

Only one copy of Mendor's Support can be played each round.
Action: Mendor gets +2 , +2
, and +2
until the end of the round.


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.

Resolution: Each player earns 1 copy of the Mendor's Support boon card. 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.”


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!

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.
“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.”
2) If Mendor is not in play, do not adjust the Campaign Pool for your next campaign.
Sadly, you bear Mendor's body back to Galadriel to prepare for his passing into the West.


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.

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.”



You are traveling through Mirkwood forest in search of The Elvenking's hidden halls, when you hear a desperate cry for help from a dark path of woods.
Setup: Add Spider Den to the staging area. The opposing team searches the encounter deck for one different 0 cost enemy or 0 cost location per player and adds it to the staging area. Shuffle the encounter deck.
The cries are those of an Elf who has been captured within a spider den. You must rescue him!
Forced: When Spider Den is explored, flip it over and put Mendor into play under the first player's control, ready.
This stage cannot be defeated unless the first player controls Mendor.



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.
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less 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 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).



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.
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less 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.
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).



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.
When Revealed: The opposing team searches the top 5 cards of the encounter deck for a card with cost 1 or less (2 or less 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.
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).