ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
Ambush the Men of Harad
Type: Quest
Quest points: 20
Stage: 1A
Setup: Add The Black Gate and The Cross-roads to the staging area. Shuffle the Harad encounter set and place it facedown under The Cross-roads. Each player, except for the first player, searches the encounter deck for a different non-unique location and adds it to the staging area. Shuffle the encounter deck.
"These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made." —Mablung, The Two Towers
Ancient Evils Disturbed
Type: Quest
Quest points: 9
Stage: 2B
The players cannot advance unless they control at least 2 Loot objectives and Lurker of the Depths is in the victory display.
Forced: When this stage is defeated, if Book of Aulë's Children is attached to a hero, advance to stage 3C. Otherwise, advance to stage 3A.
Some hideous creature of a forgotten age attacks your party. You must defeat it if you hope to leave Belegost alive.
Ancient Evils Disturbed
Type: Quest
Quest points: 9
Stage: 2A
When Revealed: Add Lurker of the Depths to the staging area.
As you explore the partially flooded ruins of Belegost, you feel something wet and leathery brush past your leg. The sound of thrashing water echoes from somewhere in the darkness ahead of you, when suddenly a horde of slimy, black tentacles strike at you!
Anduin Crossing
Type: Quest
Quest points: 1
Stage: 3B
Progress tokens from card effects cannot be placed on this quest card or the active location.
Players cannot travel to East Bank or West Bank locations.
In order to commit characters to the quest, a player must first choose a hero or 1 Ranger of Ithilien card he controls. Discard each chosen card from play.
Anduin Crossing
Type: Quest
Quest points: 1
Stage: 3A
The cold waters of the Anduin river rush before you, but the current is weaker here and you have to cross. The outriders and van of the Dark Lord's army are closing fast behind, and their archers will make the attempted crossing even more dangerous. The bravest members of your band turn back to distract the oncoming horde, so that the rest of you might escape.
Anduin Passage
Type: Quest
Quest points: 16
Stage: 2B
Reveal 1 additional card from the encounter deck each quest phase. Do not make engagement checks during the encounter phase. (Each player may still optionally engage 1 enemy each encounter phase.)
As your enemies harass the raft, it is difficult to maintain balance and effectively fight them off.
Anduin Passage
Type: Quest
Quest points: 16
Stage: 2A
After defeating the Troll, you are able to board the raft and embark upon a river voyage. As you depart, your enemies pursue, harassing the small vessel as you attempt to navigate the river...
Angmar Awakened
Type: Quest
Quest points: 255
Stage: 2B
Reanimated Dead are Undead enemies with 2 Threat, 2 Attack, 2 Defense and 2 hit points.
When Daechanar is defeated, advance to the next stage.
Daechanar, in the body of your ally Iârion, laughs wickedly. Despair and frustration are the only thoughts that enter your mind. In the end, you were too late to stop this cruel fate. "Finally! Yes, this body will do nicely." the wraith wearing the guise of your friend muses. He draws his blade.
Angmar Awakened
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Add Daechanar to the staging area. Make Altar of Midwinter the active location, returning any previously active location to the staging area. Each player reanimates the top card of his deck.
A final scream fills the dreadful halls of Carn Dûm, and you suspect the worst. As you enter the site of Daechanar's dark ritual, your fears come to life. Iârion stands before you, cracking his neck and gripping the blade at his side tightly, as though testing his muscles. Only it isn't him.
An Evil Place
Type: Quest
Quest points: 25
Stage: 2B
Event cards cannot shuffle cards from a player's discard pile into his deck.
Forced: At the end of the round, each player discards X cards from the top of his deck, where X is 1 more than the number of quest cards in play. If a player has no cards left in his deck, he is eliminated from the game.
If the player defeat this stage, they win the game.
An Evil Place
Type: Quest
Quest points: 25
Stage: 2A
When Revealed: Search the encounter deck and discard pile for an encounter side quest and reveal it. 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. Add each enemy discarded this way to the staging area.
Hope and supplies begin to run low the longer you wander through the oppresive dark of Torch Gordor. You need to find the exit before it's too late.
An Unexpected Party
Type: Quest
Quest points: 7
Stage: 1B
At first they had passed through hobbit-lands, a wild respectable country inhabited by decent folk, with good roads, an inn or two, and now and then, a dwarf or a farmer ambling by on business. Then they came to lands where people spoke strangely, and sang songs Bilbo had never heard before. - The Hobbit.
An Unexpected Party
Type: Quest
Quest points: 7
Stage: 1A
Setup: Remove and shuffle the 7 Sack cards into a Sack deck and set it aside face down. Remove the 3 Troll enemies and the Troll Cave from the encounter deck and set them aside out of play. Then, shuffle the encounter deck. Each player reveals 1 card from the top of the encounter deck and adds it to the staging area.
The wizard Gandalf has chosen Bilbo Baggins to join Thorin and company on their quest to the Lonley Mountain.
An Untimely End
Type: Quest
Quest points: 17
Stage: 2B
Archery damage must be assigned to allies, if able.
In the grove, the fleeing traitors lie slain, pierced by poisoned arrows. As you search the pain-wracked corpses for the body of their leader, the ominous echo of drums begins to sound among the trees. You desperately begin to retrace your steps from the woods, lest the fate of the traitors becomes your own.
An Untimely End
Type: Quest
Quest points: 17
Stage: 2A
As you move deeper into the forest, the wilderness quickly swallows all trace of civilization. Pushing through a dense patch of undergrowth, you came upon a dark and tangled grove. The scent of death strikes you.
Apprehending the Killer
Type: Quest
Quest points: 255
Stage: 3B
Ignore the Investigate keyword when the active location is explored.
Forced: At the beginning of the encounter phase, each suspect enemy in play engages the first player.
While at least 1 Hideout location is in play, Suspect enemies cannot take damage. If there are no Suspect enemies in play, the players win the game.
Apprehending the Killer
Type: Quest
Quest points: 255
Stage: 3A
When Revealed: Each player besides the first player searches the encounter deck and discard pile for a Brigand enemy and adds it to the staging area. Shuffle the encounter deck.
You've discovered the identity of the killer and the location of the rogue's secret hideout, but the villain is aware of your pursuit. You must move swiftly to apprehend the brigand!
Approaching Cair Andros
Type: Quest
Quest points: 15
Stage: 4B
If any players threat is 37 or higher, Approaching Cair Andros gains Siege.
Forced: At the end of each round, raise each player's threat by 2.
If the players defeat this stage, they have won the game.
Approaching Cair Andros
Type: Quest
Quest points: 15
Stage: 4A
The island fortress of Cair Andros rises from the middle of the Anduin. From a distance all is quiet, but as you near the island and night approaches a raucous cry is heard on the wind. The horns of Mordor sound in response. The enemy is moving on Cair Andros, and the assault will soon begin. You must reach it before all hope is lost.
Approaching Rivendell
Type: Quest
Quest points: 13
Stage: 3B
When Revealed: Reveal 1 card from the encounter deck per player, and add it to the staging area.
Characters cannot be healed.
If the players defeat this stage, they have won the game.
Approaching Rivendell
Type: Quest
Quest points: 13
Stage: 3A
Orcs and other creatures have hounded you since fighting your way free of the orc outpost. Soon you will reach the safety of Rivendell's borders, but supplies have dwindled and you are dead weary from sleepless nights of keeping watch, as dark forms shadow your camp.
Assault on Dol Rhugar
Type: Quest
Quest points: 3
Stage: 1B
Thane Ulchor cannot leave the staging area.
While there are at least 3 progress tokens on this stage, it cannot be chosen as the current quest stage during the quest phase.
This stage cannot be defeated unless it is the end of the round and there are 3 Castle side quests in the victory display.
You lead an army of rescued slaves in a surprise attack on Ulchor's fortress.
Assault on Dol Rhugar
Type: Quest
Quest points: 3
Stage: 1A
Setup: Player decks cannot exceed 50 cards. Create the Power of Mordor deck (see insert) and set it next to the quest deck. Each player puts 1 copy of Ulchor's Guard into play engaged with him. Add Thane Ulchor and all 4 copies of the Storm the Castle side quest to the staging area. Place the top card of the Power of Mordor deck faceup under each side quest in play. Each player places 8 cards from top of his deck under the quest deck and each side quest in play.
Your quest to defeat Thane Ulchor has brought you to his stronghold in Mordor.
Assault on Helm's Deep
Type: Quest
Keywords: Defense.
Quest points: 8
Stage: 2B
Forced: At the end of the combat phase, if the number of enemies in the staging area is less than the number of players in the game, the first player reveals an encounter card.
Forced: At the end of the round place 1 progress here for each enemy in the staging area (bypassing the active location).
Assault on Helm's Deep
Type: Quest
Keywords: Defense.
Quest points: 8
Stage: 2A
When Revealed: Add the Defense of Helm's Deep and each set aside copy of Soldier of Isengard to the staging area. Make Deeping Wall the active location. Shuffle the encounter deck. Then, each player reveals 1 encounter card.
At the behest of Gandalf, Aragorn and his companions ride to Helm's Deep with the men of Rohan and their King. As the sun goes down, the valley below the Deeping Wall fills with the approaching army of Isengard...
Assault on the Golden Wood
Type: Quest
Quest points: 255
Stage: 1B
Forced: At the end of the round, place 1 resource here and move all progress from this stage to Power of Lórien. If there are 3 resources here, advance to stage 2A.
Response: At the end of the round, raise each player's threat by 1 to choose a stage. Each player at that stage draws 1 card and adds 1 resource to a hero's resource pool.
Assault on the Golden Wood
Type: Quest
Quest points: 255
Stage: 1A
Setup: Set Host of Lórien and all 4 Lieutenant enemies aside, out of play. Add Power of Lórien and 1 copy of Dol Guldur Marauder per player to the staging area. Shuffle the encounter deck.
The Dark Lord of Mordor has declared war across Middle-earth. His Nazgûl lead the Morgul host against Minas Tirith in the south, while Easterlings lay siege to Erebor in the north. And in a move long-prepared, the armies of Dol Guldur cross the Anduin to assault Lórien...
Attack on Pelargir
Type: Quest
Quest points: 20
Stage: 1B
Each Ship location in the staging area is immune to player card effects.
The players cannot defeat this stage while Great Corsair Ship is in play. When this stage is defeated, the players win the game.
"But the Haradrim, being now driven to the brink, turned at bay, and they were fierce in despair; and they laughed when the looked on us, for they were a great army still." -Gimli, The Return of the King
Attack on Pelargir
Type: Quest
Quest points: 20
Stage: 1A
Setup: Add The Corsair Fleet (Corsair side faceup) and Great Corsair Ship to the staging area. Each player searches the encounter deck for a Ship location and adds it to the staging area. Shuffle the encounter deck.
"There at Pelargir lay the main fleet of Umbar, fifty great ships and smaller vessels beyond count. Many of those that we pursued had reached the havens before us..."
-Gimli, The Return of the King
Ambushed at Night
Type: Quest
Quest points: 20
Stage: 2B
Each enemy in the staging area gets -10 engagement cost, cannot be optionally engaged and cannot take damage.
Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).
A Chosen Path
Type: Quest
Quest points: 20
Stage: 2A
When Revealed: The opposing teach searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 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 Elf you rescued is Mendor, a servant of the Elvenking. He offers to guide you to the hidden kingdom, yet even Mendor struggles to keep his way as night settles over Mirkwood.
Beorn's Path
Type: Quest
Quest points: 10
Stage: 3B
Players cannot defeat this stage while Ungoliant's Spawn is in play. If players defeat this stage, they have won the game.
You attempt to follow a secret, hidden trail to avoid the enemy...
A Chosen Path
Type: Quest
Quest points: 10
Stage: 3A
The trail winds into one of the darkest, most tangled parts of the forest...
You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.
Don't Leave the Path
Type: Quest
Stage: 3B
When Revealed: Each player must search the encounter deck and discard pile for 1 Spider card of his choice, and add it to the staging area.
The players must find and defeat Ungoliant's Spawn to win this game.
The shadows grow darker, and you realize that a foul presence is aiming to draw you from the path. You must defeat it to pass this way.
A Chosen Path
Type: Quest
Stage: 3A
The trail winds into one of the darkest, most tangled parts of the forest...
You sense that foul, dark presence is hunting you, and you move quickly in an attempt to avoid its evil.
"Don't Leave the Path"
Type: Quest
Quest points: 20
Stage: 2B
Progress cannot be placed on locations in the staging area.
During the travel phase, the players must travel to a location, if able.
Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).
Lost in the Dark
Type: Quest
Quest points: 20
Stage: 2B
The first treachery revealed each round gains Doomed 1 and its 'when revealed' effects cannot be canceled.
Forced: After characters are committed to the quest, no more than 5 progress can be placed here this round (10 progress instead if Mendor is committed to the quest).
A City in Turmoil
Type: Quest
Quest points: 5
Stage: 1B
Forced: After the active location leaves play as an explored location, place 1 resource here.
This stage cannot be defeated unless there are at least 2 resources here.
The people you came to help beg you to uncover the truth of these rumors and rescue their lost loved ones if you can.
A City in Turmoil
Type: Quest
Quest points: 5
Stage: 1A
Setup: Set each plot objective and each Cultist enemy aside, out of play. Each player searches the encounter deck for a different location and adds it to the staging area. One of those locations must be Side Street. Shuffle the encounter deck.
A shadow hangs over the capital of Dorwinion. Fear grips the heart of the city on the Sea of Rhûn. People have been disappearing, and it is rumored that a cult of Sauron worshippers are responsible.
A Cornered Dragon
Type: Quest
Stage: 4B
Cold-Drake cannot take more than X damage each round, where X is the number of Dragon Signs in the victory display.
Forced: At the beginning of the quest phase, return Cold-Drake to the staging area. It makes an immediate attack against each player in turn order.
This stage cannot be defeated while Cold-Drake is in play. When Cold-Drake is defeated, the players win the game.
A Cornered Dragon
Type: Quest
Stage: 4A
When Revealed: Add Cold-Drake to the staging area. It makes an immediate attack against each player in turn order. (Deal and resolve a shadow card for each attack.)
At last you have cornered the injured Dragon. But with nowhere left to run, it attacks you with desperate fury. The men of Dale will make songs of this battle, if you survive to tell the story...
A Fateful Discovery
Type: Quest
Quest points: 255
Stage: 2B
Forced: After a location is explored, if it would be shuffled into the Uncharted deck, add it to the victory display instead.
The players cannot defeat this stage unless Shrine to Morgoth is in the victory display. When Shrine to Morgoth is added to the victory display, the players win the game.
You search for the shrine, unsure of its exact location...
A Fateful Discovery
Type: Quest
Quest points: 255
Stage: 2A
When Revealed: Add 2 copies of Lost Island from the top of the Uncharted deck to the staging area. Add Shrine to Morgoth to the staging area, Lost Island side faceup. Remove all progress from each Uncharted location in the staging area and shuffle them so that the players do not know which one is which.
Markings on Adûnaic suggest the existence of a grand shrine somewhere on the island. Perhaps there, you will find answers.
A Fell Wraith
Type: Quest
Quest points: 13
Stage: 2B
Forced: After Thaurdir attacks and destroys a character, that character's controller must either discard the top 3 cards of his deck, or return Thaurdir to the staging area.
If a player has no cards in his deck, he is eliminated from the game. The players cannot defeat this stage while Thaurdir has any hit points remaining. If the players defeat this stage, they win the game.
A Fell Wraith
Type: Quest
Quest points: 13
Stage: 2A
When Revealed: Add Thaurdir to the staging area. Then, reveal 1 encounter card per player.
The foul sorcery that drives the ghouls against you attacks your mind as well, and you fight to master your fear in the face of an unrelenting enemy. The question of who works the evil spell is answered by the appearance of a dark figure. The old man you had thought to be the Orcs' prisoner has revealed himself to be a powerful wraith. He must be stopped!
A Fork in the Road
Type: Quest
Quest points: 2
Stage: 2B
Forced: When you defeat this stage, proceed to one of the 2 "A Chosen Path" stages, at random.
Unsure of what lies ahead but spurred by the urgency of your message, you choose a path and proceed...
A Fork in the Road
Type: Quest
Quest points: 2
Stage: 2A
As you move through Mirkwood, hounded by spiders, the forest path forks before you...
A Miserable Journey
Type: Quest
Quest points: 20
Stage: 2B
Reveal 1 additional encounter card during the quest phase unless there is an active location with the safe keyword.
This land is barren and untamed. Food is scarce, and you must take care to avoid the Trolls and other creatures that roam the moors. If you are lucky, you may find a safe place to hide and rest for a short time before your journey continues.
A Miserable Journey
Type: Quest
Quest points: 20
Stage: 2A
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.
Your trek through the Ettenmoors only gets worse as your injured company is pursued by hungry trolls and bettered by cold and rain.
A New Terror Abroad
Type: Quest
Quest points: 10
Stage: 2B
Forced: At the beginning of the quest phase, the first player looks at the top 2 cards of the encounter deck. Reveal and add 1 of those cards to the staging area, and discard the other.
Rumors have led you to the eaves of Mirkwood Forest, where the Woodmen whisper of a new terror in the night...
A New Terror Abroad
Type: Quest
Quest points: 10
Stage: 2A
The wood was full of the rumor of him, dreadful tales even among beasts and birds. The Woodmen said that there was some new terror abroad, a ghost that drank blood. -The Fellowship of the Ring
A Presence in the Dark
Type: Quest
Victory points: 2
Stage: 1B
When Revealed: Reveal 1 encounter card per player, and add it to the staging area. Then, add A Presence in the Dark to your victory display.
As you leave Moria, the air grows thick and drums begin to roll from the deeps. A man-shape shadow, yet greater, masses at the end of the hall, and begins to head straight for you.
A Presence in the Dark
Type: Quest
Victory points: 2
Stage: 1A
Setup: Prepare the quest deck. Add The Nameless Fear to the staging area. Remove all copies of A Foe Beyond from the encounter deck. Then, shuffle 1 copy of A Foe Beyond per player back into the encounter deck.
You have discovered the fate of the Dwarven colony, and seek to leave Moria. But exiting may not be as simple as entering...
A Shortcut to Mushrooms
Type: Quest
Quest points: 14
Stage: 2B
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 makes a Hide test, add 1 to the total Threat for each ally that player controls.
When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)
A Shortcut to Mushrooms
Type: Quest
Quest points: 14
Stage: 2A
As Frodo watched he saw something dark pass across the lighter space between two trees, and then halt. It looked like the black shade of a horse led by a smaller black shadow. The black shadow stood close to the point where they had left the path, and it swayed from side to side. Frodo thought he heard the sound of snuffling. The shadow bent to the ground, and then began to crawl towards him. –The Fellowship of the Ring
A Short Rest
Type: Quest
Stage: 1B
When Revealed: Each player may search his deck for 1 treasure card and add it to his hand, then shuffle his deck. Advance to stage 2A.
A Short Rest
Type: Quest
Stage: 1A
Setup: Shuffle the Over the Misty Mountains Grim and Western Lands encounter sets into one encounter deck and make it the active encounter deck. Then, shuffle the The Great Goblin and Misty Mountain Goblins encounter sets into a second encounter deck and set it aside, inactive.
After a refreshing stay in the House of Elrond, Bilbo and his companions resumed their quest for the Lonely Mountain. But to reach Erebor, they first had to climb the high pass over the Misty Mountains.
A Warm Welcome
Type: Quest
Stage: 1B
Skip the Quest phase.
Forced: At the end of the round, advance to stage 2.
So one day, although autumn was now getting far on, and winds were cold, and leaves were falling fast, three large boats left Lake-town, laden with rowers, dwarves, Mr. Baggins, and many provisions. -The Hobbit
A Warm Welcome
Type: Quest
Stage: 1A
Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch. Set Smaug the Magnificent and A Bare Patch aside, out of play. Add Smaug the Golden and The Lonely Mountain to the staging area. Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.
A Way Up
Type: Quest
Quest points: 12
Stage: 3B
Heroes do not collect resources during the resource phase.
If players defeat this stage, they win the game.
The Chamber of Records is on the Seventh Level of Moria. The way up is treacherous, and you are accompanied by a sense of unease and vague dread.
A Way Up
Type: Quest
Quest points: 12
Stage: 3A
You have captured a member of the patrol, and press the wounded Goblin for information about the Dwarves. It gives a nasty laugh, and with a mouthful of blood spits out "Balin can be found in the chamber of records!" It can say no more.
A Well Laid Trap
Type: Quest
Stage: 2B
When Revealed: Each player searches the encounter deck and discard pile for a Boar Clan enemy and puts it into play engaged with him. Shuffle the encounter deck. Each player shuffles his discard pile into his draw deck and draws 1 card.
Forced: At the end of the combat phase, advance to stage 3A.
In your zeal to recover the gold, you have been led into an ambush.