Enchanted Land is played according to the rules of the expansions "Seafarers" (without the pirate) and "Cities & Knights".
The scenario shows a main island in the north and east and a treasure island inhabited by dragons in the southwest. There are 19 dragons. Each player builds a settlement, a city, and then a second settlement on the main island. At least one settlement must be built on the coast.
A knight may be placed onto a coastal intersection of the treasure island, as soon as there is a ship route towards this intersection. No roads can be built on the treasure island, and settlements can only be built on the coast. Settlements cannot be upgraded to cities.
Each player can only place 1 knight on the treasure island. Once a knight has arrived on the treasure island, he cannot go back to the main island. Knights at sea or on the treasure island don't count for defense against the barbarians; however, they are not deactivated in case of a barbarian attack.
On the treasure island, an activated knight may be moved a distance of up to 3 intersections. If, in the process, he displaces a weaker knight, that knight is placed on any of the treasure island's coastal hexes. Apart from that, a knight may not be moved onto a coastal intersection, in order to prevent players from blocking knights from crossing over.
A knight that was activated on an intersection with a dragon can try to defeat the dragon in the next round (knight menu: dragon). When a knight tries to defeat a dragon, he is deactivated in the process. The dragons have strengths of 1-3. To defeat them, the knight must be equally strong or stronger than the dragon. Each defeated dragon is worth one Dragon Point.
Inventor: No number tokens may be removed from the Enchanted Land, and they may not be exchanged either.
Deserter and Intrigue: These two cards may not be used against knights standing on the island "Enchanted Land."
The player who defeated 6 dragons or reached 18 victory points (in a 3-player game: 21 victory points) wins.