Towers
The King Rides Out
Type: Quest
Quest points: 255
Stage: 5A
When Revealed: Shuffle the encounter discard pile into the encounter deck. Discard cards from the encounter deck until X enemies are discarded. X is the number of players. Add each enemy discarded this way to the staging area.
As dawn breaks in the East, a blast from Helm's Horn echoes in the valley and the Riders of Rohan charge out from Helm's Gate with King Théoden and Aragorn at their head.
The Land of Mordor
Type: Quest
Keywords: Dire.
Quest points: 4
Stage: 1B
Dire. This stage gets +4 quest points for each player.
The first treachery revealed each quest phase is immune to player card effects and gains surge.
Fordo and Sam gazed out in mingled loathing and wonder on this hateful land. Between them and the smoking mountain, and about it north and south, all seemed ruinous and dead, a desert burned and choked.
-The Return of the King
The Land of Mordor
Type: Quest
Keywords: Dire.
Quest points: 4
Stage: 1A
Setup: Add Mount Doom and The Tower of Barad-dûr to the staging area. Make Brake of Thorns the active location. Each player searches the encounter deck for a different location and adds it to the staging area. Shuffle the encounter deck.
Against all odds, the Ring-bearer has found his way into The Black Land of Modor, but a dangerous journey still lies before him and The Eye of Sauron yet searches for the spies who escaped from Cirith Ungol.
The Last Battle
Type: Quest
Keywords: Siege.
Quest points: 15
Stage: 5B
Siege.
When Revealed: Reveal 1 card per player from the encounter deck and add it to the staging area.
If the players have collected 4 or more victory points, The Last Battle gains Battle and loses Siege.
If the players defeat this stage, they have won the game.
The Last Gasp
Type: Quest
Keywords: Dire.
Quest points: 20
Stage: 3B
Dire. The first treachery revealed each quest phase is immune to player card effects and gains surge.
Forced: At the beginning of the quest phase, the first player makes a Fortitude test. If the first player fails this test, no more than 5 progress can be placed here this round.
This stage cannot be defeated unless Mount Doom is the active location.
The Last Gasp
Type: Quest
Keywords: Dire.
Quest points: 20
Stage: 3A
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players in the game. Add each location discarded this way to the staging area.
The last stage of their journey to Orodruin came, and it was a torment greater than Sam had ever thought he could bear. He was in pain, and so parched that he could no longer swallow even a mouthful of food.
-The Return of the King
The Last Stage
Type: Quest
Keywords: Time 2.
Stage: 3B
Time 2.
Forced: After the last time counter is removed from this stage, each engaged enemy makes an attack. Place 2 time counter on this stage.
At the end of the round, if Raven Chief is in the victory display, the players win the game.
The Last Stage
Type: Quest
Keywords: Time 2.
Stage: 3A
When Revealed: Add Raven Chief and Raven Chief's Camp to the staging area. Take the top X cards from the Raven deck and add them to the staging area. X is the number of players minus 1.
The warriors of the Raven Clan won't stop figting as long as their leader spurs them on. You must find the Raven Chief and defeat him in order to break the spirit of his men and bring and end to this conflict...
The Leaping Fish
Type: Quest
Keywords: Battle.
Quest points: 6
Stage: 1B
Battle.
When Revealed: Each player must search the encounter deck for a copy of Harbor Thug and add it to the staging area. Shuffle the encounter deck.
Inside the tavern, Lord Alcaron looks nervously toward the door as he hands you a scroll bearing the seal of Gondor. He asks that you deliver it to Faramir in Ithilen, but the brigands who just entered look intent on taking it from you
The Leaping Fish
Type: Quest
Keywords: Battle.
Quest points: 6
Stage: 1A
Setup: Search the encounter deck for The Leaping Fish and Alcaron's Scroll. Make The Leaping Fish the active location and attach Alcaron's Scroll to a hero.
The White Council has sent you by ship to Gondor to help fight the threat of Mordor. Upon arrival in the port city of Pelargir, you are greeted by Lord Alcaron who takes you to The Leaping Fish where you can speak privately.
The Legacy of Mordor
Type: Quest
Quest points: 8
Victory points: 1
Stage: 2B
Forced: At the beginning of the quest phase, each player deals 1 damage to a hero he controls and exhausts that hero. That hero cannot ready or be healed until the refresh phase.
While there are 4 quest stages in the victory display, progress cannot be placed here.
The Legacy of Mordor
Type: Quest
Quest points: 8
Victory points: 1
Stage: 2A
When Revealed: Reveal 1 encounter card per player.
Rows of iron-barred cells line both sides of a dark dungeon built beneath the old temple. You shudder to think what horrible fate befell the captives that were held here in years past as you continue to search for the missing Dorwinions.
Choked with Brambles
Type: Quest
Stage: 2B
Forced: At the beginning of the ropund, remove all progress from each location in play.
Forced: After placing progress as a result of questing successfully, if there are X or more total victory points on locations in the victory display, advance to stage 3A. Otherwise, advance to a different random stage 2A. X is the number of players in the game times 5.
The Living Forest
Type: Quest
Stage: 2A
When Revealed: If the number of locations in the staging area is less than the number of players in the game, search the encounter deck and discard pile for a location and add it to the staging area. Shuffle the encounter deck.
"Everything in it is very much more alive, more aware of what is going on, so to speak, than things are in the Shire. And the trees do not like strangers."
-Merry, The Fellowship of the Ring
Closing in Around Them
Type: Quest
Stage: 2B
Forced: The first player reveals 1 additional encounter card during the quest phase.
Forced: After placing progress as a result of questing successfully, if there are X or more total victory points on locations in the victory display, advance to stage 3A. Otherwise, advance to a different random stage 2A. X is the number of players in the game times 5.
Dark Bad Place
Type: Quest
Stage: 2B
Forced: At the beginning of the planning phase, each player must exhaust a hero he controls.
Forced: After placing progress as a result of questing successfully, if there are X or more total victory points on locations in the victory display, advance to stage 3A. Otherwise, advance to a different random stage 2A. X is the number of players in the game times 5.
Shifting Trees
Type: Quest
Stage: 2B
Forced: At the end of the round, discard a random location from the victory display.
Forced: After placing progress as a result of questing successfully, if there are X or more total victory points on locations in the victory display, advance to stage 3A. Otherwise, advance to a different random stage 2A. X is the number of players in the game times 5.
The Long Dark of Moria
Type: Quest
Quest points: 14
Stage: 1B
Forced: After a player optionally engages an enemy, remove 1 damage from Doom, Doom, Doom.
There were not only many roads to choose from, there were also in many places holes and pitfalls, and dark wells beside the path in which their passing feet echoed. -The Fellowship of the Ring
The Long Dark of Moria
Type: Quest
Quest points: 14
Stage: 1A
Setup: Set The Balrog, The Great Bridge, and Chamber of Mazarbul aside out of play. Add Doom, Doom, Doom to the staging area and place 10 damage tokens on it. Each player adds 1 different location to the staging area.
Trapped inside the Mines of Moria, the Company of the Ring must find their way through many twisting passages to reach the eastern door. But with every step they take into the Mines, there is a growing sense of dread...
The Lord of Middle-earth
Type: Quest
Victory points: 1
Stage: 2B
This stage gets +4 quest points per player.
Forced: At the beginning of the quest phase, each player discards 1 card from his hand. Until the end of the round, no more than X progress can be placed on this stage. X is the total cost of each card discarded by this effect.
While there are 4 quest stages in the victory display, progress cannot be placed here.
The Lord of Middle-earth
Type: Quest
Victory points: 1
Stage: 2A
When Revealed: Reveal 1 encounter card per player.
At the center of a large temple room is a hideous state of Sauron seated upon an iron throne. It is a terrible reminder of the darkness that awaits Middle-earth should you fail in your vigilance.
The Lower Depths
Type: Quest
Quest points: 255
Stage: 2B
Fire-drake cannot leave the staging area or take damage.
Response: After placing progress here from questing successfully, remove 5 progress from this stage to look at the top 2 cards of the Caves deck. Put one on top of the Caves deck and put the other on the bottom.
After The Dragon Hoard becomes the active location, advance to stage 3A.
The Lower Depths
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Place Dragon Hoard on the bottom of the Caves deck. Add Fire-drake to the staging area and shuffle the Dragon Might encounter set into the encounter deck.
A bright flame splits the darkness, and your fears are confirmed: it was a dragon you tracked from the village. The fire-drake chased the Dwarves from their mines, and you must search out its lair somewhere in the lower depths.
The Mines of Belegost
Type: Quest
Quest points: 6
Stage: 3F
During the travel phase, the players must travel to a location, if able.
Forced: After resolving the Discover keyword, if no Hazard card was revealed by that effect, reveal the top card of the encounter deck.
Forced: When this stage is defeated, if Blue Mountain Gem is attached to a hero advance to stage 4A. Otherwise, advance to stage 3A.
The Mines of Belegost
Type: Quest
Quest points: 6
Stage: 3E
When Revealed: Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
The book you recovered explains how the Dwarves kept their treasure in secret vaults: each one marked by a stone guardian. As you explore the mines, you find what looks like a doorway blocked by the statue of a Dwarf sentry. One of the guard's eyes is a glittering gem, but the other socket is empty. Perhaps if you can find the missing gem you could open the hidden passageway...
The Morgul Rider
Type: Quest
Stage: 3B
When Revealed: Reveal 1 card per player from the encounter deck and add it to the staging area.
Nazgûl of Minas Morgul cannot leave play unless destroyed.
If Nazgûl of Minas Morgul is defeated, the players have won the game.
The Morgul Rider
Type: Quest
Stage: 3A
When Revealed: Add Nazgûl of Minas Morgul and The White Bridge to the staging area.
You've delivered justice to the traitor Alcaron. You rush forward to help Lord Faramir, who is still struggling with his captors. Then another shrill crwy emanates from the city. It pierces your ears and chills your heart. With a dull clangor; the gates of Minas Morgul open. Mounted on a great black horse, a Nazgûl rides forth to claim Sauron's prize.
The Mountains' Peaks
Type: Quest
Quest points: 13
Stage: 3B
When Revealed: Shuffle all copies of Snowstorm in the encounter discard pile back into the encounter deck.
Characters are discarded from play if their Willpower is ever 0.
Players cannot defeat this stage unless they have 5 victory points. If the players defeat this stage, they have won the game.
The Mountains' Peaks
Type: Quest
Quest points: 13
Stage: 3A
The mountain peaks are almost in reach, but the swirling snows make it difficult to see, and your strength begins to drain away with the daunting final push to the pinnacle.
The Mountain Pass
Type: Quest
Quest points: 16
Stage: 2B
When Revealed: Search the encounter deck for 1 copy of Stone-giant and add it to the staging area. Then, shuffle the encounter deck. Reveal 1 card per player from the encounter deck and add it to the staging area.
The Mountain Pass
Type: Quest
Quest points: 16
Stage: 2A
When he peeped out in the lightning-flashes, he saw that across the valley the stone-giants were out and were hurling rocks at one another for a game, and catching them, and tossing them down into the darkness where they smashed the trees far below, or splintered into little bits with a bang. - The Hobbit
The Necromancer's Tower
Type: Quest
Quest points: 9
Stage: 1B
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of this quest unless they have at least 1 objective card.
The Necromancer's Tower
Type: Quest
Quest points: 9
Stage: 1A
Setup: Search the encounter deck for the 3 objective cards, reveal and place them in the staging area. Also, place the Nazgul of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
The Lady Galadriel of Lorien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Dungeons of the Necromancer
Type: Quest
Quest points: 15
Stage: 3B
When Revealed: Shuffle the encounter discard pile into the encounter deck. Each player discards from the top of the encounter deck until he discards an enemy, adds that enemy to the staging area, and attached a hero he controls to it as a guarded objective (discard all tokens from the chosen hero).
If there is an unguarded hero in the staging area, return it to its owner's control, exhausted. This stage cannot be defeated while there is a guarded objective in play. If the players defeat this stage, they win the game.
The Necromancer's Tower
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. Its 'when revealed' effects cannot be canceled.
The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.
The Necromancer's Tower
Type: Quest
Quest points: 10
Stage: 3A
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 2 or less (3 or less 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.
Rider of Mirkwood's engagement cost is considered to be 0.
The number of damage tokens on Rider of Mirkwood cannot exceed the number of progress tokens on this stage.
Players cannot defeat this stage while Rider of Mirkwood is in play. If the players defeat this stage, they win the game.
The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.
The Tower of Sorcery
Type: Quest
Quest points: 20
Stage: 3B
Forced: After the players have committed characters to the quest, discard cards from the top of the encounter deck until a treachery is discarded. Reveal that treachery.
If the players defeat this stage, they win the game.
The Necromancer's Tower
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. Its 'when revealed' effects cannot be canceled.
The dark form of Dol Guldur rises up ahead. The servants of the Enemy patrol the surrounding woods. You must take great care to gather what information you can and return with news to Rhosgobel before it's too late.
The Nine Walkers
Type: Quest
Quest points: 8
Stage: 2B
During the travel phase, the players must travel to a location, if able.
Forced: After an enemy engages a player, place 1 damage on the active location, if able.
"Hollin is no longer wholesome for us: it is being watched." -Aragorn, The Fellowship of the Ring
The Nine Walkers
Type: Quest
Quest points: 8
Stage: 2A
When Revealed: Make Redhorn Pass the active location. The first player reveals cards from the encounter deck until there is at least X Threat in the staging area. X is twice the number of players in the game.
The Council decides The One Ring must be cast into Mount Doom. Frodo is appointed eight companions to help him compete this quest and the Company of the Ring sets out from Rivendell into Hollin on their way to Mordor...
The Passage of the Ford
Type: Quest
Quest points: 5
Stage: 3B
The players cannot travel toThe Old Ford unless there is at least 5 progress here.
Forced: At the beginning of the quest phase, add the top card of the Evil Creatures deck to the staging area.
This stage cannot be defeated while The Old Ford is in play. When The Old Ford is explored, the players win the game.
The Passage of the Ford
Type: Quest
Quest points: 5
Stage: 3A
When Revealed: The first player adds The Old Ford to the staging area. Each other player adds the top card of the Evil Creatures deck to the staging area.
Grateful for your help, one of the Woodmen offers to journey with you to The Old Ford. He wants to warn Grimbeorn of the growing danger, but when you reach the forst you find the Beornings already fighting to defend the passage of the river from dangerous creatures.