ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Angmar Awakened Part 3
Type: Campaign
Resolution: Note the amount of damafge on Protect the Innocent in the Campaign Log (replacing the previous number) and remove Protect the Innocent from the Campaign Pool. Add Arnor Ravaged to the Campaign Pool in its place (found on the opposite side of Protect the Innocent). The players as a group must select either Iârion's Pendant or Amarthiúl's Courage to add to the Campaign Pool. Any player may add Iârion's Pendant to their deck if it is chosen.
"The wraith that attacked us was a powerful sorcerer. It was he that took Iârion."
"Why?", asked Amarthiúl, but none could answer. On the ground, the young Ranger found the hawk pendant of Iârion and regarded it in his hand. "It matters not,", said the Dúnadan clutching the pendant and rising to his feet. "Thaurdir has taken my friend, so I will pursue him."
"We will aid you in this quest," spoke the heroes with one voice. "We cannot abandon Iârion to the same fate as those village people."
Deadmen's Dike
Type: Campaign
You are playing campaign mode.
Setup: Attach Iârion's Pendant to Iârion. Add the Protect the Innocent side quest to the staging area and place damage on it equal to the amount of damage noted in the Campaign Log.
Forced: After Thaurdir enters play, randomly select one of the following burdens and attach it to Thaurdir: Thaurdir's Legacy, Thaurdir's Majesty, or Thaurdir's Spite. Add that card to the Campaign Pool.
"To arms, Dúnedain! The wraiths of Angmart are upon us!"
-Aragorn
Epic Multiplayer Mode
Type: Campaign
While Dol Guldur's city strength is 0, each Lieutenant enemy loses indestructible.
While the players are at stage 3, this card gains: "Forced: After resolving the Forced effect on Dol Guldur, the team with Dol Guldur in their staging area resolves the forced effect on the stage 3 that was not in play at any stage this round. Then, each team discards all progress from their stage 3 and advances to a new stage 3 of their choice. Each team must choose a different stage."
Response: At the end of the round, a player who controls Host of Lórien or Power of Lórien may give control of that card to another player at any stage.
If the last player at a stage is eliminated, the siege falls and the entire group loses the game. At the end of the round, if Dol Guldur's city strength is 0 and there are no Lieutenant enemies in play at each stage, Dol Guldur is captured and the players win the game.
They took Dol Guldur, and Galadriel threw down its walls and laid bare its pits, and the forest was cleared.
-The Return of the King
Epic Multiplayer Mode
Type: Campaign
Setup: Create 3 separate staging area, each with its own quest deck and encounter deck. Divide the players into 3 teams, one for each staging area. One team puts Dol Guldur into play in their staging area, attaches a threat dial to it, and sets its value to 5. Then, increase its value by 5 for each player at each stage. For the rest of the game, that threat dial is the siege tracker and it displays the city strength of Dol Guldur. Each other team removes their copy of Dol Guldur. Each other team removes their copy of Dol Guldur from the game. Flip this card over.
...there was long battle under the trees and great ruin of fire...
-The Return of the King
The Black Gate Opens & Mount Doom
Type: Campaign
Ignore the Forced effect on the Mount Doom campaign card if it is in play.
Forced: At the end of the round, the first player chooses a scenario (The Black Gate Opens or Mount Doom). Each player at the chosen scenario draws 1 card. Each player at the other scenario reduces his threat by 3. Then, the player who controls the Gwaihir objective-ally may give control of it to another player (at either scenario).
At the end of the round, if the last player at either scenario is defeated, both teams lose the game. If the Mount Doom scenario is defeated, both teams win the game.
"His eye is now straining towards us, blind almost to all else that is moving. So we must keep it. Therein lies all our hope."
-Gandalf, The Return of the King
Epic Multiplayer Mode
Type: Campaign
Setup: Create two separate staging areas: one for The Black Gate Opens and one for Mount Doom. Divide the players into 2 teams, one for each scenario. No more than 4 players can be assigned to each scenario and the number of players assigned to Mount Doom cannot be more than the number of assigned to The Black Gate Opens. Shuffle 1 copy of In Darkness Bind Them into each encounter deck. Place The Eye of Sauron in the Mount Doom staging area with its correspdonding side faceup. Flip this card over and set it next to the Mount Doom quest deck.
Mirkwood Paths - Part 3
Type: Campaign
Response: After the first objective is claimed, flip Mendor face-up and place 1 damage token on him.
Resolution: Determine one of the following:
1) If Mendor is still in play, add Mendor to the Campaign Pool.
If you do, put Mendor into play at the start of each scenario during your next campaign. Each player may include 1 copy of Mendor's Support in their deck during that campaign.
2) If Mendor is not in play, do not adjust the Campaign Pool for your next campaign.
"It has been an honor to share such a perilous adventure with you, friends," says Mendor. "If you ever need my aid again, I would be glad to journey with you once more."
Sadly, you bear Mendor's body back to Galadriel to prepare for his passing into the West.
Escape from Dol Guldur
Type: Campaign
You are playing Campaign Mode.
Setup: Put Mendor into play. Attached Appointed by Fate to a hero of the first player's choice.
Forced: When a hero would be randomly selected to be a "prisoner", the "prisoner" from the Campaign Log is selected instead. Each card attached to that hero is turned facedown until that hero is "rescued." Mendor is captured as well. Place Mendor facedown next to the prisoner (this does not cause him to leave play). Flip this card over.
Your guide, Mendor, has also been taken by the enemy!
Angmar Awakened Part 5
Type: Campaign
Forced: Instead of raising their threat by 1 during the refresh phase, each player raises their threat by the number of completed quest cards plus the number of side quests in the victory display.
Forced: After a hero enters play, attach to that hero each set-aside permanent boon attachment assigned to that character in the Campaign Log.
Resolution: Each player must make note of which unique cards are still in their captured deck and not in play at the end of the game. Those cards cannot be included in that player's deck for the rest of the campaign.
"Thaurdir is aware of our escape. Our fortunes have turned. Now we are the ones being pursued."
-Amarthiúl
Escape from Mount Gram
Type: Campaign
You are playing campaign mode.
Setup: Set aside any permanent boon attachments on heroes that are added to a player's captured deck. Add the Loot the Dungeons side querst to the staging area, capturing the bottom 5 cards of each player's captured deck underneath it. Flip this card over.
"There are many more of our company imprisoned here. Find them and make your way to the southern gate. I will try to find Iârion, and meet you there."
-Amarthiúl
Dream-chaser Part 4
Type: Campaign
Resolution: Gain the following:
• 1 XP for each surviving player.
• 1 XP if you ended the game on-course (On-Course).
• 1 XP if you ended the game on stage 2B.
• 1 XP if you destroyed the Stormcaller.
• 1 XP if Crowley is in the victory display.
• 1 XP if Thunderstruck is in the victory display.
• 1 XP if each hero has no damage on it.
• -1 XP if Ominous Fate is in the victory display.
Calaerion's expertise proved invaluable in the pursuit of the swift Stormcaller. Anticipation builds as the heroes prepare to confront Captain Sahír on the deck of his flagship to avenge the death of Calphon.
Flight of the Stormcaller
Type: Campaign
You are playing Campaign Mode.
Setup: Flip the Stormcaller to its "Campaign Mode only" side, then attach Black Key (burden) to it. Each player chooses a Modification boon for each of their ship-objectives and attaches it to that ship-objective. Shuffle Thunderstruck into the encounter deck. Shuffle Crowley into the Corsair deck. Put Calaerion into play under the control of the player with the Dream-chaser.
The fierce attack on the Grey Havens has stoked the flames of vengeance. An experienced sailor, Calaerion, offers his aid and joins the crew aboard the Dream-chaser.
The Lord of the Rings Part 3
Type: Campaign
Resolution: Add each burder card in play, in the encounter deck, and in the discard pile to the Campaign Pool. The added cards have been earned by the players.
The black horses were filled with madness, and leaping forward in terror they bore their riders into the rushing flood. Their piercing cries were drowned in the roaring of the river as it carried them away. Then Frodo felt himself falling, and the roaring and confusion seemed to rise and engulf him together with his enemies. He heard and saw no more.
-The Fellowship of the Ring
Flight to the Ford
Type: Campaign
You are playing Campaign Mode.
Response: After an ememy is declared as an attacker, shuffle the top card of the burden deck into the encounter deck to cancel that attack. (Any player may trigger this ability.)
"They have drawn off for the time being. But not far, I fear. They will come again another night, if we cannot escape. They are only waiting, because they think that their purpose is almost accomplished, and that the Ring cannot fly much further."
-Aragorn, The Fellowship of the Ring
The Lord of the Rings Part 1.2
Type: Campaign
Resolution: The players have earned the Ho! Tom Bombadil! boon card.
At last they set off. They led their ponies down the hill; and then mounting they trotted quickly along the valley. They looked back and saw the top of the old mound on the hill, and from it the sunlight on the gold went up like a yellow flame. Then they turned a shoulder of the Downs and it was hidden from view.
-The Fellowship of the Ring
Fog on the Barrow-downs
Type: Campaign
You are playing Campaign Mode.
Setup: While any player is at stage 4B, the first player cannot lose control of the first player token.
Even in the Shire the rumour of the Barrow-wights of the Barrow-downs beyond the Forest had been heard. But it was not a tale than any hobbit liked to listen to, even by a comfortable fireside far away. -The Fellowship of the Ring
The Lord of the Rings Part 8
Type: Campaign
Resolution: Each player with a copy of Poisoned Counsels in his hand, deck or discard pile has earned that burden. Add the earned cards to the campaign pool.
Down through the breach of the Dike charged the king's company. Down from the hills leaped Erkenbrand, lord of Westfold. Down leaped Shadowfax, like a deer that runs surefooted in the mountains. The White Rider was upon them, and the terror of his coming filled the enemy with madness. The wild men fell on their faces before him. The Orcs reeled and screamed and cast aside both sword and spear. Like a black smoke driven by a mounting wind they fled. -The Two Towers
Helm's Deep
Type: Campaign
You are playing campaign mode.
Setup: Each player may change hero cards without incurring the +1 threat penalty. Remove each burden with the following burden set icons from the encounter deck:
A Shadow of the Past, Flight to the Ford, The Ring Goes South
"The shield-wall was broken. Erkenbrand of Westfold has drawn off those men he could gather towards his fastness in Helm's Deep." -Ceorl, The Two Towers
Angmar Awakened Part 1
Type: Campaign
Resolution: Note the amount of damage on Protect the Innocent in the Campaign Log and add Protect the Innocent to the Campaign Pool.
"I'm afraid our work is not yet finished, my friends," said Iârion, gazing into the distance. "There is to be a gathering of the Dúnedain at Fornost in a few days to celebrate the Autumnal Equinox. I must go thither with news of this attack for I fear it is but a prelude of things to come, and the Rangers must be ready for what follows. However, we cannot allow those Orcs that fled to escape, or they may return again in even greater numbers. Since I must go to Fornost, I ask you: will you track them in my stead?"
From the strained look in his eyes, the heroes could see how hard it was for the honorable ranged to burden them with this dangerous task, so they made him an oath that none of the Orcs who had ventured so close to Bree would live to return again.
"Well said," replied Iârion. Then, he raised his sword in salute and spoke, "May the spirit of Oromë guide you on your hunt!"
Intruders in Chetwood
Type: Campaign
You are playing campaign mode.
Setup: Attach Iârion's Pendant to Iârion and add the Protect the Innocent side quest to the staging area. Starting with the first player, each player may place 4 damage on Protect the Innocent to add 1 resource to each of their heroes' resource pools.
"Orcs have been discovered west of the Weather Hills in greater number than we have seen them in many years. They are spying out the land, and we believe they plan to attack."
-Iârion
Mirkwood Paths - Part 2
Type: Campaign
Resolution: Add each copy of Valor and Scarred in play to the Campaign Pool. Record the names of the heroes with Valor and/or Scarred attached in the notes section of the Campaign Log and attach them to those heroes when setting up each subsequent scenario in this campaign.
The hero with the most damage will be taken prisoner at the beginning of Escape from Dol Guldur (in case of a tie, randomly select among the heroes with the most damage.) Record the name of the "prisoner" in the notes section of the Campaign Log.
"Our pursuers were too persistent and their ambush too well planned to be mere coincidence," says Mendor after finally reaching the shores of Lórien. "I fear a greater evil directs them from the shadows."
Journey Along the Anduin
Type: Campaign
You are playing Campaign Mode.
Setup: Put Mendor into play. Set each copy of Valor and Scarred aside, out of play.
Response: After a Hill Troll is defeated, each player attaches 1 set-side copy of Valor to a hero they control, if able.
Forced: After a character is destroyed by a Hill Troll, each player attaches 1 set-aside copy of Scarred to a hero they control. (Limit once per game.)
If Mendor leaves play, the players lose the game
The Lord of the Rings Part 5
Type: Campaign
Resolution: The first player must choose one of the burden treachery cards (Pursued by the Enemy or Shadow of Fear), and one of the burden objective cards (Grievous Wound or Overcome by Grief) and add to the Campaign Pool. If The Balrog is still in play, the first player must choose all 4 burden cards instead. The chosen burdens have been earned by the players.
They ran on. The light grew before them; great shafts pierced the roof. They ran swifter. They passed into a hall, bright with daylight from its high windows in the east. They fled across it. Through its huge broken doors they passed, and suddenly before them the Great Gates opened, an arch of blazing light. -The Fellowship of the Ring
Journey in the Dark
Type: Campaign
You are playing in Campaign Mode.
Setup: Shuffle the burder treachery cards Pursued by the Enemy and Shadow of Fear, into the encounter deck. Add the burden objective cards Grievous Wound and Overcome by Grief to the staging area.
"Well, well!" said the wizard. "The passage is blocked behind us now and there is only one way out - on the other side of the mountains." -The Fellowship of the Ring
The Lord of the Rings - Part 11
Type: Campaign
Resolution: Each player who chose to shuffle a copy of Brace of Coneys into his deck during setup has earned that boon. Add each earned copy to the campaign pool. Record the name and quantity of each enemy underneath The Black Gate in the notes section of the campaign log.
"Here is the last parting of our ways," said Faramir.
"If you take my counsel, you will not turn eastward yet. Go straight on, for thus you will have the cover of the woodland for many miles." -The Two Towers
Journey to the Cross-roads
Type: Campaign
You are playing campaign mode.
Setup: Each player must choose: either add 1 resource to each of his heroes’ pools, or shuffle 1 copy of Brace of Coneys into his deck. Remove each burden with the following burden set icons from the encounter deck and each player's deck: Helm's Deep, The Road to Isengard
So they passed into the northern marches of that land that Men once called Ithilien, a fair country of climbing woods and swift-falling streams. —The Two Towers
The Lord of the Rings - Part 18
Type: Campaign
Resolution: The first player must choose: - Keep The One Ring card and succumb to the power of Sauron. Then, the players lose the campaign.
- Destroy The One Ring card and defeat the power of Sauron. Then, the players win the campaign.
"I have come," he said. "But I do not choose to do what I came to do. I will not do this deed. The Ring is mine!" And suddenly, as he set it on his finger, he vanished from Sam's sight.
-The Return of the King

"The realm of Sauron is ended!" said Gandalf. "The Ring-bearer has fulfilled his Quest." And as the Captains gazed south to the Land of Mordor, it seemded to them that, black against the pall of cloud, there rose a huge shape of shadow, impenetrable, lightning-crowned, filling all the sky. Enormous it reared above the world, and stretched out towards them a vast threatening hand, terrible but impotent: for even as it leaned over them, a great wind took it, and it was all blown away, and passed; and then a hush fell.
-The Return of the King
Mount Doom
Type: Campaign
Setup: Each player may change heroes he controls without incurring the +1 threat penalty. Place X resource tokens on this card, where X is the number of resource tokens on The Black Gate, as recorded in the campaign log. Remove each burden with the following burden set icons from the encounter deck: Helm's Deep, The Road to Isengard, The Passing of the Grey Company
Forced: At the end of the round, remove 1 resource token from this card. Then, if there are no resource tokens here, the players lose the game.
Mirkwood Paths - Part 1
Type: Campaign
Resolution: Each player earns 1 copy of the Mendor's Support boon crd. Add the earned cards to the Campaign Pool.
If Stage 3B was Beorn's Path, add the Ungoliant's Swarm burden card to the Campaign Pool.
If Stage 3B was Don't Leave the Path, add the Lingering Venom burden card to the Campaign Pool.
"The forest is dangerous, but that was beyond what one might expect to find." Mendor seems shaken. "I fear something is not right in the land. I shall continue to travel with you."
Passage Through Mirkwood
Type: Campaign
You are playing Campaign Mode.
Setup: Put Mendor into play.
If Mendor leaves play, the players lose the game.
King Thranduil has assigned a guide, Mendor, to assist you in your passage through Mirkwood Forest.
Dream-chaser Part 3
Type: Campaign
Resolution: If Graxar is in the victory display, choose either Parrying Cutlass or Throwing Axe, add it to the Campaign Pool, and record which hero you attach it to.
Add the copies of Galdor’s Counsel chosen during setup to the Campaign Pool.
Gain the following:
• 1 XP for each surviving player.
• 1 XP if 2 or fewer cards are underneath The Havens Burn (2 XP instead if no cards are underneath it).
• 1 XP for each Elven Wave-runner in the victory display.
• 1 XP if Na’asiyah is in the victory display.
• 1 XP if no enemies are in play.
• 1 XP if each surviving player’s threat is 40 or less.
• –1 XP if Ominous Fate is in the victory display.
Raid on the Grey Havens
Type: Campaign
You are playing Campaign Mode.
Setup: The first player takes control of Calphon and attaches Spyglass and Black Key (boon) to him. Shuffle Graxar into the encounter deck. Each player may choose one copy of Galdor’s Counsel and add it to their hand. For this game, X is plus 1 for each of those copies.
Forced: After stage 2B is revealed, remove Calphon and each attachment on him from the game, ignoring his “leaves play” ability.
The Lord of the Rings - Part 12
Type: Campaign
Resolution: Add a Heavy Burden to the campaign pool. The players have earned that burden.
"Master, dear master," he said, but Frodo did not speak. Ass hehad run forward, eager, rejoicing to be free, Shelob with hideous speed had come behind and with one swift stroke had stung him in the neck. He lay now pale, and heard no voice, and did not move.
-The Two Towers
Shelob's Lair
Type: Campaign
You are playing campaign mode.
Setup: Attach A Heavy Burden to the Ring-bearer. Remove each burden with the following burden set icons from the encounter deck and each player’s deck: Helm’s Deep, The Road to Isengard
"There is another way. O yes indeed there is. Another way, darker, more difficult to find, more secret. But Sméagolnknows it. Let Sméagol show you!" —The Two Towers
Standard Game Mode
Type: Campaign
While Dol Guldur's city strength is 0, each Lieutenant enemy loses indestructible.
While the players are at stage 3, this card gains: "Forced: After resolving the Forced effect on Dol Guldur, randomly select a stage 3 that was not in play this round and resolve its Forced effect. Then, discard all progress from the current stage 3 and advance to a new stage 3 of your choice."
At the end of the round, if Dol Guldur's city strength is 0 and there are no Lieutenant enemies in play, Dol Guldur is captured and the players win the game.
After the fall of the Dark Tower and the passing of Sauron the Shadow was lifted from the hearts of all who opposed him, but fear and despair fell upon his servants and allies. -The Return of the King
Standard Game Mode
Type: Campaign
Setup: Add Dol Guldur to the staging area, attach a threat dial to it, and set its value to 5. Then, increase it's value by 5 for each player. For the rest of the game, that threat dial is the siege tracker and it displays the city strength of Dol Guldur. Flip this card over.
"...we were drawing nigh to Dol Guldur, and that is still a very evil place; we do not go that way."
-Legolas, The Fellowship of the Ring
Dream-chaser Part 6
Type: Campaign
Resolution: If Starla is under a player's control, add her to the Campaign Pool. For each Recurring Nightmare that is not a secret, add it to the Campaign Pool and choose a player. For the remainder of the campaign, that player shuffles that Recurring Nightmare into their deck after they draw their starting hand.
Gain the following:
• 1 XP for each surviving player.
• 1 XP for each resource on this card (to a maximum of 3 XP).
• 1 XP for each faceup Temple Halls.
• 1 XP if 4 or fewer Uncharted locations are faceup.
• 1 XP if Temple Guardian is in the victory display.
• 1 XP if each surviving player's threat is 40 or less.
• -1 XP if Ominous Fate is in the victory display.
Temple of the Deceived
Type: Campaign
You are playing Campaign Mode.
Setup: Attach Black Key (boon) to Captain Sahír. Shuffle Revenant into the encounter deck. Shuffle Starla and both Recurring Nightmares together and place one facedown under each Temple of the Deceived location, as secrets. For each character in play, its controller may deal 1 damage to it to reduce their threat by 1. One player may raise their threat by 4 to attach Spyglass to a hero.
Travel Action: Flip over a secret at your location. If it is a Recurring Nightmare, it engages you. If it is Starla, you gain control of her (ready).
A member of your party has disappeared. Can you find her?
Angmar Awakened Part 8
Type: Campaign
Resolution: Note the amount of damage on each hero at the end of the game.
As the heroes slew Thaurdir, his remains crumbled and decayed into ash before their very eyes, and his armor and weapon clattered to the ground harmlessly. But before they could rejoice in their victory, the howling of wolves sounded in the air, as if all around them.
"Goblins!" one of the Rangers in the rear ranks shouted, "Goblins from Mount Gram!" The company found themselves assaulted from the south by Goblins while the Orcs of Carn Dûm rallied their defenses once more. They had but a moment to slip into the fortress before they were surrounded on all sides. One of the Elves that had accompanied them from Rivendell turned to the heroes with a grim expression and shouted over the clamour of battle, "You must make your way into the fortress and stop Daechanar's ritual!"