ImaKlutz/lord-of-the-rings-LCG huggingface dataset:
The Trial of Intuition
Type: Quest
Stage: 2A
When Revealed: Randomly choose 1 of the remaining set aside Guardian enemies and 1 of the remaining set aside Barrow locations, reveal them, and add them to the staging area. Shuffle the encounter discard pile into the encounter deck. Find the set aside Key objective that shares a Trait with the just revealed Guardian enemy and suffle it into the bottom 10 cards of the encounter deck.
You have found the barrow where the trial should take place, but the key cannot be found. You are sure the key's guardian is watching you... Where is the key?
The Trial of Perseverance
Type: Quest
Stage: 2B
Each Guardian enemy engages the first player. Guardian enemies cannot be damaged or leave play except by quest effect.
When the players control the current trial's Key objective, add all Guardian enemies in play to the victory display and immediately advance to a stage 2A of the players' choice. If all stage 2 quests have been defeated, advance to stage 3A, instead.
The Trial of Perseverance
Type: Quest
Stage: 2A
When Revealed: Randomly choose 1 of the remaining set aside Barrow locations and add it to the staging area. Then, randomly choose 1 of the remaining set aside Key objectives and attach it to that Barrow location. Find the set aside Guardian enemy that shares a Trait with the Key objective in play and reveal it, adding it to the staging area.
A huge barrow towers before you, cold mist enveloping the entrance. The key is somewhere inside, but a heavy chill fills you with dread and unease...
The Trial of Strength
Type: Quest
Stage: 2B
Each Guardian enemy engages the first player. Barrow locations cannot be the active location and are immune to player card effects.
When the players control the current trial's Key objective, add all Barrow locations in play to the victory display and immediately advance to a stage 2A of the players' choice. If all stage 2 quests have been defeated, advance to stage 3A, instead.
The Trial of Strength
Type: Quest
Stage: 2A
When Revealed: Randomly choose 1 of the remaining set aside Guardian enemies and 1 of the remaining set aside Barrow locations, reveal them, and add them to the staging area. Find the set aside Key objective that shares a Trait with the just revealed Guardian enemy and attach it to that enemy.
A rotting corpse guards the inner chamber of this barrow, holding in its grasp a worn sword that looks like one of the keys the Boar Shaman described to you. When you reach for the key, the guardian springs to life and attacks you!
The Turnaround
Type: Quest
Keywords: Race.
Stage: 3B
Race. This stage gets +4 quest points per player.
Forced: When this stage is defeated, make a racing Willpower test. To pass requires 1 TURN result, plus an additional TURN 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, each player discards an ally he controls.
The Turnaround
Type: Quest
Keywords: Race.
Stage: 3A
At the far end of the Wainrider's track is a sharp turn along the side of a ravine. The racers have to pull hard on their reins to keep their horses from charging over the edge.
The Voice of Saruman
Type: Quest
Quest points: 15
Stage: 3B
While Orthanc is the active location, Saruman is considered to be engaged with the first player.
Forced: When Orthanc is explored, cancel any progress placed on the quest this phase and return Orthanc to the staging area.
If a player has 0 cards in his hand, he is eliminated from the game. If the players defeat this stage, they win the game.
The Voice of Saruman
Type: Quest
Quest points: 15
Stage: 3A
When Revealed: Each player draws 6 cards. Each player with more than 6 cards in his hand discards cards from his hand until he has only 6. Attach Saruman's Staff to Saruman.
Suddenly another voice spoke, low and melodious, its very sound an enchantment. Those who listened unwarily to that voice could seldom report the words that they heard... -The Two Towers
The Wall is Breached!
Type: Quest
Keywords: Defense.
Quest points: 8
Stage: 4B
Forced: After a character is destroyed, place 1 progress on this stage (bypassing any active location).
If this stage is defeated, the players lose the game.
Over the wall and under the wall the last assault came sweeping like a dark wave upon a hill of sand. -The Two Towers
The Wall is Breached!
Type: Quest
Keywords: Defense.
Quest points: 8
Stage: 4A
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.
Then there was a crash and a flash of flame and smoke. The waters of the Deeping-stream poured out hissing and foaming: they were choked no longer, a gaping hole was blasted in the wall. A host of dark shapes poured in. -The Two Towers
The Water's Edge
Type: Quest
Quest points: 12
Stage: 2B
Forced: After a player commits characters to the quest, he must discard the top 2 cards of his deck.
The Water's Edge
Type: Quest
Quest points: 12
Stage: 2A
Small rivers cut their way across your path. Some are not much more than a trickle, and recent looking too. Another rumble shakes the walls, this time it seems to be above you.
The Weather Turns Foul
Type: Quest
Keywords: Sailing.
Quest points: 18
Stage: 3B
Sailing.
Forced: At the end of the staging step, if you are off-course (??, ??, or ??), reveal an additional encounter card from the top of the encounter deck.
When you defeat this stage, if the Stormcaller is still at stage 3, you have caught up to the Stormcaller and win the game. Otherwise, advance to the next stage.
The Weather Turns Foul
Type: Quest
Keywords: Sailing.
Quest points: 18
Stage: 3A
As your voyage continues, the skies darken and the rain becomes relentless. Storm clouds on the horizon flash with lightning, and unpredictable wind makes setting a course difficult.
The Weather Turns Foul
Type: Quest
Quest points: 18
Stage: 3D
If the players are off-course (Cloudy, Rainy, or Stormy), the Stormcaller gets +2 Threat.
No more than 8 damage may be placed on the Stormcaller each round.
Forced: At the end of the round, discard the top card of the encounter deck. the Stormcaller places progress on this stage equal to its Threat plus the Threat of the discarded card.
The Weather Turns Foul
Type: Quest
Quest points: 18
Stage: 3C
When Revealed: Search the encounter deck and discard pile for 1 copy of Sahír's Escort and add it to the Stormcaller's area. Shuffle the encounter deck.
Aided by other Corsair ships, the Stormcaller slips out of sight, heading into the dark clouds on the southern horizon.
The White City Besieged
Type: Quest
Keywords: Assault.
Quest points: 4
Stage: 3B
The White City Besieged gets +4 quest points for each player in the game.
The players cannot travel to Pelennor locations.
Forced: When an enemy is destroyed, place progress on this stage equal to that enemy's total Threat (progress must be placed on the active location first).
...since the middle night the great assault had gone on. -The Return of the King
The White City Besieged
Type: Quest
Keywords: Assault.
Quest points: 4
Stage: 3A
When Revealed: Each player takes control of each ally he owns in the staging area and exhausts it. The first player adds Minas Tirith, Grond, and The Witch-king (Captain side faceup) to the staging area. Each other player searches the encounter deck and discard pile for a different enemy and adds it to the staging area. Shuffle the encounter deck.
...at east the city was besieged, enclosed in a ring of foes. The Rammas was broken, and all the Pelennor was abandoned to the Enemy. -The Return of the King
The Wicked Willow
Type: Quest
Quest points: 18
Stage: 3B
Old Man Willow cannot leave the staging area but 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.
"I don't like this great big tree. I don't trust it. Hark at it singing about sleep now!" -Sam, The Fellowship of the Ring
The Wicked Willow
Type: Quest
Quest points: 18
Stage: 3A
When Revealed: Add Old Man Willow and Withywindle to the staging area. Reveal X encounter cards where X is the number of players in the game minus 1.
He lifted his heavy eyes and saw leaning over him a huge willow-tree, old and hoary. Enormous it looked, its sprawling branches going up like reaching arms with many long-fingered hands... -The Fellowship of the Ring
The Wizard's Prize
Type: Quest
Keywords: Time 3.
Quest points: 15
Stage: 3B
Time 3.
Forced: After the last time counter is removed from this stage, return Mugash to the staging area and reveal X encounter cards. X is the number of players in the game minus 1. Place 3 time counters on this stage.
Progress cannot be placed on this stage unless Mugash is attached to a hero.
If the players defeat this stage, they win the game.
The Wizard's Prize
Type: Quest
Keywords: Time 3.
Quest points: 15
Stage: 3A
You've found Mugash, but the Orc captain won't be taken without a fight! He howls and rages against you with the ferocity of a cornered animal. All the commotion is sure to draw more Orcs to the fray, yet you must subdue the huge Uruk before you can retreat down the mountain...
The Wounded Eagle
Type: Quest
Quest points: 8
Stage: 1B
The Eagle's wounds cannot be tended in the wilderness, so you attempt to bring the creature to Rhosgobel, where the wisdom of Radagast the Brown may be its only hope.
The Wounded Eagle
Type: Quest
Quest points: 8
Stage: 1A
Setup: Search the encounter deck for Rhosgobel and Wilyador, and add them to the staging area with 2 damage tokens on Wilyador. Then, shuffle the encounter deck.
After a fierce conflict with a group of Trolls, you come across a fallen Eagle, grievously wounded and on the verge of death.
Thieves! Fire! Murder!
Type: Quest
Quest points: 7
Stage: 4B
Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play. Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.
To hunt the whole mountain till he had caught the thief and had torn and trampled him was his one thought -The Hobbit
Thieves! Fire! Murder!
Type: Quest
Quest points: 7
Stage: 4A
When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play. Then, add Smaug the Magnificent to the staging area.
He issued from the Gate, the waters rose in fierce whistling steam and up he soared blazing into the air and settled on the mountain-top in a spout of green and scarlet flame -The Hobbit
Three is Company
Type: Quest
Quest points: 1
Stage: 1B
When a player fails a Hide test, each Nazgûl enemy in the staging area engages that player. (Trigger Forced effects after resolving this effect.)
The player cannot advance unless Bag End is in the victory display.
Frodo's friend insist on joining him in his adventure, but danger finds them sooner than anticipated when Black Riders appear in the Shire.
Three is Company
Type: Quest
Quest points: 1
Stage: 1A
Setup: Set Buckleberry Ferry aside, out of play. Add 1 Black Rider to the staging area and make Bag End the active location. Shuffle the encounter deck.
The ring Frodo Baggins inherited from his uncle Bilbo is indeed The One Ring. After conferring with the wizard Gandalf, Frodo decides to leave the Shire and take the ring to Rivendell.
Through the Caverns
Type: Quest
Quest points: 15
Stage: 2B
Response: After placing any number of progress tokens on this card, flip the "prisoner" hero card face-up, and place 1 damage toke on it. The hero has been "rescued" and may now be used by its controller.
The players, as a group, cannot play more than 1 ally card each round.
Players cannot advance to the next stage of the quest unless they have rescued the prisoner and have all 3 "Escape from Dol Guldur" objective cards.
Through the Caverns
Type: Quest
Quest points: 15
Stage: 2A
Finding a hidden entrance to the dungeons of Dol Guldur at last, you attempt to make your way through the caverns beneath the hill, searching for your imprisoned friend. The denizens of this labyrinth stand in your way, while the jailors protect the prisoner.
Through the Forest
Type: Quest
Quest points: 12
Stage: 1B
Mirkwood is always a dangerous place, but it is even worse with Gollum. Between the outbursts, tantrums, and the flying provisions, you are not afforded a moment's peace.
Through the Forest
Type: Quest
Quest points: 12
Stage: 1A
Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.
Having captured Gollum, you must now escort him through Mirkwood Forest for interrogation at Thranduil's Palace.
An Arduous Journey
Type: Quest
Keywords: Time 3.
Quest points: 13
Stage: 2B
Time 3. Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
Allies enter play exhausted.
Forced: When the players defeat this stage, advance to a random stage 3A.
Through the Marsh
Type: Quest
Keywords: Time 3.
Quest points: 13
Stage: 2A
When Revealed: Raise each player's threat by 1.
As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.
A Forgotten Land
Type: Quest
Quest points: 13
Stage: 2B
Time 3.
Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
Each player cannot play more than 1 card each round.
Forced: When the players defeat this stage, advance to a random stage 3A.
Through the Marsh
Type: Quest
Quest points: 13
Stage: 2A
When Revealed: Raise each player's threat by 1.
As you trudge through endless swamp, you begin to wonder if you will ever reach the other side.
A Weary Passage
Type: Quest
Quest points: 13
Stage: 2B
Time 3.
Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
In order to commit characters to the quest, a player must first discard a card at random from his hand.
Forced: When the players defeat this stage, advance to a random stage 3A.
No End in Sight
Type: Quest
Quest points: 13
Stage: 2B
Time 3.
Forced: After the last time counter is removed from this stage, advance to a different stage 2A at random. Return this stage to the quest deck.
Player card effects cannot be used to gain resources or draw cards.
Forced: When the players defeat this stage, advance to a random stage 3A.
Through the Ruins
Type: Quest
Quest points: 5
Stage: 2B
Players cannot travel to West Bank locations.
Each player cannot play or put into play more than 1 card from his hand each round.
Through the Ruins
Type: Quest
Quest points: 5
Stage: 2A
The outriders and scouts of the army have cut you off from the bridge. You desperately seek the likeliest place to cross the Anduin.
To the Elvin King's Halls
Type: Quest
Quest points: 7
Stage: 3B
The player guarding Gollum cannot play cards from his hand.
To the Elvin King's Halls
Type: Quest
Quest points: 7
Stage: 3A
Having thwarted Gollum's escape attempt, you tighten his rope and push on through Mirkwood, to Thranduil's palace.
To the River...
Type: Quest
Quest points: 8
Stage: 1B
When Revealed: Search the encounter deck for 1 Hill Troll is one is not already in play, and place it in the staging area. Shuffle the encounter deck.
Players cannot defeat this stage while any Hill Troll cards are in play.
As you approach the location of a small raft stashed on the riverbank, a fearsome Hill Troll emerges from behind a grouping of rocks, and attacks!
To the River...
Type: Quest
Quest points: 8
Stage: 1A
Setup: Each player reveals 1 card from the top of the encounter deck, and adds it to the staging area.
Emerging from Mirkwood Forest with an urgent message from Lady Galadriel, you must make your way south along the Anduin River in order to reach the forst of Lórien. As you leave the forest behind, you notice that you are being pursued, and thus quicken your pace...
To the West-door
Type: Quest
Quest points: 5
Stage: 1B
While this stage has at least 5 progress on it, The Watcher 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.)
Forced: When The Watcher is defeated, flip it over and add Chamber of Mazarbul to the staging area.
This stage cannot be defeated while The Watcher is in play.
To the West-door
Type: Quest
Quest points: 5
Stage: 1A
Setup: Each player adds 1 resource to each of his heroes' resource pools. Add The Watcher to the staging area.
It has been years since there was news of Balin's expedition to Moria, but in recent months there have been rumors of growing darkness there. You traveled to the Mines to investigate these tidings. Upon reaching the Doors of Durin, you are surprised to find a foul-smelling pool at its feet, and a fell creature blocking your way.
To the West-door
Type: Quest
Quest points: 13
Stage: 1B
When Revealed: Reveal cards from the encounter deck and add them to the staging area until there is at least X threat in the staging area. X is twice the number of players in the game.
Your approach is blocked by a dark lake that slumbers beneath the face of the cliff. You must search for a way around the water.
To the West-door
Type: Quest
Quest points: 13
Stage: 1A
Setup: Remove The Watcher and Doors of Durin from the encounter deck and set them aside, out of play.
Elrond has asked you to scout the Mines of Moria on your return to Lorien, hoping to discover if it is the source of increased Orc activity along the Misty Mountains.
Trapped Inside a Barrow
Type: Quest
Quest points: 9
Stage: 4B
Forced: When a location is revealed at this stage, cancel its effects and discard it. Then, raise your threat by that card's Threat (including modifiers).

Forced: After this stage is defeated, advance to stage 3B at the beginning of the travel phase (combining staging areas with stage 3B) and place 1 progress on a Great Barrow at that stage.
Trapped Inside a Barrow
Type: Quest
Quest points: 9
Stage: 4A
When Revealed: End your quest phase (do not resolve the quest). Discard cards from the encounter deck until a Wight enemy is discarded. Add the discarded Wight enemy to the staging area. Discard all but X allies you control where X is the number of enemies engaged with you.
Traveling North
Type: Quest
Quest points: 10
Stage: 1B
Setup: Set Woodmen Village and The Old Ford aside, out of play. Create the Evil Creatures deck (see insert) and place it next to the quest deck. Shuffle the encounter deck and discard cards from the top until X locations are discarded, where X is the number of players. Add each discarded location to the staging area.
While traveling north through the Vales of Anduin on your way to Dale, you are alarmed by the number of dangerous creatures that you encounter.
Traveling North
Type: Quest
Quest points: 10
Stage: 1A
Forced: After placing progress here from questing successfully, place 1 resource here.
Forced: At the beginning of the encounter phase, remove 1 resource from this stage. Then, add the top card of the Evil Creatures deck to the staging area.
This stage cannot be defeated while an enemy from the Evil Creatures deck in play.
Trouble in Bree
Type: Quest
Quest points: 8
Stage: 1B
The player cannot advance while The Prancy Pony is in play.
In dark and loneliness they are strongest; they will not openly attack a house where there are lights and many people - not until they are desperate, not while all the long leagues of Eriador still lie before us. But their power is in terror, and already some in Bree are in their clutch. They will drive these wretches to some evil work: Ferny, and some of the strangers, and, maybe, the gatekeeper too.
–Strider, The Fellowship of the Ring
Trouble in Bree
Type: Quest
Quest points: 8
Stage: 1A
Setup: Set all copies of Ringwraith, The Witch-king, Midgewater, and Weathertop aside, out of play. Add The Prancing Pony and Bill Ferny to the staging area. Shuffle the encounter deck.
Frodo and his companions arrive at Bree to find the shadow of the Black Riders already on the crossroads town. Unsure of who to trust, they decide to lodge at The Prancing Pony. There they meet a friend of Gandalf named Strider who offers to lead them to Rivendell, but their movements are also tracked by less savory folk.
Truly Lost
Type: Quest
Quest points: 255
Stage: 3D
Each location gets +1 quest point for each facedown player card under it.
Forced: When a location with a facedown player card under it is explored, return each facedown player card under it to its owner’s hand.
When the players advance from this stage, discard each facedown player card under a location.
Truly Lost
Type: Quest
Quest points: 255
Stage: 3C
When Revealed: Each player discards cards from the top of the encounter deck until he discards a non-objective lcoation and adds it to the staging area. Each player places his hand of cards facedown under a different location in the staging area.
Exhaustion begins to take its toll as you stumble through the endless forest. Supplies grow sparse and you struggle to find anything that can help.
Trying to Blend In
Type: Quest
Quest points: 10
Stage: 2B
City Guard cannot have more than 10 damage, and it gets -5 engagement cost for each resource here.
Forced: At the end of the round, place 1 resource here.
Trying to Blend In
Type: Quest
Quest points: 10
Stage: 2A
When Revealed: Each player must choose: either raise your threat by 5, or reveal an encounter card.
So far your search has revealed nothing of Ulchor's whereabouts, so you attempt to blend in with the city populace in order to learn what you can. It is a risky but necessary decision.
Ulchor's Trap
Type: Quest
Quest points: 20
Stage: 4B
City Guard cannot have more than 20 damage, and it gets -5 engagement cost for each resource here.
Forced: At the end of the round, place 1 resource here.
This stage cannot be defeated while City Guardhas hit points remaining. When this stage is defeated, the players win the game.
You must escape the notice of the city guard if you hope to reach Ulchor.
Ulchor's Trap
Type: Quest
Quest points: 20
Stage: 4A
When Revealed: Shuffle the encounter discard pile into the encounter deck and discard cards from the top until X enemies are discarded. X is the number of players. Add each enemy discarded this way to the staging area.
You have reached the King's palace only to discover the city guard waiting for you. Ulchor must have warned the King that you were coming and urged him to lay this trap for you. It will be a bitter fight if you are to escape.
Under the Merciless Sun
Type: Quest
Quest points: 14
Stage: 2B
Forced: At the end of the round, increase the temperature by 4. Then, each player assigns X damage among characters he controls, where X is the tens digit of the temperature.
If the temperature is 60 or higher, the players lose the game.
If you cannot make it across the desert soon, you are certain to die of thrist...
Under the Merciless Sun
Type: Quest
Quest points: 14
Stage: 2A
When Revealed: Increase the temperature by 2. Shuffle the encounter discard pile into the encounter deck and reveal 1 encounter card per player.
You trudge across the barren desert with the blazing sun overhead and deadly creatures underfoot, but nothing is more dangerous to you than your lack of water.
Unexpected Rescue
Type: Quest
Quest points: 255
Stage: 1B
When Revealed: Each player creates his own staging area and advances to a different stage 2A.
You have endured much during your imprisonment in Mount Gram at the hands of a cruel goblin known as Gornákh. But before you are taken north as prizes for "Lord Daechanar," Amarthiúl comes to your rescue. After he frees you, he slips off to find Iârion, whom you suspect is imprisoned nearby. Armed with only your wits and resolve, you must find the rest of your company.